Reforged Eden Scenario

Discussion in 'Scenarios' started by Vermillion, Jul 16, 2020.

  1. bbk.3164

    bbk.3164 Commander

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    A bug arose - laser drills on the BS refused to work!

    Empyrion 1.8.15 3887
    RE for 1.8 build 36

    creative mode , and solo play

    I don't know WHERE to write, because this is a creative mode in the RE script, so for now I'm writing here!

    So, I finished building my ship, constantly used the symmetry mode along the hull ... and when I flew into space to test - how convenient, or inconvenient it would be to mine asteroids - there was a PROBLEM - the left side of the ship was fully functional, and the laser drills worked, BUT the laser drills ON THE RIGHT half of the ship DID NOT WORK, !!!!!
    see screenshot!

    [​IMG]

    I am also attaching a drawing to study this problem!
    I reloaded the game, spawn this ship from the blueprint, BUT THE PROBLEM REMAINS!

    ........ I made a small test - I removed the "small rocket launcher" (not a rocket launcher, but with a pack of rockets), and as a result I got = 7 out of 8 laser drills worked!

    This raises the question WHY the location of the weapon on the Ship - affects the operation of this weapon, = when some trunks REFUSE TO WORK due to a special location on the hull?
    If this is so, then I will biasedly ask Eleon - what did they do there?!
     

    Attached Files:

    #1941
    Last edited: Dec 16, 2022
  2. me777

    me777 Commander

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    Me again, this time with a feature-request:
    retractable automated harvester turrets.

    Thanks a bunch ;)
     
    #1942
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  3. Vermillion

    Vermillion Rear Admiral

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    There's a bug in the game where LCD projectors aren't visible in POIs, so the projectors in the Abandoned Factory can't be read.
    Requires Eleon to fix.

    If guns/tools aren't all working, then you've exceeded the maximum fixed weapon count. That's a hard cap on the game.
     
    #1943
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  4. ravien_ff

    ravien_ff Rear Admiral

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    Possibly. The problem is that triples the amount of block IDs they take up, and I'm trying not to use up too many block IDs when I can avoid it.
     
    #1944
  5. me777

    me777 Commander

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    Thanks, I just now noticed it would not help my current problem in placing them... So, take it as a verry low priority suggestion.
     
    #1945
  6. Mycroft_Groks

    Mycroft_Groks Lieutenant

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    I'm looking forward to what you guys are doing for 1.9. Only way to play now is with RE and I'm anticipating that when you release 2.0, it'll the game changer that RE was for EGS.

    I do have a few suggestions. The LX-2 railgun....love the idea, don't feel the implementation of it works for that weapon. A railgun THAT size should be akin to a MAC cannon from a Halo ship. Make the range something like 2KM, the damage something that would be relevant to the kinetic energy of such a weapon. One round in the mag, reload time of upwards of 2 minutes. One LX-2 per CV.

    Also the range of most guns are very low. maybe upping the range on the Heavy turrets as well? Maybe making the SV torpedos lockable to a target? In my opinion this would add more dynamic combat to the game.

    Another suggestion and then I'll go. ASTIC's scripts are amazing and getting a custom block for scripting would be a huge game changer. I know ASTIC asked Eleon for this and they said they had no interest. Having a 'programmable block' for EGS that allowed more than a 2000 character limit would make life so much better for alot of us.

    Again, love your scenario and will not play EGS without it anymore. Awesome work guys.
     
    #1946
    ASTIC likes this.
  7. Vermillion

    Vermillion Rear Admiral

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    No weapon that the player can use is allowed to be longer-ranged than anything the AI uses. Shooting at a defenseless target is not playing the game.
     
    #1947
  8. ravien_ff

    ravien_ff Rear Admiral

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    We can't add any programmable blocks, nor can we include any api mods in the scenario.
     
    #1948
  9. Mycroft_Groks

    Mycroft_Groks Lieutenant

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    They are allowed to use turrets that players can't use and making the artillery turrets, regardless of make or model, have the same range gives the AI ships the same luxury....especially if the attacking player ship only have 3x3 turrets. This would be a valid reason, IF the AI ships played by the same rules. Player ships can't equip certain turrets like Ion cannons or Heavy Imperial missile launchers and such.

    Just because you can outrange a target doesn't make it defenseless. It just changes battle tactics.
     
    #1949
  10. Eternity

    Eternity Ensign

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    Hi Here,

    I don't know if it is related to Empyrion v1.9 only or to the mod RE 1.8 but since last empyrion updates I've got several issues :
    - Beam laser (positron turret, dense ice automated drill turret... may be others beam laser) is not longer visible (render) in the game we don't see any beam
    - Poster or paint is now white blank
    - Fuel on SV and Base randomly empty when we spawn/activate them
    - shield % show wrong figures example 10% even when it reach maximum capacity

    Need help :)
     
    #1950
    Last edited: Dec 22, 2022
    Myrmidon likes this.
  11. Myrmidon

    Myrmidon Rear Admiral

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    What is this?


    [​IMG]
     
    #1951
  12. ravien_ff

    ravien_ff Rear Admiral

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    Answered on Discord.
     
    #1952
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  13. me777

    me777 Commander

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    I could upgrade a CV Missile Turret to the heavy version without researching it first.
     
    #1953
  14. ASTIC

    ASTIC Rear Admiral

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    #1954
  15. Jarhead af Sweden

    Jarhead af Sweden Ensign

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    Going to wipe our 1.7 RE server now and start fresh with 1.9 RE.
    Any bugs or other planned to be fixed for RE very shortly that we should wait for before starting?
     
    #1955
  16. Jᴧgᴧ

    Jᴧgᴧ Rear Admiral

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    Solo Mission Feedback:

    Was running the mission for the Talon clans "The Night Raid" (RE v1.9). Unfortunately due to the elevation of the convoy's turret, there is zero way to approach the convoy from 0.21 miles out. The convoy is parked right next to the edge of a lake (actually at -1m elevation sitting in the water) in the northern areas of the Haven starter planet, and even swimming to try and get closer doesn't work (being submerged isn't an option due to shallow depths). I could dig a 0.25 mile long tunnel, but I highly doubt that was the intended way to complete this mission. Digging to reach POIs was always the "cheese" option.

    The lowest point I can approach from in relation to the godmode screenshot I took, is off to the left where the lake's beach is. Unfortunately, they are at the same (or lower) elevation as I am.

    [​IMG]

    From what I can tell at this point, the mission is essentially broken and not able to be completed. If the convoy is un-approachable, the quest isn't completable.
     
    #1956
    Last edited: Dec 27, 2022
  17. Vermillion

    Vermillion Rear Admiral

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    Planets are procedurally generated, it's down to luck whether it spawns in a bad place or not.
    Dig to it.
     
    #1957
  18. Peter Conway

    Peter Conway Commander

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    This is not gonna help!

    But, on any/all of the abandoned places I arrive on a motorbike... though sometimes it gets shot out from under me and I have to walk the final few meters, ("You B*stards, right that's it!") and then I go through the whole complex with light armour a shotgun and sniper rifle, and plenty of plasters and various flavours of calpol... oh yeah, and a few packed lunches, them skinny chick sure make me hungry.

    Sorry, gotta go do some playin now, need!
     
    #1958
  19. Peter Conway

    Peter Conway Commander

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    I ain't being awkward here but... I simply don't do social platforms! I'm kinda' hoping any 'important' questions get answered in a local forum.
    (a few game forums is as deep as I go socially, oh, and the pub of course!)
     
    #1959
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  20. ravien_ff

    ravien_ff Rear Admiral

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    It means I answered their question on Discord, since they asked it in multiple places.
     
    #1960

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