I have noticed that, there are very few public scenarios available for server owners. Some of them are so old and buggy, they require a lot of tweaking before they work properly. Most servers that have massive clusters are not willing to share their scenarios and playfields, which makes it hard for smaller communities to create environments that are fun to play in. I'm not trying to point fingers here, I'm just trying to explain my thinking in wanting to create my own scenario. I want this scenario to be of high quality, and to feel like it should be built into the game. The goal is to create a massive star system full of many new and entirely unique worlds to explore. If members of the community work together to build this scenario, we can accomplish much more than one person can do alone. From my experiences in scenario creating so far, I can tell that it is a momentous task that is only difficult because it is tedious. If the work load is split between multiple people, creating a large scenario is a lot easier. After this scenario is done, it will be released as entirely open source for the people to use as they please. So, I am looking for people who want to build POIs, for people that are interested in designing planets, and for people willing to help me come up with a main story. You do not need any coding experience, and I am willing to teach you how to do all of these things if needed. Please send me a direct message if you are interested. You can also find me on Discord: https://discord.gg/fXrwtVN EDIT: Note that I do not give permission for people to use the assets I have made. This project is closed.
I am interested in helping. I have my own server I rent for my son and I to play on and to play around with code. We are new to the game, but I can help with story lines and scenarios if you want to help me get up to speed.
That is... ambitious, to put it lightly. The hardest part, believe it or not, is going to be managing all the pieces and personnel. Getting people to commit, communicate, and collaborate might be more challenging than assembling all the pieces of the scenario puzzle, which, like you said, is a momentous task. How many planets you looking at?
I have a ton already. About 100ish ready to rock and roll. Working on the actual sector map, and its going great. Could use more help with pois and the like, however.
Lost City of Sol-Exploration is always kept up to date. 100 odd planets 230 odd playfields , 100 odd custom POIs, ideal for using to create your own scenario online with all custom up to date planets that are all different to eachother. Feel free to use any part of it for your own scenario you can make a very diverse set of MP planets from this one scenario.
Thanks piddlefoot! I'm not upset or anything, but I haven't received any help so far on this. I don't want to do it all alone, please contact me if you are interested in helping!
I guess you'll need to better define your "scenario". I wouldn't consider hundreds of random planets and random poi's a scenario per say, but some might, so what exactly is the scenario that players can expect to find themselves in at the start of the game?
Ahh, glad you asked! My scenario is actually more detailed, and doesn't contain just random stuff. There is actually lore behind it, and it is very organized. I was originally going to keep these details secret until release, but I think now that this shouldn't harm anything. However, please refrain from reading these things if you want to avoid spoilers! Here is the GDD: https://docs.google.com/document/d/1awhm-Llhq4MENqnGUSe62BgnI6nZ8Bv10LONINqceew/edit?usp=sharing Here is the map: https://cdn.discordapp.com/attachments/403663176568406016/405351213161512960/drawing.svg
Maybe the best way to get help would be to just post here and see who offers. I am working on a number of pois for the federation zone. These POIs are locations where players are meant to trade with NPCs, use public structures, and perhaps find some loot. They should not contain enemies or alien turrets. They all should have admin cores, and need to have lock codes as 0000 on things that players need to access. If you want to do one of these, please do so. Just make sure not to make them give players too much. Limit the amount of constructors and forges, so players wont be encouraged to use them all the time. You can add merchants (right click with alien blocks), and I will make custom shops so that they are unique to each location. Some ideas of what you could make/convert into pois. Lizard Mule Farm and Milk Processing Plant Canned vegetable factory (you can have a lot of grow plots in this poi, but make sure the players don't have access to them cause that would be overpowered). Shipyard Space Station Erestrum Gell Processing Plant Explorable ancient ruin Ruined colony/abandoned construction site Terreforming Station Resort Hub http://steamcommunity.com/sharedfiles/filedetails/?id=957509232 http://steamcommunity.com/sharedfiles/filedetails/?id=855854659&searchtext=omega http://steamcommunity.com/sharedfiles/filedetails/?id=1084781819&searchtext=processing I made quite a few so far on my own, but I still think more are needed to add enough variation to the federation area. https://i.gyazo.com/8165714a0083baac0f9942f788100847.png
Here is a release of all federation pois done so far. A few notes: They all have admin cores (are indestructable). Meant for players to explore and loot containers, and use devices which are unlocked Some are converted defaults from the game, while others are from the steam workshop. You can use these as you please. Edit: REDACTED FILES
I'm working on a set of pois for the "Buglands" region. These are all insect colonies, with stuff you can loot. I'll release them eventually, I want a lot of them so there is enough variation.
This is a playfield I designed. It is made to be the only source of Erestrum in all of PVE space. Since it is heavily defended by 4 patrol vessels and a bunch of mounted guns, it is very hard to get a hold of! EDIT: Redacted files. Don't want unkown skies or sbs to even think about having these things. Sorry guys. As usual, you can use and don't have to give credit.
Here are the Talon village POIS by Savinwraith from the steam workshop, all put together into a ready to use format for server owners. EDIT: Redacted files
I also re-did all of the civilian and villager POIs there already in the scenario in the prefab folder, I have grabbed your bugland POIs and might use them also , and Im taking a look at the Erestrum planet also, I also have one of these but its always good to have as much diversity in the scenario as possible. I actually have 2 sets of civilian and villager POIs, the other set was set up to be peaceful, for that scenario Peaceful Empyrionites, so if you want a tamed down version theres a copy of them in that scenario also.
Some refactoring going on, getting ready to start work for alpha 8. Since it will be easier to make scenarios, there will be a lot more of them. I'm going to need to focus on quality to make sure mine stands out! Code: Hyperion Empyrion Galactic Survival Hyperion is a multiplayer scenario for Empyrion Galactic Survival created by Innocuous. Scenario start: Players start by spawning in an instanced cryo facility. After making their way through the ruined facility, they find themselves in a teleport room where they can pick a planet to start out on. Players also have the opportunity to leave the facility an start on Ningues. Start planets: - Akua: Your typical easy start world. Akua is the same as vanilla. The entire system wipes every two days. Trade station teleporters are removed. Only has copper, silicon, iron, cobalt, and promethium. -Has barren moon (Luna). Has Akua's resources as well as sathium and neodynium. -Has asteroid belt in space. This has silicon, promethium, pentaxid, and sathium. - Ningues: Your typical medium start world. Ningues is the same as vanilla. The entire system every two days. Trade station teleporters are removed. Only has copper, silicon, iron, cobalt, and promethium. -Has barren moon (Let). Has Ningues' resources as well as sathium, neodynium, and zascosium. -Has asteroid belt in space. This has silicon, promethium, pentaxid, and neodynium. - Masperon: Your typical hard start world. Masperon is the same as vanilla. The entire system wipes every two days. Trade station teleporters are removed. Only has copper, silicon, iron, cobalt, and promethium. -Has barren moon (Hymore). Has Masperon's resources as well as sathium, neodynium, zascosium, and erestrum. -Has asteroid belt in space. This has silicon, promethium, pentaxid, and zascosium. - Skillion: Your typical PVP start world. Skillion is the same as vanilla. The entire system wipes every two days. Trade station teleporters are removed. Only has copper, silicon, iron, cobalt, and promethium. -Has barren moon (Goliath). Has Skillion's resources as well as sathium, neodynium, and zascosium. -Has asteroid belt in space. This has silicon, promethium, pentaxid, and zascosium. Zones: Hyperion scenario is unique in that the sector map is seperated into distinct "zones". Each zone has different themes, difficulty, and resources. The general rule is that the harder a zone is, the better the resources it contains. Each zone is separated by long "hyper-roads" of empty space regions connected into long chains, making it expensive to travel between them. The Federation: The Federation is a PVE zone, which is very easy but also is lacking in rare resources such as erestrum and zascosium. POIs in this zone are mostly peaceful and have Admin cores, meaning that players cannot touch them. The Talon Reservation: The federation-controlled Talon reservation is a great place to visit if you are curious about Talon culture, or if you want to murder some Talon to gain some much needed experience points. Akua is located in this zone. The Infected Zone: This region of space was once a part of the federation, but collapsed after its inhabitants were infected by a zombie virus. This region of space contains many POIs for players to raid, and is not far from the main Federation region, making it a good place for PVE players to visit if they want an occasional challenge while still living comfortably in the Federation zone. The Fringe: The Fringe is a small cluster of cold worlds, far away from Hyperion's central star. This region is challenging because of its remoteness, its large amount of dangerous POIs, and its lacking of certain resources such as high quality water sources and sathium. However, unlike the three aforementioned zones, this region of space has zascosium and a tiny amount of erestrum. The goal is to make it highly profitable for players to mine these rare resources from this zone, and transport them down to the Federation to trade with other players. The Deadlands: The Deadlands is a dangerous cluster of worlds that were once the human imperial capital thousands of years ago. Today, what remains of these planets are covered with the leftovers from various superweapons, making them very much inhospitable. However, these planets also have many ruins of humanity's civilization, and players will find much loot in these ruins, if they manage to kill the robots guarding them first. The Crawling Lands: The Crawling Lands is a region of space that is populated by several dangerous species of insectoids that live together in colonies. These planets are very dangerous, because they are literally crawling with bugs! If players manage to fight their way through the insect colonies, they will find much loot, and perhaps a few secrets as well. The Core: The Core is a region that was lost to the federation after pirates took over. This no-mans land near the system's star is full of exotic resources, but is a PVP zone, making it one of the most dangerous zones in the scenario.
This is right up my alley. I don't have a lot of time to help, but I do have some ideas and a few POI I've been working on. Being able to buy and sell to traders has opened up a world of opportunities. I think a lot of the traditional problems of starter worlds can be fixed with traders.
This post is a Work in Progress I had an idea after watching a video on YouTube in which the a professor was describing how the Atlantic had become a "profit engine" by connecting three regions in a circular trade route. Provided here if anyone is interested: Why not start with the same rough premise? So I took out a sketch pad a pencil and drew a map of three planets connected by trade lanes. I first imagined the trade-lanes to be a series of 25 AU jumps but upon more consideration I think the legs of the triangle should be two lanes each. One lane should be a series of 15 AU jumps and the other 25 AU jumps. The 15 AU lanes, which would be traversable by SV, should be considerably longer and more dangerous - perhaps make them PVP zones. The 25 AU lanes should be shorter and safer - possibly making use of wormhole connections to shorten the route and pentaxid costs. This gives an obvious advantage to established players traveling with a Capital Vessel while giving a whole lot of content for players newer to the server to explore and also not cutting them off from trade. Next I took a peek at the all the base materials in the game and did an analysis on how they relate to each other. I broke them up into two Categories: Major and Minor. Major includes the stuff needed to make bases, vessels, tools, Auto-miners, guns, and ammo. Minor includes the things only for medical and food. I did an analysis of the Major Items first. Major Gold Promethium Pentaxid Crushed Stone Wood Water Corn Spoiled Food Iron Copper Silicon Magnesium Neodymium Sathium Erestrium Zascosium Autominer Cores Gun kits I began the analysis by considering which items MUST a starter planet give new players access to. I concluded that it was: Gold/Credits Promethium Pentaxid Foodstuffs Water Components of a warp capable Small Vessel Iron Copper Silicon Cobalt I included gold because everyone needs early access to currency if we want any economy. This was a major problem with earlier iterations of the game in my opinion. By the time a player had access to enough gold or credits they had no need for money. This of course needs to be controlled. I'm thinking very small gold meteorites that have a max drop rate of something like 1 every 3 hours. There would probably have to be some on the moon(s) and in the asteroid belt so that one player has work to hog it all. In addition, there would need to be traders who bought things like wood, crushed stone, water seaweed, and alien thorns to give players a chance to make credits if a cartel hogs all the gold meteorites. This also gives the option of not including gold at all because Credits are the real must have. In addition to access to credits, the introduction of selling to and buying from Traders also opens up the possibility of providing the MUST have materials via traders instead of mining or collecting. I.E sell seaweed to Trader A and buy Cobalt from Trader B. I believe that trader's ECF files can be modded so that Items can be limited to how many are sold each hour. Throttling the must haves this way could be an incentive to get off the starter worlds. NPC trader's can also provide the impetuous for trading as a profession. If for example a region lacks Cobalt it may have NPCs who will purchase it for a fairly high price. Players who live in the region would have to offer better prices than the NPCs to encourage other players to sell to them too. Promethium Promethium should probably be mine-able rather than available only through traders. Although this does not mean it has to be available in large quantities on the starter planet (assuming a starter planet and not a starter structure in space). With the introduction of solar energy for bases Promethium could be limited to small quantities on the main planet but available in larger quantities on the moon or in the Asteroid belt as a reward and incentive for getting into orbit. I'm not sure if promethium stones regenerate or not, but if they do then this could be a good early source. Alternatively semi-throttled meteorites and traders are an option. Short Range Warp Drives and Tanks. Iron Copper Silicon Cobalt These are required to be available within starter systems. However, components don't have to be available for mining and only have to be available within the solar system and not just the planet's surface. An orbital trade station in which NPCs offer cobalt for a high price works. However, using this method pretty much requires GIANT NEON SIGNS, server notifications, and PDA messages exclaiming HERE BE COBALT! because the temperament of the average Empyrion player is to ragequit before checking the orbital station.