Rep is given per kill, rather than per point of damage. A drone gives the same rep as a trooper. Legacy are not part of the faction matrix, because you cannot get rep for them, they do not give rep to others... or something like that.
Ah, Thank you. So i have to farm a bit for kills. Already a new experiance there. Too bad about the legacy but if the game does not allow it... Oh, and Thank you for the Change about the wood planks crafting into fibers (was already thinking about making a mod for a virtual recycler, just so the wood planks can be turned into fibers) ;D
Having not played in a few years this is exactly the gameplay I was looking for. Empyrion had just become too gimmicky. Every ship can carry max guns/ max cargo/ everything and still accelerate to top speed in split second. It did mess up the mid and end game. Because fighting ships or exploring or being attacked never held any danger. Just strage at 110m/s and let turrets do the work. And people complain their ships are nerfed or that they have to then have more than one ship to do stuff. But that isn't really case. You can still build a multi role ship, with decent cargo carrying, device support, speed and ability to defend itself. The thing was people wanted their ship to be the fastest/most deadly/dreadnought obliterator/cargo hauler/miner and wanted one ship to be the best at everything. This conversion makes it a choice or a balance. Balance being the key. Like I said you can build a multirole ship, it just wont be the BEST combat ship. the biggest hauler, the fastest ship, but it'll do each of those things well enough. The cpu re-work is awesome and more in line with what players want, the ability to build as big a ship as you want, no limitations, the balancing implemented by the mod is THE way to go, I'd be surprised if the devs don't include. Sometimes I wonder how much design or planning goes into a feature or if they just code it as they go along. Also the restrictions on max guns in vanilla made no sense. 6 of this, 4 of this, 6 of this.....yeah in the end if you maxed on each gun it is alot what 60 or more? But suppose I wanted to build a missile cruiser. I am limited to 4 rockets launchers because of the hard limit. Instead of being able to put 20 or 40. I don't necessarily need it to be 'realistic' but not being a gimmick either. gimmick just dumbs down the immersion and gameplay.
logistics terminal question. Is the core supposed to blow up when you flip the switch in the generator room? The block above it disappeared and the core shows damage but is still there. I see no more switches nor a path to the core that does not involve destroying blocks. Perhaps I missed something. This is on HWS RE the same issue with Adv communications center was able to get to the core and see it has 27 hit points left
Ah... that might be a problem. Damn it. I'll patch that for the next update. Easy fix, just change CoreNPC's material in Blocksconfig.ecf to metalhard. The new classification as a device material made it more resistant to explosions than the self-exploding blocks can handle.
another potential problem.n the industrial fuel depot explodes in the process of taking the outside guns off. Based on what I see when I approached it differently my guess is that is not intended.
That should've been fixed 2 updates ago when I shrunk the blast radius of the AI turrets when destroyed. I'll need to check again.
Just a quick bug report: BA/CV lever blocks have 1600 HP as opposed to the 100 HP of all other signal blocks.
Levers are very important and players have a habit of shooting them while clearing a room of enemies. Though in this case, the change is to the material's default HP. Will be set to a fixed amount in the next update.
Platinium I think something is incorrect with the masses. An ingot is 16.1 kg a plate is 32.2 kg based on what is reported when hovering over them with the mouse pointer. The recipe is 5 ingots make 10 plates, reduces to 1 ingot makes 2 plates. thus the problem a 16.1 kg ingot is making 2 plates totaling 64.4 kg. My guess is that it is meant to be ingots are 32.2 kg and plates are 16.1 kg
Actually, this is one of those gameplay decisions. The actual conversion of ingots to plates is 2:1, but since that would make the game unbearable; it's 1:10. Plates are 50x50, so for an SV cube it would realistically be 6 plates per block and 96 per CV block. Once again, not fun for players. So while the recipe yield is increased, the size and mass of the plates is of their realistic dimensions.
I hope this is the place to ask. I'm having an issue trying to start "The Progenitors" quest line. I've went every way to Sunday trying to figure it out but I'm lost. Can someone post a quick progression guide to the quests, which ones are required before others ect?
A thread I just opened that might be of interest to the users and creators of this scenario: Question About Admin Cores.
Are there any advantages to using heavy weapons? it appears as though many of the heavy weapons are not worth using, for example, why use heavy plasma when 2 regular plasma do more DPS for the same amount of cpu cost. Is it really worth having the extra explosion radius? Is there an added bonus I am not seeing in the description, like a better shield damage multiplier or something? Also, a friend of mine was saying that flak gives the best damage per cpu costs by far so no point on using any other turrets except flak to do block damage and lasers to bring shields down. His cv is all heavy laser and heavy flak turrets.
Less weapons allows smaller crafts to pack stronger weapons into a smaller space. Not much of a concern on a larger ship, but on a smaller ship you can save on supporting blocks, reducing mass and increasing overall speed and maneuverability. There are also additional considerations beyond damage output on weapons. Projectile speed and RPM differences make weapons like the Heavy flak and plasma more accurate against moving targets and the larger blast radius on heavy plasma will penetrate thicker armor easier than multiple rounds of the normal plasma. The heavy turrets themselves have faster turret rotation speeds and more durability, making them harder to destroy and better at tracking fast targets or while your ship is moving fast.
I just tested out some heavy turrets that replaced my standards turrets, plasma and missile, tested it against a destroyer. They seem to perform worse than just using double of the regular turrets for the same cpu cost. The problem with heavy plasma is They are much less effective at killing the shields for equal cpu costs. They probably need a buff.
Any news regarding v1.5? I mean about the changes that are coming and will affect Reforged scenarios (aka Galaxy, Eden and the creative one).