Alpha Experimental 6.0 - Part III

Discussion in 'Announcements' started by EleonGameStudios, Apr 18, 2017.

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  1. Scoob

    Scoob Rear Admiral

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    I might try that, bit extreme though. I do worry one of my tweaks might have broken things. I added several waves of ever tougher drones to Akua - as I've done many times before. However, I wonder if something's changed so this won't work anymore. This particular bit of the .yaml seems the same as ever, but the same change that worked previously might not be working now.

    That said, I've often experienced a Drone Wave delay on planets that use the "4 = night + turret trigger" option. The other options are far more straight-forward and trigger more reliably.

    I've had no crashes of late, I did check out the Space Drone Base - basically a tweaked Thermica Station by the look of it. However, this drone base seems to neither launch drones - like the drone Carriers do - nor replenish the four Plasma Drones in orbit, at least not yet.

    Seems very much WIP to me.

    Scoob.
     
    #281
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  2. Keith Hovey

    Keith Hovey Captain

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    We are really eager to set up custom instances for this same reason. All the constant resets really seem unnecessary but they have to be done to keep things going. Multiplayer needs done differently. I think if we can do in game quest chains that lead to instances it may be a workable solution.
     
    #282
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  3. krakken242

    krakken242 Lieutenant

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    I'd be happy with a broader range of npc's that supplied coveted gear via drops.

    Personal mission rewards (repeatable?) wouldn't be a bad idea either.
     
    #283
  4. Keith Hovey

    Keith Hovey Captain

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    There are a lot of ideas we have for multiplayer but they all need a little bit of content from single player first before they are viable. The game is still in alpha so it will still be a while before any of this happens if at all. They still have a skill tree to rework, more planetary customizations, more critters, boss critters at some point seem logical as well. Not to mention engine upgrades and bug fixes.

    There are sizable improvements to be made for sure and plenty they can do in terms of content and making the game a bit more engaging. For example:

    Skill tree - Streamline, add specializations, module support. Imagine a pilot class that when piloting a ship enhanced specs like top speed and manuverability. Add on specific modules to the class that could enhance the engines further for a higher top speed, the gyros to improve cornering and rotation. Imagine a military class that could enhance weapons and turrets with accuracy bonuses or range bonuses after getting that specialization. The point is you could add a class system that would overall engage multiplayer co-operation a bit AND add some depth to single player gameplay as well. Add in npc's that appear at the bases that are already in game and you can have specialists that give you quests and sell you training. Modularize the constructor. What I mean is instead of the constructor automagically knowing how to make everything add depth by turning all the top end gear into blueprints you can add to the constructor. Go back to specialist classes and add an engineering class. Imagine all the gameplay possibilities from just doing that alone. All the classes could augment devices related to their class to improve performance, and single player could still be single player but with some added depth via introducing choices. Imagine artifacts and instances having super rare blueprints once in a while that could add amazing capabilities to a crew and vessels. Imagine introducing quest chains that took you to these instances along with all the random bases and litter still wrecking the galaxy at large hahahaha.

    Theres still a LOT of game to write and an almost infinite world of possibilities that could REALLY make this game pwn the opposition and claim the space game crown. I wish I could personally aim the direction of this development myself a little bit hahahahaaha. There is so much that could be done in short order that could really add a lot of depth and engaging content to the game quickly.
     
    #284
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  5. mR_kAt

    mR_kAt Captain

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    Do you happen to know the correct yaml code for the emergency 02 Generator? I tried spelling it as is and it crashes the game in single player. I tried wording it how the devs did in the demo code but it just makes an O2 Station, NOT an Emergency O2 Station.

    In addition do you happen to know the code for "Raw Plastic Material"? I know you can use the console to add the items in question at the start but that isn't what I am trying to accomplish... I don't wish to have a player use a console to play a scenario.

    A list would be highly welcome from the development team of every item in the game so we can add them to starting POIs or Escape Pods.

    Also there is a problem when you add items to the escape pod list. Instead of it being inside of the escape pod itself, it is all inside of your inventory. The only items in the escape (and will always be) is a emergency ration, a health kit and O2... it's really odd.
     
    #285
  6. Pantera

    Pantera Moderator
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    SteamLibrary\steamapps\Common\Empyrion - Galactic Survival\Content\Extras

    SteamLibrary\steamapps\Common\Empyrion - Dedicated Server\Content\Extras

    Open localization.csv in excel.

    I think the emergency o2 gen is OxygenGeneratorSmall.
    When closing that file do not overwrite it close & don't save.
     
    #286
    Last edited: Apr 25, 2017
  7. mR_kAt

    mR_kAt Captain

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    I can give you an example of my Yaml, for a clean escape pod start on Akura. Just make sure you edit the ENTIRE entry of the wreckage in the POI section of the Yaml file (if you note I added the same contents for all difficulty settings, the only thing I can't figure out is how to add the emergency 02 generator as Eleon hasn't posted the code for that item yet... a little help @Hummel-o-War ? Also the items (This is a Bug) appear in your INVENTORY at start NOT in your escape pod. The pod will contain just an emergency food ration, some O2 and a med kit. This is why I removed the ration from the start as it somehow always appears in the escape pod. I added 2 evas (you need to click on them and they will separate into twos) I did this for testing in space. I hope this helps you!

    FixedPlayerStart:
    - Mode: Creative # Creative or Survival
    SubMode: Empty # Empty / Normal (only evaluated in Creative mode) [default: Normal]
    Armor: ArmorLight
    Pos: [ -428, 25.7, -291 ] # position coordinates
    RotY: -50 # rotation angle around Y axis

    - Mode: Creative # Creative or Survival
    SubMode: Normal # Empty / Normal (only evaluated in Creative mode) [default: Normal]
    Armor: ArmorLight
    Pos: [ -482.2,25.2,-252.56 ] # position coordinates
    RotY: 50 # rotation angle around Y axis

    - Mode: Debug
    Pos: [ -482.2,25.2,-252.56 ]
    RotY: 100

    - Mode: Survival
    Spawn: EscapePod
    # Spawn: Structure
    # Structure: "Wreckage"
    Armor: ArmorLight
    Items: [ "Pistol, 50Caliber:110, Medikit02:1, AntidotePills:1, Flashlight, EnergyCell:3, Drill, Chainsaw, BioFuel:5, ConstructorSurvival, OxygenGeneratorSmall, PlasticMaterial:20, EVABoost:2", "Pistol, 50Caliber:110, Medikit02:1, AntidotePills:1, Flashlight, EnergyCell:3, Drill, Chainsaw, BioFuel:5, ConstructorSurvival, OxygenGeneratorSmall, PlasticMaterial:20, EVABoost:2", "Pistol, 50Caliber:110, Medikit02:1, AntidotePills:1, Flashlight, EnergyCell:3, Drill, Chainsaw, BioFuel:5, ConstructorSurvival, OxygenGeneratorSmall, PlasticMaterial:20, EVABoost:2" ]

    Edit: Added the Emergency O2 generator and Raw Plastic Material with the help of @Pantera
     
    #287
    Last edited: Apr 25, 2017
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  8. mR_kAt

    mR_kAt Captain

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    OMG! Thanks, you are a lifesaver! :3
     
    #288
  9. mR_kAt

    mR_kAt Captain

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    Just wanted to point out a bug that I can confirm that another player posted... underwater in Akura with your helmet on, you DON'T use up O2.

    The more I fiddle around on Akura in the darkness, I find the darkness lovely... just one tweak I'd like, a longer range on the flashlight, and maybe have it in the escape pod at the start if things will be dark. The sheer beauty of the darkness and the light from the stars and heavens above is a breathtaking contrast, as is the light from the moon... nice work.
     
    #289
  10. Wizzy

    Wizzy Lieutenant

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    I hope they release part 4 soon with A LOT fixes because atm this build is one of the worst of the experimental versions so far because there so many bugs and game breaking ones so many people loosing there ships because the re entry and leaving planets you get disconnects/crashes so many time and start falling back onto the planet out your SV/CV ....we will need a parachute soon in part 4 if this still the same :)
     
    #290
  11. mR_kAt

    mR_kAt Captain

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    Normally after a experimental release there is lots of feedback from the developers.

    In part 2 there was next to nothing and voila in part 3 many of the "features" that players made feedback to were adjusted to the feedback (along with a huge bug fix and working drones).

    Now we have part 3. It is polished in concept (although some key concepts still need addressing like the new fuel tank system and UI) but not much is being posted by the developers on the forums. I just assume this is a good sign, as they are trying to polish up and fix bugs (they have said they are getting massive bug feed back via tickets... so many that some people don't get replies to them). This most likely means they are very hard at work cleaning things up for part 4. The longer the wait the better IMHO as it gives them time to get everything right and bug free (as much as it can be).

    P.S. Please please please take out (or change) the new fuel system. The new fuel cells serve no purpose like they did in the past. The large ones take too much work to construct to be even a viable alternative to use when you can just pile up hydrogen fuel tanks. Also please change the "flavor" of the UI. It is too much like a tablet in Windows 8.
     
    #291
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  12. EatToWin

    EatToWin Ensign

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    NVG as a tech to research? I like it.
     
    #292
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  13. EatToWin

    EatToWin Ensign

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    It was sad to see it changed. Went from something with personality to looking like every other charcoal grey, translucent Unity HUD.
     
    #293
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  14. mR_kAt

    mR_kAt Captain

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    Bug: I am still having a problem with the constructor even after the NEW UI. When you are building a bunch of items in the constructor and you take out some finished product (while it is working on something else), the progress bar for the item skips backwards and gives a false reading on how much longer it will take the item to be finished. This is occurring on "Slow" constructor speed.

    Is anyone else having this problem?

    Edit: I notice that all 1st tier objects made in the constructor takes the same amount of time.

    In the past for example: cables (3 seconds) were the quickest and other objects like metal components were around (5 seconds).

    http://empyrion.gamepedia.com/Cables

    http://empyrion.gamepedia.com/Metal_Components

    Note: I tested this on "Slow" and "Normal" construction speed.

    Now every item takes equal amount of time. Is this an error on the developer's part? Or is designed to be this way? Can @Hummel-o-War answer this?
     
    #294
    Last edited: Apr 25, 2017
  15. Loch

    Loch Lieutenant

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    on my server, i moved all the spawned items out of the wreckage on all 4 starter planets and added a bit of plastic to each as well.

    Additionally, i didn't like the format to edit, so i changed it to an easier to read (but still valid) format that has each difficulty on separate lines for easy eyeball editing

    Temperate
    Code:
            - Mode: Survival
              Spawn: EscapePod  
              # Spawn: Structure
              # Structure: "Wreckage"      
              Armor: ArmorLight
              Items:
                  - Pistol, 50Caliber:250, Medikit02:3, AntidotePills:3, EmergencyRations:4, WaterBottle:2, EnergyCell:5, Drill, Chainsaw, BioFuel:4, ConstructorSurvival, AutoMinerCore:5, Core, TomatoStage1, WheatStage1, CornStage1, PumpkinStage1, PearthingStage1, DurianRoot, RadiationPills, EVABoost, PlasticMaterial:6
                  - Pistol, 50Caliber:150, Medikit02:2, AntidotePills:2, EmergencyRations:2, WaterBottle:2, EnergyCell:4, Drill, Chainsaw, BioFuel:4, ConstructorSurvival, AutoMinerCore:5, Core, TomatoStage1, WheatStage1, CornStage1, PumpkinStage1, PearthingStage1, DurianRoot, RadiationPills, EVABoost, PlasticMaterial:4
                  - Pistol, 50Caliber:100, Medikit02:1, AntidotePills:1, EmergencyRations:1, WaterBottle:1, EnergyCell:3, Drill, Chainsaw, BioFuel:4, ConstructorSurvival, AutoMinerCore:5, Core, TomatoStage1, WheatStage1, CornStage1, PumpkinStage1, PearthingStage1, DurianRoot, RadiationPills, EVABoost, PlasticMaterial:2
    
    Snow
    Code:
            - Mode: Survival
              Spawn: EscapePod
              # Spawn: Structure
              # Structure: "TS_Ningues"        
              Armor: ArmorMedium
              Items:
                  - Pistol, 50Caliber:250, Medikit02:3, AntidotePills:3, EmergencyRations:4, WaterBottle:2, OxygenBottleSmall:5, EnergyCell:5, OxygenBottleLarge:5, Drill, Chainsaw, BioFuel:4, ConstructorSurvival, OxygenGeneratorSmall, AutoMinerCore:5, Core, TomatoStage1, WheatStage1, CornStage1, PumpkinStage1, PearthingStage1, DurianRoot, RadiationPills, EVABoost, PlasticMaterial:6, OxygenStation
                  - Pistol, 50Caliber:150, Medikit02:2, AntidotePills:2, EmergencyRations:2, WaterBottle:2, OxygenBottleSmall:3, EnergyCell:4, OxygenBottleLarge:3, Drill, Chainsaw, BioFuel:4, ConstructorSurvival, OxygenGeneratorSmall, AutoMinerCore:5, Core, TomatoStage1, WheatStage1, CornStage1, PumpkinStage1, PearthingStage1, DurianRoot, RadiationPills, EVABoost, PlasticMaterial:4, OxygenStation
                  - Pistol, 50Caliber:100, Medikit02:1, AntidotePills:1, EmergencyRations:1, WaterBottle:1, OxygenBottleSmall:1, EnergyCell:3, OxygenBottleLarge:1, Drill, Chainsaw, BioFuel:4, ConstructorSurvival, OxygenGeneratorSmall, AutoMinerCore:5, Core, TomatoStage1, WheatStage1, CornStage1, PumpkinStage1, PearthingStage1, DurianRoot, RadiationPills, EVABoost, PlasticMaterial:2
    
    Desert
    Code:
            - Mode: Survival
              Spawn: EscapePod        
              Armor: ArmorMedium
              Items:
                  - Pistol, 50Caliber:250, Medikit02:3, AntidotePills:3, EmergencyRations:4, WaterBottle:2, OxygenBottleSmall:5, EnergyCell:5, OxygenBottleLarge:5, Drill, Chainsaw, BioFuel:4, ConstructorSurvival, OxygenGeneratorSmall, AutoMinerCore:5, Core, TomatoStage1, WheatStage1, CornStage1, PumpkinStage1, PearthingStage1, DurianRoot, RadiationPills, EVABoost, PlasticMaterial:6, OxygenStation
                  - Pistol, 50Caliber:150, Medikit02:2, AntidotePills:2, EmergencyRations:2, WaterBottle:2, OxygenBottleSmall:3, EnergyCell:4, OxygenBottleLarge:3, Drill, Chainsaw, BioFuel:4, ConstructorSurvival, OxygenGeneratorSmall, AutoMinerCore:5, Core, TomatoStage1, WheatStage1, CornStage1, PumpkinStage1, PearthingStage1, DurianRoot, RadiationPills, EVABoost, PlasticMaterial:4, OxygenStation
                  - Pistol, 50Caliber:100, Medikit02:1, AntidotePills:1, EmergencyRations:1, WaterBottle:1, OxygenBottleSmall:1, EnergyCell:3, OxygenBottleLarge:1, Drill, Chainsaw, BioFuel:4, ConstructorSurvival, OxygenGeneratorSmall, AutoMinerCore:5, Core, TomatoStage1, WheatStage1, CornStage1, PumpkinStage1, PearthingStage1, DurianRoot, RadiationPills, EVABoost, PlasticMaterial:2
    
    Alien2
    Code:
            - Mode: Survival
              # Spawn: EscapePod
              Spawn: Structure
              Structure: "Wreckage"      
              Armor: ArmorHeavy
              Items:
                  - Pistol, 50Caliber:250, Medikit02:3, AntidotePills:3, EmergencyRations:4, WaterBottle:2, OxygenBottleSmall:5, EnergyCell:5, OxygenBottleLarge:5, Drill, Chainsaw, BioFuel:4, ConstructorSurvival, OxygenGeneratorSmall, AutoMinerCore:5, Core, TomatoStage1, WheatStage1, CornStage1, PumpkinStage1, PearthingStage1, DurianRoot, RadiationPills, EVABoost, PlayerBikeKit, PlasticMaterial:6, OxygenStation
                  - Pistol, 50Caliber:150, Medikit02:2, AntidotePills:2, EmergencyRations:2, WaterBottle:2, OxygenBottleSmall:3, EnergyCell:4, OxygenBottleLarge:3, Drill, Chainsaw, BioFuel:4, ConstructorSurvival, OxygenGeneratorSmall, AutoMinerCore:5, Core, TomatoStage1, WheatStage1, CornStage1, PumpkinStage1, PearthingStage1, DurianRoot, RadiationPills, EVABoost, PlayerBikeKit, PlasticMaterial:4, OxygenStation
                  - Pistol, 50Caliber:100, Medikit02:1, AntidotePills:1, EmergencyRations:1, WaterBottle:1, OxygenBottleSmall:1, EnergyCell:3, OxygenBottleLarge:1, Drill, Chainsaw, BioFuel:4, ConstructorSurvival, OxygenGeneratorSmall, AutoMinerCore:5, Core, TomatoStage1, WheatStage1, CornStage1, PumpkinStage1, PearthingStage1, DurianRoot, RadiationPills, EVABoost, PlayerBikeKit, PlasticMaterial:2
    
     
    #295
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  16. robchatc35

    robchatc35 Commander

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    The motorbike still isn't very good even adding it to the blueprint factory.
     
    #296
  17. Gorby

    Gorby Commander

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    According to Steam I've played 1200 hours of KSP and this just blew my mind.
     
    #297
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