I don't want to urge you ravien, just asking.) Approx. when do you release the next update tomorrow? So excited .))) You told on steam on the changelog area to wait with a new savegame.. Will you add new missions and stuff? Or "just" another ton of bugfixing?
Did anyone have trouble with HV mechanical drill? When I drill a rock it drops the resources on the ground, like the hand drill, instead of putting into harvest controller. The tree harvester is working fine though.
If you mean using an HV drill to harvest the small surface rocks, yes that was introduced back in A?.? complained about bug reported and never addressed by the developers. Perhaps if you do a new bug report, using the template, it will be addressed this time. bug report info found here https://empyriononline.com/threads/...uirements-known-issues-troubleshooting.47082/
Created a new save with the latest version of the game (1.4) + the latest Reforged Eden. We started to build our base and then the attack of zirax's lightbombers began. The very first bomb I was successfully killed, the bombers flew a little and almost immediately pushed into the surrounding mountains. Someone else tried to get out of the mountain and fly a little, the rest were finished off with a butt on the head. Who is to blame that everything looks and works so buggy?
Bombers can't move vertically or strafe, so they have trouble with mountains. It's a problem with the AI. Also forgot to mention in the patch notes for 1.4 is that I nerfed the Base Attacks so less drones are sent than usual.
A couple more silly questions: why does a shotgun damage a lightbomber more per shot than a sniper rifle? Is it possible to limit the ammunition of bombers - it looks strange when a small drone throws an infinite number of rather big bombs?
Bombers don't have a head to headshot and the shotgun's always been OP at close range in vanilla. But people wouldn't appreciate it being nerfed. The T1 Shotgun deals 100 damage per hit and fires 8 "pellets" per shot, which will deal 800 damage if all projectiles impact. It has high projectile spread, so against creatures distance determines total damage output. That's less of a problem when you're close to a drone, which is a very large target. The T1 Sniper deals 220 damage per hit, and a headshot has a 4x damage multiplier giving the sniper a total damage output of 880 damage per headshot.
It is strange that in a sniper rifle, a bullet of a larger caliber at a higher projectile velocity does less damage than a "pellet" of a shotgun.
where do i get the fertilizer for the hydroponics? I checked some traders and can't make it in the replicator... And thank you for your work in this great mod/scenario ;D
Polaris Waste Treatment facilities and any Polaris Space Trade Station (The dome-like ones) you'll find a cyborg trader on the trading floor near the GIN Terminal that sells commodity items, including fertilizer.
There might be something wrong with recepies for the advanced turrets and the ammo for those. (showing in the advanced constructor) I have the advanced missile (CV) one in my advanced constructor, but none of the others. and for ammo when i filter for cv only the missiles and flak ones show, when filter all the laser and plasma ones show too.
Been really enjoying a recent play through. The updates to the Abandoned Assembly Yard are pretty awesome. But I do feel the nerfing of the amount of CPU upgrades stings compared to the absolute ton of crawlies that are there. But kudos, really, visually and functionally it is a masterpiece...even if not a brutal one. The updates to the Abandoned Drone base is also very nice. I always felt the lower level was laughably easy once reached, and that is totally reversed now. Excellent work. But one issue, and I will, of course revisit this comment in a month of so when I test it more and experience it more: The enhancements to the dreadnought seem a bit excessive. I totally get that you are fighting an arms race against people who are more and more just creating massive glass towers bristling with weapons and exploiting the AIs targeting shortcomings. But the jump in difficulty from battle carrier to dreads seems extreme. In a multi-player setting people can bring in backup, plan fleet actions, and so forth. But in a single player scenario it seems quite a amp up. And even in multiplayer, it is at times difficult to get backup, so having a "one on one epic fight" is welcoming. A thought would have been to leave the current dread as it is, but call it a battleship. Nerf its loot a bit, perhaps 1 quantum to make it attractive for solo players, but less for fleets. But then add in a Dreadnought class that is this new behemoth of firepower. I dunno...I may well be proven wrong and my problem is I need to pick fights with more factions. But Ill miss tangling with dreads using my favorite ship, which I think in this update, is grossly outmatched now.
You're using an old version. The Heavy Missile Turret shouldn't be in the constructor either. You upgrade them from the normal versions using the multitool, like the shield generators, like the warp drive.