Ah ok so you salvaged the large upgrade kits from poi turrets then. Well yeah the number I gave was for upgrades from loot, so that explain the wild difference I guess.
Also : { +Template Name: AdvancedUpgradeKit DeconOverride: Stop CraftTime: 45 BaseItem: true Target: "" { Child Inputs ZascosiumAlloy: 50 Oscillator: 30 LargeOptronicMatrix: 1 SmallOptronicMatrix: 1 } }
Can someone sugest me a light fighter sv? Right now I use the cobalt moon and it is fine, but the hidden thruster kind of make me dislike it even as it performs just like I want and need it to in this point of my game. Also suggestions for a level-up from it (are those heavy fighters then) maybe with better guns and a shield to replace it would be nice. Thanks
Can I ask a question regarding Base Attacks? I really don't understand how these should work... For example, I've set up base on a "Hard" - according to the written description - barren planet with lots of valuable resources. The nature of the POI's here do indeed make it a little tricky. I've set up a pretty large (Tier 3) base here in hoping it'd attract some decent attacks. However, attacks have generally been pretty weak. The best I've had was a single Light Bomber and three Troop ships. So, the question, will attacks ramp up at all? Will the Zirax send more attackers as the base grows? One of the first mods I did to the game was to ensure that base attacks ramped up progressively over time. Made things much more challenging. However, the game and how these things work have changed drastically since I did that. Back then, it was on a per-playfield level - i.e. I'd have to edit the explicit playfield (which was just one solar-system's worth at the time) to do what I wanted.
Oh, ok, thanks. I read elsewhere that they'd ramp up the larger the base got, but I didn't think that was right. Shame really as I've built a much larger base than usual to test that (incorrect) theory about base size.
Yes they are supposed to scale based on the size of your base, reputation, etc. But from what we've experienced it seems like only being nearby zirax bases really scales the attacks up much.
Hi hopefully this is okay, I am having issues loading my reforged eden world after not playing it for a bit over a week. My mate and I are playing on local multiplayer and I have previously loaded it through single player also. There have been no issues with it up until now. I go to load the save and it gets the "error continue message". I did have an issue with steam where I had to reinstall some of my games and empyrion was one of them unsure whether the two are related or not. I have uplaoded the recent attempt to load the save in single player. Thanks
That's a real shame, is this perhaps considered a bug then if it's supposed to scale up. I've only once - in recent years - experienced a challenging base attack that actually heavily damaged my base. I actually had to run away! I can't recall exactly where I built my base, but I'm pretty sure it wasn't in Zirax territory. One thing I have noticed though, which is quite welcome, my current Base's turrets don't appear to react to targets based on where I stand any more. It used to be that, on a larger base, that turrets some distance from me wouldn't "see" the targets until much later, i.e when said target was closer to me not the turret. If I moved closer to them they'd see the targets fine - this is with an enemy approaching from the other side of the turret. In my current base, when I'm in the observation platform - highest point, 360 degree visibility - the nearest turret is at least 50 metres away, which is usually more than enough to stop it working. The furthest turrets are over 150 metres away at at least, yet all of them fire just fine appearing to finally engage at their maximum range. Drones are regularly being shot at before they pop into render range (Flak Turret) which is amazing. The guns fire off a couple of times, then I see the approaching Drone. Good stuff and a significant improvement. With all that in mind, it's a shame the attacks are being capped at level 0. That said, they do vary a lot. I've gone from one Basic Drone or a single Troop ship, through to a Bomber and several Drones / Troop ships. They never get close though as Base has four Flak turrets and eight Minigun Turrets on towers in each corner, as well as a load of Sentries.
I have a question. the solar modules T2 need 8 solar cells. These are marked in red for me. So I can't build these 8 solar cells. I can build all the others. How do I get these solar cells? I can't find anything in the tech tree. I hope it is understandable, translation by translator
Greetings fellow survivors, We need help with the following issue: How do you disable the limits for manual fire weapons on CVs or vehicles in general? The Game seems to count multiplerocketlaunchers, artillery cannons, advanced laser cannons and the new modulated harvester drills as one category We've tried either true or false to enablemaxblockcount in gameoptions.yaml and increased the maxcount for each weapon individually...aaand the game said F... you guys How do we fix this?
I just encountered something unusual, though perhaps it's by design... I flew to an irradiated planet. This one has a bit more life on it than other's I've visited, but it's very much a radiation theme, with the sort of plants you'd expect. Terrain map is grey, lots of ruins around plus decent resources. However, as I was flying West there was a sudden biome divide stretching North / South in a perfectly straight line. On the East side, usual irradiated biomes, on the West side, well, there's still some radiation but it's basically Temperate with lots of green grass and trees... quite the paradise vs. the rest of the planet I've explored. Not sure how extensive this temperate green region is - it's a large planet, and I've not explored that much of it - but it does stretch all the way North and South. I quite like it. Thought: I'd assume this planet didn't experience a war, rather like the sun flaired and burnt just one side of the planet. Is so, that's pretty cool. Edit: Lol, it's in the darn description...all I had to do was scroll down... *sigh* lol.
I don't know if it's an effect you've changed, but I notice the tracer for the basic BA-Class Flak cannon doesn't travel in the direction of the target and can be quite a bit off - as if the equation is wrong. The Turret will still hit targets just fine and the "flak cloud" effect of the impact is in the right place, it's just the tracer fire that follows the wrong path. For example, my BA's Flak turrets were just shooting down a Troop ship successfully yet the tracer fire actually hit the ground. In other examples I've seen the flak on my other base shooting something (again, successfully) to the South (away from me) yet the tracer fire was heading North (towards me) totally in the wrong direction. This is with the turrets running automatically, with manually fire the tracer path seems to be correct.
It's probably been said, but the CV solar panels that @Vermillion introduces in the Reforged changes and here in RE, specifically how they are implemented (negative power utilization), is huge. I can't count the promethium I've burned in a CV specifically to keep a fridge going prolonged low power ... on a dedi server where the clock never sleeps it's even more welcome. Thanks muchly for reducing the grind and offline anxiety.
Question for Reeforged Eden 1.7 Hello, I would like to make a query, I see that the CV turrets can now only be placed 12 for each type... My question would be if the normal turrets share the same amount with the heavy ones or can you place 12 of one type and 12 of other ????
Something is not right with RE+coop+medium difficulty planets. I just can't start a game on Swamp, or Snow planet.(same with hard difficulty planets) Server create = ok, some loading, and then just blue Wallpaper, and nothing happens(I can access ESC menu, but can't exit). No problem on easy starter planets though. Or if I use single player.