HI ravien_ff Is the patrol vessel in the ocean start a random chance? The last couple of restarts on 12.5 I have not seen one. Also cannot get the seed to change but I believe that is a vanilla bug. cased Edit - Nevermind, found it once I had a sv, in the past I had always spawn in the patrol zone.
HI ravien_ff, Are AI-Booster A12 and AI-Army A12 from Vermillion thread https://empyriononline.com/threads/expanded-universe-config-mods.92410/ compatible with your scenario? cased
Sometimes Drones seem to spawn under Ground. I traveled to a moon for Resources. Two Drones patrolled those. I wondered why to markers could be seen but the Turrets of my CV could not acquire the second one as Target. As I zoomed in I saw one Drone above and the Marker of the Second Drone beneath the Surface.
Tried this out and have been having fun with it. Doing the hard start on Dread and it is indeed a struggle. If we are Terran, does it get explained (eventually) why we are in a bunker? Found that a little confusing... just seems a pod start would fit better there but maybe I just haven't gotten there yet Only suggestions I have are: Add other resource stones- in small enough quantities that salvage is still your main driver, as sometimes you do actually need ingots in recipes- ammo for example The second is to modify dead plants to salvage as plant fiber- I've long thought this was an oversight in the base game Maybe just my seed, but no ice asteroids in the starter system. Personally, I would think they would be found at least in some asteroid fields and especially in ice planet orbits.. Lastly, level progression is a bit on the slow side... in keeping with the dead theme, perhaps have mechanoids and drones wandering in some areas? Gives both combat and salvage opportunities. Perhaps also guarding some of the more critical POIs like the unfinished escape rocket Overall, though, nice job and looking forward to where it goes
Project Eden works on a bit different Plot. It is a Galaxy of its own - a Parallel Galaxy if you like - with the same but also different Enemies. And I like Dread AS IT IS!
The AI booster and all the other config mods from @Vermillion should be. But the AI-Army is not compatible because Project Eden does use its own EGroups file. You can add it though with a few extra steps. Spoiler: Instructions Install the AI-Army according to the directions provided by Vermillion. Copy the Project Eden scenario folder from your workshop folder into the main Empyrion - Galactic Survival/Content/Scenarios folder and rename it to something like Project Eden Local. Your workshop folder is located at SteamLibrary/steamapps/workshop/content/383120 and you're looking for the folder called 1849584208 for A12, or 1742662471 for the main upload (used after experimental) Go into the Content/Configuration folder of the scenario and rename the file called EGroupsConfig.ecf to something else (don't delete it you'll need it). This will make the game use the config file from the main folder now. Open the EGroupsConfig.ecf file in the scenario using a text editor (Notepad++ recommended, Notepad will work) and scroll to near the bottom where it lists the custom Eden stuff. Copy everything that is below the following line: # =================================================================================== Project Eden Custom Groups Copy all of that, and then paste it into the bottom of the AI-Army EGroupsConfig.ecf that you had placed into your main Empyrion configuration folder when you installed AI-Army. This will add the custom Eden spawn groups to the AI-Army file. Now it will be fully compatible. Without doing these steps the AI-Army will simply have no effect in Project Eden so it won't break anything it just won't work.
I didn't think I moved it. That would be a game bug. Report if able to reproduce on a default game. It will later on in the main story, I just haven't added it yet. But yes there's an explanation that will come eventually to why. There won't be any in the starting system. If you travel to red dwarf (M) and white dwarf (D) stars you can find ice asteroid fields there. The starting system is meant to be pretty bare, with plenty of resources you need to build a basic capital vessel but not much else. Good idea but I don't want to use any custom configs if able, so it stays compatible with config mods. It also makes it a lot harder to keep the scenario updated. It's meant to be completely devoid of life, but a dead starter like you suggest would be cool too. I can add basically an unlimited number of starting planets so there's no reason why it can't be added eventually. Gives a starting experience for everyone. There's actually already a dead planet that is like this, with wandering drones and old anti-air flak towers and such.
Yup it's meant as kind of a parallel galaxy and story. It's still Andromeda and you still have all the default game stuff, but Eden adds new stuff as well. I like to think of it like an "extended universe" kind of thing.
----make it Pegasus --- its a Following Dwarf Galaxy of Andromeda. My Question about "Relocation"...it was earlier within Zirax Territory now...
Oh yeah I moved them a bit, just to make it easier on myself to place things relative to them. The default system is on a X and Z offset, I made it a straight X offset instead. The Zirax, Pirate, and Polaris territories aren't positioned or sized yet. Unfortunately there's a limit of 9 faction territories which really limits what you can do with them at the moment. You'll still always find Zirax, Polaris, Alien, and Pirates in neutral territory. The Zirax territory just causes Polaris to be excluded from their own territory.
I have plans to give each faction's territory some custom star types with custom planets and POIs only found within their territories, including unique capital systems. But that will take time to add. Right now I'm just trying to keep the scenario updated with all the new changes of A12. The update after A12 will focus on story and missions.
...new seed...well...nice start...in the middle of nowhere and outside the Range of anything able to be detected...
As it should be. I did have to reduce the planet size and number of POIs to keep it compatible with multiplayer so hopefully there's still enough stuff to salvage.
Does this include station services? If so I hope you expanded them to more then just the single planet side trade station.
Good enough. I can go in and add them my self but I was kind of hopping the work was already done for me.