Little Work in Progress

Discussion in 'General Discussion' started by Taelyn, Sep 17, 2020.

  1. Kassonnade

    Kassonnade Rear Admiral

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    @JupiterVessel Corp

    Like @Germanicus wrote:

    In the Config_Example.ecf, line 706 :

    { Block Id: 336, Name: PentaxidTank

    Then at line 2819 :

    { Block Id: 720, Name: WarpDrive
    (...)
    CostPerAU: 1, display: true
    CostPerLY: 1, display: true
    RangeAU: 50, display: true
    RangeLY: 30, display: true
    (...)
    }


    And at line 5660 :

    { Block Id: 1435, Name: WarpDriveSV, Ref: WarpDrive
    (...)
    CostPerAU: 1, display: true
    CostPerLY: 0, display: true
    RangeAU: 15, display: true
    RangeLY: 0, display: true
    (...)
    }

    I tried with double values for the CV version, but since I modified my GalaxyConfig.ecf this is useless in my case, as most stars can be reached easily within the default range. One problem I have is that I can't select many stars even if I see them "in range". Not sure what the problem is, or if they are there only for "cosmetics" until I get closer. There is a setting in the galaxyconfig.ecf to restrict the "visible" galaxy radius, but it is disabled by default, so that's not the problem.

    If you plan to test the config modifications please let us know about your findings ! :)
     
    #41
    Last edited: Nov 12, 2020
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  2. ravien_ff

    ravien_ff Rear Admiral

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    If you move the camera closer to the star in the galaxy map, you'll be able to select and lock them then.
    It seems that you can't select stars easily if they are too far from your camera position.
     
    #42
  3. Kassonnade

    Kassonnade Rear Admiral

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    Never mind. I was just not clicking on the "good" ones. We can click all stars that have a name tag, and to be able to click on the ones with no name we have to first click on a star with name/ tag closer to that position, and this moves the camera towards that part of the galaxy. Then new name tags appear and we can click them. Simply moving/ zooming the camera around does not allow to choose any star with no name tag.
     
    #43
  4. Ephoie

    Ephoie Captain

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    Check ou the Reforged Eden Scenario by @Vermillion and @ravien_ff.
    The configs for that have added and adjusted many items.
     
    #44
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  5. JupiterVessel Corp

    JupiterVessel Corp Lieutenant

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    I am aware of it, Dont care for the cpu changes.

    I have these discussions to push eleon to see their bad designs fails. a lot of online servers will leave things like this as eleon default
     
    #45
  6. Germanicus

    Germanicus Rear Admiral

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    There has to be a unchanged Vanilla Version of the Game so People like @Vermillion and @ravien_ff can do what they do. If ELEON decides to take that away from them and do all those Modifications those two geniuses performed....that would lead to a diminishing factor for creativity of People to change things the way they prefer to play.

    I saw it happen many times with Multiplayer Games and MMO's.
    Game Companies took over those changes without giving credit to those who did it in the first place.
    Which lead to a dying out of Modders and Tweakers for those games.
    If you like to know: World of Warships and The Elder Scrolls Online are two of those games.
     
    #46
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  7. ChumSickle

    ChumSickle Captain

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    I'm really just hoping they continue to add reasons I may actually want to jump 300-400 light years at a time. As much as I love, absolutely love, the game, there comes a time very quickly in vanilla that jumping to another system just means smacking the same POIs for the same loot that is quickly filling up your cargo holds.

    I love all of the little tweaks and additions that flesh out the game...but really hoping that this Christmas expansion shows us that our lives in the stars will someday contain more meaning that actually has a tangible impact on the galaxy around us.
     
    #47
  8. Kassonnade

    Kassonnade Rear Admiral

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    I see this the other way around : if Eleon get their game balanced and fun, people will not need to rely on modders and the workshop to enjoy it. While the game is getting worked on, players can tweak and experiment, and I don't see why all players could not benefit from this.

    If the knowledgebase was up to date with clear examples and tutorials, there would be no need for "geniuses" to make anything : players with average skills could tweak their game themselves. But that is not the case now, and I prefer teaching someone how to fish than giving fish at everyone, because it's not my job and I have a life too.

    I'm not stupid either : I know perfectly well that some players enjoy exposure over the fact that they have knowledge they could share for the benefits of everyone. And in that I'm sorry but I side completely with Eleon, just like you mentioned many times to other players : all content and workshop items are the company's property, and players have no rights whatsoever regarding this.

    This begs the question : if players are not ready to give away their work, let alone share what they have learned, then why are they doing it, knowing the conditions Eleon set down in the EULA ?

    Many players spent weeks and months making content for the game and asked nothing for it. Everyone can use their work in their own scenarios, and Eleon gave them credit when they integrated it in the game. Many of these players are now gone, but their work still benefits eveyone. I don't see why it should be different now, honestly.

    .
     
    #48
    Last edited: Nov 15, 2020
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  9. Germanicus

    Germanicus Rear Admiral

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    I would like to comment that with a Quote of the British Film-Director, Sir David Lean: "You ain't seen nothing Yet!":p
     
    #49
    Last edited: Nov 15, 2020
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  10. Germanicus

    Germanicus Rear Admiral

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    #50
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  11. krosbonez

    krosbonez Lieutenant

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    You have be extremely helpful with your guidance. I much prefer they the way you point me in the direction of answers to my questions rather than just stating it. Thank you very much for your help.
     
    #51
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  12. Spoon

    Spoon Captain

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    @Kassonnade is a good lad for doing that, and showing what needs changing.
    It's a lot better than the usual "look in the config files" answer you sometimes get.
     
    #52
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  13. ChumSickle

    ChumSickle Captain

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    I am cautiously optimistic! But in truth, I have gotten more hours of enjoyment out of the game as it is, so anything they add is gravy for me at this point.
     
    #53
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  14. Khazul

    Khazul Rear Admiral

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    I think the way in which SV turrets and laser drills were added to this say about all we know to know about how much Eleon give a damn about mods and modders. They could have supported the way RG and EE did it, but no, they chose to throw a spanner in the works instead.

    Sorry, but I think you are making excuses for them. Yes - it was great they opened up the configs to some extent, but TBH, now that Eden has needed to make config changes as well, the whole config system has turned into a nightmare again for many people - because of a half done job by Eleon.

    TBH the reason people make mods initially is because they see a desperate need to correct poor choices. If the choices were good in the first place, then mods would need to do less and could focus more on adding rather than fixing.
     
    #54
    Last edited: Nov 16, 2020
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  15. Germanicus

    Germanicus Rear Admiral

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    I defend ANYONE! If its bashed Devs, Empires or Slaves...
     
    #55
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  16. Spoon

    Spoon Captain

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    I agree with this, except for the last paragraph.
    Don't get me wrong, you may be correct for this game but I wouldn't say its for all games. e.g. Minecraft & 7D2D.
     
    #56
  17. Kassonnade

    Kassonnade Rear Admiral

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    Eleon has to cather to a much larger crowd than what Eden & stuff are aimed towards. I read your ideas on the "Fallout in Space" project thread by @Alhira_K and it's obvious reading that short thread that scenarios are somewhat restrictive and linear when included in the larger "open world sandboxy" galaxy. Many players are not pleased with the added grind and difficulty of some mods, or the linearity of some questlines, and the number of players playing with these mods/ scenarios are just a tiny little part of the playerbase. We can hardly use their input as representative of the whole playerbase, in fact there are so many different playstyles that I think no group is really "representative" of an average.

    The configs were provided as a way to alleviate unbalance and to try personalization for server owners among others, while the game is still getting worked on. It's still a bit unfair to compare a mod or scenario to the game's vanilla state, and it's a bit risky to invest lots of time in customization and scenarios without knowing what the next big patches will bring. For as long as I have been on these forums, development has always been subjected to stalling tactics by vocal groups that refused changes and even tried to force backpedaling (sometimes with reasons of course). Now I would absolutely not want this to be the same here with scenarios and mods made for a tiny portion of the playerbase. Eleon has lots of work to be done, we all know that, and the last things I want to see in the game is an attempt to copy some mod or scenario that were made to solve problems due to the game being unfinished.

    Don't open that door for Eleon, like many players have suggested. This could lead to more half-baked features and unfixed long-standing bugs, since "players will fix them anyway with mods and scenarios". I'm all for "take the best parts" of mods/ scenarios made by players, as "examples", but that should not replace proper bug fixing and feature polishing.
     
    #57
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  18. ChumSickle

    ChumSickle Captain

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    I seriously would like to know what prevents Eleon from making the extremely simple updates like gun sound effects, explosion graphics, and NPC models. In my experience, some of the most immediate and impactful moments that I notice are how a gun sounds, and how something goes kablammy, or how creepy certain mobs appeared.

    But these experiences quickly faded. When I first started playing and got my first pulse rifle I thought "SWEET! I have the gun from Aliens!"...and then over time that turned into..."I have a gun that looks nothing like the gun from aliens, but sounds exactly like it...thats kinda a rip off..." The first time a legacy mob attacked me I was freaked out...but now their obnoxious groans just echo irritatingly in my mind.

    Again, I love the game, my absolute favorite I have played in a LOOONG time. But sometimes I look at what Ravien and Vermillion have accomplished and think "these dudes made this epic of a change >as a hobby<, why cant Eleon just flip a switch on some of these simpler things". I can totally see not doing the storyline stuff, as Eleon has their own take on the "journey" of the game.
     
    #58
  19. Alhira_K

    Alhira_K Commander

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    I'd actually like to contradict a little bit here. I don't really think EGSs system is restrictive atm towards scenarios. Otherwise I wouldn't have gotten the idea for it. This is the first time ever I#m "modding" a game. I just think that EGSs system in this regard hasn't been really tested. I gotta be honest while I dowloaded Project Eden 1.2 I didn't really play it, even less the missions. But from what I saw in the last iteration the way ravien used the PDA and dialogue system it was on the most basic level (please feel free to correct me there). The only thing more advanced were the hacking minigames even though they were nicely done, code wise.

    Now it is on scenario makers to actually dive deep into this system and feel out its borders. Added grind, difficulty and linearity of some quests? Well I am aiming at removing grind altogether and linearity of quests is absolutely no problem. While hard to oversee branching questlines are absolutely doable. Just the difficulty of some things is another topic in and on itself.

    Heck, not even Eleon has really touched anything in this game, they just implemented every basic feature they envisioned but they didn't refine any part. We'll see what comes, I for one am a little afraid of the christmas update.

    Pretty sure the config files were also made accessible to get more hands on them and more ideas worked out which could wander into the game later and that's okay imo. And to be fair everyone who writes around in configs right now should be very well aware that big changes can still come around the corner which takes some days to adapt to.

    I wholehartedly second this. But this is at the end of the day totally in the hand of the developers and not in ours. They could actually make it possible for modders to fix bugs while at the same time working on this themself. They're the ones to open this door anyway. Question is just will they walk through it or just throw some stuff across the doorway?
     
    #59
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  20. Kassonnade

    Kassonnade Rear Admiral

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    Time ? And the things you mention are exactly what Eleon are supposed to be working on, according to the explanations provided at the release of v1.0. Here, around the 10th paragraph :

    https://empyriononline.com/threads/empyrion-galactic-survival-leaving-alpha-early-access.94778/

    And then there was the "Some precisions" thread that came a few days later, where we were told they were going to try to give us some kind of "roadmap", and they also mentioned that updates would still come in at the same rythm as previously. I noticed a slowdown and I can only hope they are planning to release quite a batch of fixes and improvements in the Christmas patch. Fingers crossed ! :D

    You are not contradicting here. I based my comments on what was discussed in your Fallout scenario thread, and the difficulty to have restrictive scenarios and questlines inside the broader game with a whole galaxy, without the restrictions affecting everything. When a scenario makes a very customized usage of the techtree and configs to fit certain locations, these "usages" can become a hindrance when the scenario is completed and the players wish to continue to explore the galaxy, where playfields were not customized.

    And I know scenarios + dialogues can be way more elaborate than what we have seen up to now. I checked the various tools and also the "... Content\Extras\PdaScriptDoc" folder to see what is possible to be done (no explanations in there...), trying to gather all information in one place. I don't like to rely on tools, I want to understand the detail of the mechanics, so I can make stuff from scratch and make tests. The tools (eWCCT and eWPDA) are cool and convenient, but for newbies it's still too much and lots of infos are missing.
     
    #60
    Last edited: Nov 16, 2020

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