Reforged Eden Scenario

Discussion in 'Scenarios' started by Vermillion, Jul 16, 2020.

  1. ASTIC

    ASTIC Captain

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    I have observed a few times that spawners, even though they were limited, spawned an infinite number of aliens. This is a bug in the game - unfortunately not repoducible.
     
    #2021
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  2. Scoob

    Scoob Rear Admiral

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    While challenging, I don't recall there being quite so many spawns when I've done this POI previously. That lower-level was constantly refilling with Infestors and scorpions. I must have cleared them out eight or nine times. Whenever I retreated back to the place I dropped down into this lower level (I could jet pack up easily) they'd all respawn. They'd also often respawn behind me while I was trying to push forwards. Made things far trickier as a result.

    I still got killed after flipping the switches to kill the POI's Core. Only two infecting troopers spawned (not at the time time, there was a delay) yet the first guy killed me in less than a second of opening fire. Previously, a LOT more troopers spawned, but the result was the same, I died lol. Things did not respawn this time when I went to get my backpack though, as the Core was gone.

    This POI seems quite geared towards providing a challenge for small groups of players, rather than a lone player like myself. The constant spawns make sense in that context. A solo player really needs to be able to clear an are and move on, which isn't possible in this case. We can't even neutralise the spawners any more as they're both invisible and invulnerable. I did try launching a few grenades at the spawn locations, but it does nothing.
     
    #2022
  3. Scoob

    Scoob Rear Admiral

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    I think this is what must be happening. I've had it in the past in RE, most notably when I began a new "Dark Rogue" gamestart where the enemies outside the prison ship would respawn every few seconds, making it impossible to legitimately flee the area as I'd done many times before.
     
    #2023
  4. Slam Jones

    Slam Jones Rear Admiral

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    Hello!

    Is there a resource somewhere that I can read the details of various SV weapons? Specifically the Bomb Launcher. I've been trying to figure out what the range of the bombs are. It doesn't show a range number, but I feel like sometimes my bombs despawn before they reach my target.

    Is there like a hard limit on distance my vessel can be to the bombs before they despawn? Or is my aim so off the I'm just not seeing where they land?

    Same question applies to Torpedoes. Though I haven't actually used them yet, they appear as if they would be bound to the same rules as bombs.
     
    #2024
  5. Vermillion

    Vermillion Rear Admiral

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    Bombs travel 180 meters. They are dropped by divebombing, not by hovering over a target and firing.
    They will despawn if it's too far for them to fall.
     
    #2025
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  6. Slam Jones

    Slam Jones Rear Admiral

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    Cool, thanks for the info! That's actually a lot lower range than I hoped for.

    In my case, I was usually releasing them during a full speed shallow dive (15 to 30 degrees or so) a few hundred meters from the target. Generally I'd be overhead or slightly past the impact point when they reached the ground. I suppose a steeper dive may be in order, though it still exposes me to fire from the enemy base and would require more velocity redirection before I'm out of range of the targets defenses.

    I followed the advice somewhere in this thread regarding boom-and-zoom tactics. I certainly never thought of hovering and dropping bombs since I would be getting shot the whole time. Seems a bit too inefficient for me to want to try :)

    Is the range due to game limitations or due to balancing considerations?

    And lastly, is that the range from the point the bombs were released, or a constant distance from the craft that launched them? I assume the former but figured it wouldn't hurt to ask.
     
    #2026
  7. Vermillion

    Vermillion Rear Admiral

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    Bombs dropped at speed will travel up to 180m before they decide gravity is worth obeying. At which point they drop around 90m on a ballistic trajectory before despawning if they don't come in contact with an object.
    Launched bombs move at the speed of the ship that launches them. So as long as you're moving fast (you don't need to be dropping down on them) the bombs will travel in a straight line.

    A lot of sub-par players try to hover over a POI outside turret range and drop bombs the first time.
     
    #2027
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  8. Slam Jones

    Slam Jones Rear Admiral

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    Okay, cool, good to know, thank you for the info!

    I think I just need to work on my run-up, aim consistency, and make sure not to drop them too early or too late.

    Thanks again! :NewThumbsUp:
     
    #2028
  9. muggen

    muggen Ensign

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    I'm not sure if I am clueless or not... but I can't seem to find how to craft the enhanced bandage schematic.
    I see it says I need to unlock it, but cannot find it in the tech tree.

    Any help would be appreciated.
     
    #2029
  10. ravien_ff

    ravien_ff Rear Admiral

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    You need a schematic from loot.
     
    #2030
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  11. muggen

    muggen Ensign

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    Thanks :)
     
    #2031
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  12. me777

    me777 Commander

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    HI...
    I work on a Mod (or rather remake a old mod) to use the Progenitor Warpgate with ships https://github.com/me777/ReforgedEdenMKII
    It works in my tests, but I only tested it on my server with just me playing. Feel free to test it, but no warenty. If you find a Problem post a issue on the github.

    And a suggestion about the scenario:
    Just a minor thing, but the Warpgate is rather small, compared to my Helios Carrier.
    After the big Objects and the even bigger Cores I kind of was disapointed the Warpgate is this small.
    Maybe build something simmilar impressice as the Objecs?
     
    #2032
  13. Landru

    Landru Ensign

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    I've resumed (in 1.9.12/13) a game that I started in 1.8, and I notice that some of the block boundaries are off. Like the object extends half a block or so beyond what it should. I am seeing it with constructors, posters, and the armor locker (although not with the oxygen station, which does not have new artwork). For example, I can't place two posters on the wall next to each other. Or if the armor locker is next to a door, I can't walk through the door.

    One other thing I am having trouble with is it is very difficult to find the tiny tiny hotspot on hydroponics bays. Sort of the opposite of the problem I am having with constructors.
     
    #2033
  14. Vermillion

    Vermillion Rear Admiral

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    You're using a massively-outdated version of the scenario from months ago, which shouldn't be possible since steam automatically updates the scenario when you start up the game.
    Unless you copied the scenario into your scenario folder, in which case it will never update and you'll need to update it yourself.
     
    #2034
  15. Landru

    Landru Ensign

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    Ah, my mistake. I don't know why I forgot I have to update my local copy manually, I've always done it before. Thank you.
     
    #2035
  16. Fanky

    Fanky Ensign

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    Good scenario, thanks. :NewThumbsUp:
     
    #2036
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  17. Slava_N

    Slava_N Ensign

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    Great scenario! Thanks for your hard work on this one, it's just another level in the same game!:thumpUp:
    Gimme please some basic advices how to change some simple ( I guess so, hope I'm not wrong) things for my playthrough in SP: which file to check and what to search for changes. like for ex,
    how to:
    1) Change numbers of spawned POI's on playfields;
    2) Make adjacements for faction territory (like make Pirates territory bigger for example);
    3) Change the probability of spawn certain POI's/Patrol Vessels (make a chance to spawn more than 1 dreadnought for ex, or a few from different factions)

    Any useful links/guides much appreciated. Full day working guy want to make more fun from this awesome piece of art!
    Thanks a lot!
     
    #2037
  18. Scoob

    Scoob Rear Admiral

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    Well I feel a little silly. I just spent some time setting up a series of Lifts in my underground base so I could deploy HVs build under ground to the surface. Lift blocks pass right through vessels lol.

    For the Player character, these blocks are working well, I see they are still experimental currently, and it looks like they're intended for vessels to be supported by them, is that the plan? I'm guessing there's a stopper currently, preventing these working with vessels.

    I'm testing with a basic mining HV which has a single Docking Pad. If there's any trick to get HV's working - perhaps I'm just experiencing a glitch - please share.
     
    #2038
  19. ravien_ff

    ravien_ff Rear Admiral

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    Don't dock them and see if it works.
     
    #2039
  20. Garaman

    Garaman Captain

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    As far as I've seen people have only been able to get the HV lift capability to work if they are sitting in the HV with it undocked and activate the lift through the control panel through the registry.
     
    #2040
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