When you try to fly to the Kenex Station while completing the story quest, it is visible on the map as a marker and in the list of sector structures (ents -all). As soon as you fly close enough, the station disappears from the list of structures and its marker disappears. With what it can be connected? P.S. We tried again on several starting planets (including another star system).
That usually happens if the playfield and the POI names don't match. Probably an outdated version trying to use either a new prefab on an old playfield or vice versa. Lasers are shorter in atmo because lasers are impacted heavily by atmosphere and in order to ensure that CVs are close to the target to use them because otherwise it's unfair. No weapon is allowed to fire over 200m in atmo due to that being the limitation of the base and POI AI targeting on a planet.
Hi, Popped in-game today after a couple of days break and noticed something odd with the Fuel Remaining gauge on my HV. It was showing 10 minutes remaining as I was zooming across some water. I stopped on land and turned off Thrusters, Hover Engines and the RCS, yet it still said 10 minutes...quickly dropping to 9.9, 9.8, 9.7 etc. I added some Biofuel to the tank, taking it from 5% to 25% and it's still saying 9.7 minutes of fuel remaining. This is wrong. Has anyone else noticed oddities like this? I had thought my HV was running low on Fuel quite quickly, but then it's fairly basic with just a small fuel tank. However, it looks like it's burning through fuel at the same rate even when things are turned off, and not gaining any time when more fuel is added. Darn strange, not seen this before. Note: I had the HV's constructor running, which of course uses (relatively) quite a lot of power. However, adding fuel - which I did several times - made zero difference to the run time. Once I turned off the Constructor, the time did not increase, however, adding fuel with it off sees the Fuel timer going up again. Some weird UI glitch perhaps? Scoob.
I have had all kinds of weird issues like this in v1.4. Everything form spontaneously broken signal logic to basses suddenly running out of power to blocks not taking damage until quitting and reloading. I personally suspect its some kind of client/server desync.
Lost my last CV and several SVs traveling away from starter planet. Now there is no neodymium left to harvest because I salvaged all the thrusters from crashed ships already. Now I am stranded on home planet. This recourse needs to spawn at home planets. Either in space or on the moons. If your run out, you are basically SOL.
Metal Scrap can be melted down in the furnace for neodymium for this very purpose. It will never spawn on the starting planet or moon, and isn't required to create a warp-capable SV.
Thanks for this great work! Makes the game really come alive... Wondering if I'm misunderstanding something with the scenario (most likely) or if there is a small bug. I'm trying to use Config.ecf with the new non-id blocks. I wanted to up the range on the WarpDriveT2, but adding Code: { Block Name: WarpDriveT2 RangeLY: 100, display: true } Gives me an error on load: Block config override: Unknown element 'WarpDriveT2' - ignored I think this might be because BlocksConfig.ecf uses the new non-ID convention for WarpDriveT2. Though, I did notice ther wasn't a "+" before this entry. I'm not 100% certain what the + does though, so I could be completely wrong. Code: # ========== CV T2 Warp Drive ========= { Block Name: WarpDriveT2 Class: WarpDrive ... } Is it possible to use Config.ecf to override this setting in the scenario for this style of block? The default scenarios still use the old block ID declaration for WarpDriveT2, so I believe this is unique to ReforgedEden. TY in advance! Cheers, CS
In addition to what vermillion said, if you mine out a planet of a resource then meteors will begin to drop bringing more of that ore to the planet or moon.
Does not work in practice.... The game is pretty darn brutal, my SV's easily get out run and destroyed in 1-3 hits from a drone. I lost 2 CV's which wouldn't be too big of a deal as they were starter CV's except there is no thrusters from crashed ships and no metal scrap to be found... Additionally, the furnace requires neodymium to make, and I had my constructor eat the recourse to make one but never give me the furnace. Not sure if this is a bug or a weight problem with the containers, either way. No neodymium = you stuck on home planet, unless you want to die over and over in your SV.
If you encounter a space drone, fly at it and fight it. If you stay close to them they will fly away and not be able to shoot at you. I also set them all to beginner level drones, so they have half health and 1/3 the DPS of regular space laser drones. There are 2 planets with neodymium you can mine on the surface where space drones won't bother you, as well as about a dozen planets with crashed capital vessels, not to mention all the moons.
I can’t ever get passed the first planet because of the lack of neodymium. I had made a very basic cv that was demolished by a plasma drone while I was out mining. Ended up back on starting planet. Tried to make an SV with no shields because i don’t have neodymium. The sv dies in 1-3 hits from interceptors and the interceptors are faster than my sv. stuck back on home world again. Also, if you have scrap metal you still can’t get neodymium from it because you need neodymium to make the furnace. Also, constantly having to plug into a storage as i try and salvage is horrible gameplay and is just tedious. Also it’s buggy and I have lost parts as they disappeared instantly on me. would be better to just not let player move if they are overloaded with too much mass/volume.
As I said, there are 2 planets with neodymium. You don't need to mine in space. Build a basic warp capable SV and travel to one of them and do some mining on the planet. Unless you have really bad luck you can make it to the planet. This is nothing that can be changed in the scenario.
I've already nerfed the drones in the starter orbits by reducing their DPS to 1/3 and their health to 1/2. Actually in Reforged Eden their DPS is reduced by over 90% and their health is reduced by 90%.
Try using something like this for drone hunting: It uses the same frame as the stock 'Javelin' blueprint but with the internals rearranged and upgraded thrust. Fly it like a fighter jet and be aggressive but try not to get hit. Also knowing when you are out matched and when to retreat is EXTREMELY important in RE. Try to isolate your targets and destroy them one or two at a time and you should be fine. Blueprint attached.
I do find that the longer I play in one session the more weird issues tend to appear. I too have had signal logic go wonky and the damage issue you mention too I think. I thought my ships appeared to be taking damage even though their shields never dropped. However, existing damage not being shown until I next reload could explain it. Another odd one is how my HV is one moment super manoeuvrable - so much so that I turn things down to 50% - and then randomly becomes super sluggish turning, until I next save / reload. It's weird. Not really playing too much at the moment as ran into one too many quirks in my most recent fresh start. Scoob.