Reforged Galaxy

Discussion in 'The Hangar Bay' started by Vermillion, Dec 24, 2019.

  1. Vermillion

    Vermillion Rear Admiral

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    REFORGED GALAXY
    (Insert fancy banner here later)

    Reforged Galaxy is an overhaul of Empyrion's configurations. From the top all the way to the bottom is a modern and updated set of values, for both CPU, Mass, Volume and everything else from rpm of weapons to the item drops of zirax troops.
    The original aim was to give the game a set of realistic values, while still remaining within the realms of playability. Many aspects had to be sacrificed because it's simply not feasible to make it fully realistic and still be fun to play, but it's realistic where possible and as consistent as possible. Addressing issues all over the game and bringing many disparate aspects into a cohesive whole.
    _ _ _ _ __ __ ________________________________________ __ __ _ _ _ _

    Notable Features:
    • Accurate Mass of both items and blocks.
    • Accurate Volume for blocks and items (where possible).
    • Better survival balanced food production and consumption. (I can't change crop growth or yield... yet)
    • Improved Weapon Performance for both AI and Player (SV, HV, CV, BA and Handheld).
    • Better balanced CPU consumption.
    • More unique traits from higher level devices.
    • Restructured TechTree to prevent confusion.
    • Improved loot tables for both Wildlife, Troops and POI loot.
    _ _ _ _ __ __ ________________________________________ __ __ _ _ _ _


    Downloads:
    Because of differences in playstyles, i've broken Reforged Galaxy down into three versions: Easy, Standard and Hard.
    I recommend the standard version for players, but if you like the grind and realistic-level PvE damage and fearing for your life then Hard is your jam. Be warned though, Zirax and the Player are on equal footing in Hard mode; just because you can take out enemies with a single headshot, it doesn't exclude you from the same treatment from them.


    The main difference between easy and standard is thrust output for CVs. It's higher for easy mode, so there's no loss in switching from one to the other if you find yourself unreasonably stuck.

    Installation:
    There's a readme included in the zip as well as at the top of the config file itself on what to do.
    Otherwise... Simply go to your Steam/SteamApps/Common/Empyrion - Galactic Survival/Content/Configuration and drop the Config.ecf file from the .zip file into there.
    No overwriting or deleting of files necessary.
    _ _ _ _ __ __ ________________________________________ __ __ _ _ _ _


    Changes:
    This would be a massive list, so i'm putting it all in spoilers.

    Mining and Resources:
    The mining speed of the handheld drills has been reduced. Not massively, but enough that you'll want to upgrade to the next tier up.
    No longer do the upgraded laser drills and Drill Turrets suck. Use your drill turrets with pride now that they have a much longer range, a wider mining radius and a faster mining speed.
    Because of the increased consumption of Iron and Silicon in Reforged Galaxy, the amount of ore obtained from those deposits has been increased and subsequently reduced on less-used deposits relative to their consumption rate (only by a tiny amount, don't worry).

    Close Combat:
    Most weapons have received buffs for both player and zirax, either in magazine size, damage or RPM. These values aren't arbitrary, they're based on their real-world equivalents.
    Miniguns now have much higher damage and RPM; equalling their real life counterpart. Making them ideal for clearing tightly packed rooms, large enemies, troop transports, drones and hostile melee creatures (scorpions, nightmares, etc...)
    The Chainsaw also got a nice damage buff, making it ideal for both cutting down trees and killing enemies.
    The T1 Pistol that has been so unbelievably useless for so long has a damage and headshot bonus, making it a good early-game weapon; better than the Survival Tool in most cases.

    The player's armors have had their environmental resistance and armor values reduced. Relying on the player to customize them with newly upgraded Suit Boosters to the environment you're using them in. You can even walk a lava planet without dying of heatstroke in a minute using insulation upgrades now.

    Zirax damage and rpm is closer to the player's now. They will pose a greater risk to incautious players.

    Ship Combat:
    Zirax Turrets are now equal in durability to a player base's ones. Their damage and RPM is roughly equal to those of the player's weapons making it easier for PvE players to get used to multiplayer combat mechanics without taking a dump on them while also giving experienced players a better challenge.
    The player's weapons and turrets have been improved in RPM and/or damage to reflect their real-world equivalents. Whether that be an Artillery Turret portraying a Naval Gun or a Cannon Turret portraying a Bofors 40mm autocannon.
    Special care has been taken to balance the damage, magazine and RPM of these weapons so that there's no one-ring-to-rule-them-all deal.
    Special Note: Artillery Rounds now follow a ballistic trajectory, allowing you to fire over hills and walls. They also have improved magazines and rpm at the cost of damage and blast damage. They're much better than they used to be, but the ammunition is quite expensive.
    Pulse Lasers are now treated as an anti-shield upgrade of the Gatling Gun. They're fully automatic and very fun. Even without a shield, they're still better than a Gatling gun with only a small increase in CPU.

    CV/BA Armor Blocks are now more expensive and heavier, but have more than double their original health. They'll take more effort to crack open by SV weapons, but CV/BA and higher-tier SV/HV weapons can still hammer their way in through turrets, windows and other weak points.
    HV/SV Blocks received only a tiny boost to durability and were given realistic weights. It will slow some ships down, but the reduction of weight to realistic levels for HV/SV devices offsets this in smaller vessels.

    WARNING
    : Reactive devices and containers such as turrets, thrusters, generators, ammo boxes and fuel tanks explode with much more... "gusto" when destroyed (relative to the contents). The higher capacity the device, the larger it will explode. A T2 Generator, Artillery Turret or XL thruster WILL take out a sizable portion of the surrounding area if destroyed.
    A Minigun Turret has a tiny explosion compared to say a Rocket Turret.
    Retractable turrets displace armor, so have higher health in general. However, that also means they're closer to the vital components beneath them and have higher mass than non-retractable variants. It's a double-edged sword.

    Ship Mobility:
    HV and SV suffer no large penalties in thrust so don't worry about them. They're just as fast as they are in vanilla.
    They actually have several bonuses on that front to combat the enhanced strength of CV and BA. RCS for example are cheaper CPU-wise; Larger thrusters not only give an advantage in thrust relative to their size, they're also more efficient in CPU as they get larger.
    The HV/SV TechTree for thrusters branches into two categories: Jet Thrusters and Heavy Thrusters.
    Heavy Thrusters compress a lot of power into a smaller package with higher power consumption. Great for getting high thrust from a small surface area.
    Jet Thrusters on the other hand get comparatively weaker as they approach maximum size. They're more durable though and through use of adjustable vanes and nozzles they can provide torque equal to or greater than an RCS.

    CVs now... They've always been plagued by insane levels of thrust higher than anything else possible. The Devs have put so many artificial limits in place in order to nerf them down to star destroyer speeds (it hasn't worked. All they've done is piss everyone off with mass-restricting speed limits).
    Reforged galaxy brings them down to those slow star destroyer speeds. Depending on the size of your ship, you'll need at least 4 S-thrusters for a CV to take off, instead of the old 1 thruster with 20m/s2 acceleration.
    The larger and heavier your ship, the more thrusters you'll need. Don't worry though, like HV/SV, your thrusters get more efficient the higher you upgrade them. Those L and XL thrusters are nice and affordable in CPU now and will get you where you're going at a good rate.
    CV RCS is also much cheaper; the T2 RCS is a genuine T2 instead of a T7 with idiot-level torque ("never go full retard") and like thrusters will net you more torque than using an equal amount of T1 RCS.
    Any CV Blueprints you might have will probably need a rework before you can use them; either in creative or you can go at it in survival after you've built it and tailor it to suit your needs.

    Fuel and Power Regulation:
    Thrusters cost less CPU, so something needs to pick up the slack and Generators are it. They now cost actual CPU and produce power relative to the demands your average base or CV, instead of 10x or even 50x the draw.
    The T1 CV Generator now produces 12.5kPU over the old 60kPU and the big T2 CV Generator now produces 90kPU over the old 500kPU (Why does that even exist?). For Larger CVs, the T2 is a great generator to run your ship. CV thrusters consume the same power they do in vanilla, so there's no trouble running a half-dozen XL thrusters with 1 T2 generator with enough power left to run a shield generator.
    Everything is tailored to the needs of your average ship or better.
    Since power consumption of some passive devices has been increased, Solar Panels have also received a boost in efficiency, so you can run a base on solar as long as you aren't using something that eats a lot of power that you don't need to (e.g. Furnace, shield generator, 10 adv constructors).
    Fuel tanks also have higher fuel capacity and lower CPU consumption.

    Crafting and Food:
    Recipes are close to the original in component lists. I'd LIKE to have used more components, but there aren't a whole lot of new, less specific components. Maybe later when/if we get more parts we can have more diverse crafting components.

    Ore converts to ingots at the same ratio of 1:2, but you only need 3 ore to convert into 6 ingots instead of the regular 5. So there's no more waiting around for that exact 5 ore amount.
    Pentaxid refines linearly and at higher concentrations, so you get more pentaxid per ore than vanilla; which then can be made into Elemental Pentaxid with better returns.
    The Survival Constructor can make a few other basic food items than just steak, including cereal.
    The ratio of iron ingots to plates is now 2:4 for easy and standard edition and 2:2 for hard edition.
    CV/BA Armor blocks and devices are more expensive to build. This does not apply to Carbon Composite, but it is more fragile. Good for interior and detail work, not good for armor. Can be upgraded to steel with the multitool.
    This approach greatly rewards survival builders over factory builders, since you don't need to wait around to acquire a large amount of materials for a single blueprint. You can build as resources become available.
    The build values have been reduced from their realistic values because that much grind is not fun. I tested it comprehensively before changing to the current values.

    While I cannot change the yield or growth time of crops, I can change the other food values.
    Earlygame starter foods like Energy Bars and Steaks have been nerfed severely. Energy bars restore a fraction of their ridiculous hunger they did before, they still decay slowly but players need incentive to make a farm and utilize the dozens of food items that have gone unused if not looted from some poor guy's fridge. More complex and diverse foods made in the food processor restore larger amounts of hunger, health and stamina with longer decay times making a farm a worthwhile investment.

    Enemy and Loot Containers:
    Many wildlife creatures now drop more items relative to their size (if possible) and configuration; whether that be a large pile of steaks from a Triceratops or a mouth full of teeth from an Oviraptor.
    Zirax no longer drop every single conceivable medical item or a half-dozen energy bars. They have a slightly more diverse set of food items, but nothing that you wouldn't expect on a foot soldier inside or near a stocked base. This can include Bandages, money, a weapon upgrade specific to the type the troop carries, a bottle of water, bread, an energy bar, a small O2 charge and they drop ammo that matches the kind they actually use.
    Drones similarly now drop the same ammunition that they use (15mm rounds, SV rockets, plasma charges, 30mm rounds, etc...) instead of handheld weapon ammunition.
    Troop Transports drop SV building blocks, weapon kits, weapons and medical supplies.

    POI Alien Loot Containers (Common, Rare, Very Rare, Ultra Rare) have an expanded loot table that includes higher amounts of pentaxid and high-end ammunition (you'll thank me).
    Regular Containers and Deco Boxes still contain crafting components, but their amounts are much higher to reflect the crafting component cost increase of CV/BA blocks. You can walk away with better loot from cargo boxes than you can from alien loot containers from the right POI.
    POI Harvest Containers no longer contain a handful of seeds; you're looking at hundreds of a random ore; which makes those sad boxes a welcome sight if you're lucky enough to get a box of Zascosium.
    POI Ammo Boxes similarly contain a couple piles of random HV, SV, CV or BA ammunition. Not a small amount either; it could be a dozen Artillery Shells or a few hundred SV pulse laser charges.

    CPU Balancing:
    Constructors cost slightly less CPU.
    Thruster CPU gets more efficient with each tier of progression; Unlike before where every single point of thrust cost a relative point of CPU so there was only punishment for using big thrusters.
    I can't change the CPU values of armor blocks, so don't complain. They appear to be exactly what they were before.
    Generators have much higher CPU costs instead of nearly nothing that they had before.
    RCS CPU costs are down. (Way down for CV)
    CPU cost on SV weapons have been rearranged to fit the function of the weapons.
    Shield Generators are UNCHANGED. People played without shield generators for 5 damn years and suddenly you can't live without them after a few months when the AI has only gotten crappier.
    I'm leaving a lot out because there's just too much to put, and I certainly hope you know how to use the Logistics system (F4) and Connected Toolbar (T) because there are some really big devices that you'll never fit in your inventory otherwise. Nothing vital to the early game of course, but how small do you think an XL Thruster can be realistically folded down to?
    I'm not gonna pull the bogus "My storage compresses to maximum density" card, because do you know what you get when you compress a computer to maximum density? Worthless scrap.

    _ _ _ _ __ __ ________________________________________ __ __ _ _ _ _

    Known Bugs:

    • Giant spiders.
    • Green Insects.
    • CVs with adequate forward thrust and lift but inadequate vertical thrust will be unable to move from standstill on planets. This is not my fault, it's just a bug exposed by having not so ridiculously overpowered CV thrusters.
      It can be overcome with bigger drive thrusters, more down thrusters or by landing/taking off your CV from water. CVs float and have mobility as if in the air while in the water.
    • Mass-Restricting Top Speed prevents heavy CVs from moving anywhere fast. This is the Developer's fault for trying to fix broken legs with bandaids.
      This is present with or without RG. It's mostly noticeable on CVs though.
    • Base Attacks are stuck at level 0. This has nothing to do with me, i'm just pointing out that this bug exists with or without Reforged Galaxy and will affect your survival gameplay.
      If you're not expecting it and they fix the bug causing it, you might get dumped on by a big base attack of drones with RG stats.
    • Patrol Vessels on planets using insufficient thrusters will fall to the ground and self-destruct. The ones in space should be fine though.
    _ _ _ _ __ __ ________________________________________ __ __ _ _ _ _


    Reforged Localization
    Reforged Localization is a replacement for your Localization file. If you're using it you'll probably need to replace it after every update as it's overwritten fairly often and updated just as much.
    This doesn't affect the game or it's features, it simply changes the names and displays for items, devices, blocks and menus and is basically independant of Reforged Galaxy.
    The changes it makes are small, clean out some of the engrish so you don't get "you are have a fever attack!" or "Landinggears" and gets rid of the unlocalized block names like "ThrusterSVRoundLargeT2" and replaces them with proper names: Landing Gears, Heavy Thruster (Large) and "You are suffering from a fever attack".

    RL Installation:
    Similar to installing the Reforged Galaxy Conigs, Simply go to your Steam/SteamApps/Common/Empyrion - Galactic Survival/Content/Extras and drop the Localization.csv file from the download below into there.
    Overwrite the old file and you're good to go.

    Note: You might want to make a backup of the old file in case you don't like RL.


    RL Changes:
    RL changes a lot of small item and block names to be a bit less ambiguous and because uhh... the devs are mostly German, so their english item names are kinda boring and literal.
    Currently Reforged Localization only changes the english localization and has little impact on other languages, beyond a few creature names. But by the power of grayskullgoogle translate, I hope to one day bring the power of Reforged to all your screens.

    As for the specifics, they'll be listed in the spoiler below...
    1. Main Menu titles have been changed from Resume Game, Start Game and Join Game to Load Game, New Game and Mulitplayer.
      New Game, Load Game and Multiplayer have been the menu choice for every single game for the last 30 years. So please Eleon, if you're trying to reinvent the wheel: Don't make the wheel square.
    2. Replaced generic creature names with actual names instead of just "alien bug" or "dinosaur".
      - Spiders now come in different breeds, displayed on their name tag.
      - Golems are now called Gigas, instead of their unity store creature name for the fantasy RPG they were made for.
      - Triceratops are Triceratops instead of just "Dinosaur"
      - Aggressive Dinosaurs are now called Androraptors, since they're raptors and this is the Andromeda galaxy.
      - Other creature names include: Leafcutter Insect, Thymosaurus, Wraithworm Queen, Nyxiss Scorpion, Sandsiphon, Sandworm, Greater Sandworm, etc... These are all called "Alien Bug" normally.

    3. Handheld weapons now have military designations:
      - LS-22 Laser Pistol, LS-45 Laser Rifle, M-6 Scoped Pistol, Assault Shotgun, etc...
    4. All weapon ammunition now has caliber designation if possible as well as version or power capacity to seperate all the different Laser and Plasma cells between their HV, SV, CV and handheld counterparts instead of them all sharing the SAME DAMN NAME (wtf Eleon?).
      - 406mm Artillery Shell, 388mm Artillery Shell, 155mm Artillery Shell (That's BA, CV and HV, for which half of them were designated as rockets or missiles)
      - 5.56mm Rifle Rounds, 8.3mm Minigun Rounds, 35mm anti-personel Rockets, 12.7mm Sniper Round, etc...
      - Rockets now specify in their name if they're homing, guided or unguided. I'm sure some of you noticed that several missiles are called H-MSL, but are most definitely NOT homing.

      Note: Ammo names and calibers are based off their real-world equivalents. The present artillery shells we use specified a caliber so tiny compared to the barrel of the physical model that I had to scale it up to 16"/50 Caliber Mark 7 Naval Guns that match our ingame turret barrel's dimensions.
    5. Tier designations were removed and replaced with a state designation that progress from the basic item/device name through "Improved", "Reinforced", "Improved" and/or "Complex" (depending on the object) and usually ending at "Advanced", like the designation used for the Advanced Constructor.
      - Multitool > Advanced Multitool
      - LS-22 Laser Pistol > LS-38 Advanced Laser Pistol
      - Repair Bay > Advanced Repair Bay
      - Polarized Hull Shield > Advanced Polarized Hull Shield
      - Generator > Improved Generator > Advanced Generator
      And so on...

      Other designations may be in size, e.g. small fuel tank, medium fuel tank, large fuel tank.
      Most tiered items only have two stages, so all that's changed is that "Advanced" replaces "(T2)" in the name.
      It sounds cooler saying you have an "Advanced Laser Pistol" than saying you have a "T2 Laser Pistol"
    6. Some component and ore names were changed to match their real-world equivalents. They still designate on the map and in their tooltip what they're are/for, so all that's changing is their item name.
      - Hematite, Bornite, Quartzite, Cobaltite, Magnesite, Bastanite for the real minerals. (Iron, Copper, Silicon, Cobalt, Magnesium and Neodymium) Gold is unchanged, because gold in nature occurs as a raw metal.
      - Sathrumite, Zascovite, Pyrestrum, Promethiacite for the fictional minerals. (Note: Promethium is NOT a fictional element. It doesn't occur in minerals on earth though since it all decayed away millions of years ago. So there's no basis for an actual promethium-bearing mineral.)
    7. Thrusters were renamed to reflect their purpose rather than just their size (XXL doesn't mean squat without a scale to measure against).
      - Microthruster, Medium Thruster, Large Thruster, Heavy Thruster (Medium), Heavy Thruster (Large), Jet Thruster (Small), Jet Thruster (Medium), Jet Thruster (Large), Improved Jet Thruster (Large), Advanced Jet Thruster (Large)
      - Small Thruster, Medium Thruster, Heavy Thruster, Drive Thruster.
    8. Survival Devices renamed to their function if necessary.
      - Survival Tents > Tent
      - Water Generator > Water Extractor (It doesn't generate anything)
      - Water/O2 Condenser > Atmospheric Condenser
      - Portable Heater/Cooler > Thermal Regulator
    9. Some crops and plants were given realistic-sounding plant names instead of "AlienBigFlower02" or "Alien Honey Plant".
      - Alien Honey Plant > Ambersap Tendril
      - Space Orange > Firepalm Orange
      - BigAlienFlower > Orchiss Maxima
      - Pear Thing > Bellfruit
      - Fiber Plant > Akuan Furze

    10. There's a lot of stuff. You'll see it when you see it.
    _ _ _ _ __ __ ________________________________________ __ __ _ _ _ _

    Planned Features:

    These aren't in because they aren't possible yet or *generic excuse*

    Adjusted Crop Yield and Growth Time:
    Did you know that fruit crops are one of the most common and highest-yield crops? They're also the most useless, having only a couple of recipes that all also require non-farmable materials.

    Multiple Alternative Recipes:
    This isn't possible yet, but when it it is... I could finally make the Furnace useful with higher ingot and alloy yields, multiple food substitute recipes, higher tier-craftable components (e.g. electronics made with gold ingots instead of copper giving a higher yield; motors made with flux coils giving triple output, etc...).
    So much possibility...


    Custom Trader Config:
    This is half-completed and will take time to work out. Especially since there's a lot of half-finished traders that either aren't implemented or are hidden away in a scenario somewhere that are probably tied to a mission somewhere that will break if I change them.
    This will create proper trading opportunities and cargo hauling jobs for money; with actual value TO that money.


    ...
     
    #1
    Last edited: Feb 13, 2020
  2. ravien_ff

    ravien_ff Rear Admiral

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    This is really awesome! Can't wait to see it!
     
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  3. Vermillion

    Vermillion Rear Admiral

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    Updated OP with alpha release of Reforged Galaxy.
    Available in Easy, Standard or Hard Edition.

    There's a readme in the download file on how to install it.
     
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  4. Kaz

    Kaz Ensign

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    Probably a dumb question but can i use this with project eden?
     
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  5. Vermillion

    Vermillion Rear Admiral

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    You can, but you may run out of iron since Project Eden uses SSOR ore deposits that aren't affected by ore yield configs afaik.
    Though from my half-finished playthrough, the ore deposits had more ore than the regular survival game, so it should be fine.
     
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  6. Kaz

    Kaz Ensign

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    Ah gotcha, guess theres one way to find out.
     
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  7. Kaz

    Kaz Ensign

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    Started a game with project eden today and it seems to be going mostly fine, however it seems this config might kill patrol vessels. The only thing i have changed is to use this config and now shortly after it spawns i get the message that it died and will despawn shortly but ive no idea if it related or just a new game bug.
     
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  8. Vermillion

    Vermillion Rear Admiral

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    Ah, that may be a problem.
    They don't have enough thrust to stay in the air with the 4-6 S-thrusters they usually use. The ones in space should be fine though.
    There's nothing I can do about that since that's a problem with the game/scenario POI prefabs.
     
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  9. Kaz

    Kaz Ensign

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    I thought it might be related to thrust but wasnt sure, seems wierd that they would die from it though.
     
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  10. Vermillion

    Vermillion Rear Admiral

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    They'd be unable to fly, so hit the ground and are classed as "disabled", which starts the countdown for them to despawn.
     
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  11. Kaz

    Kaz Ensign

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    Ah, didnt know that could happen. I always disable the back thrusters which forces it to switch to a non moving structure but it still floats so i guess it doesnt count as disabled that way.
     
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  12. Myrmidon

    Myrmidon Rear Admiral

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    Very nice idea. I will check it out soon, since I am away from my gaming rig right now. Thank you for sharing it.
     
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  13. Kaz

    Kaz Ensign

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    Started a few new games with project eden and this tonight and damn the combo is hella fun, maybe abit more punishing than id like in the beginning with the lack of logistics with the survival constructor but its been fun.
    They are definately unable to fly lol. After playing for awhile testing the waters i decided to start a new game on the ocean planet of project eden to see what was up with them. They start flying with enough momentum to get around 500m from where they spawn but they are dropping like a rock the whole time and then hit the ocean floor twitch for abit and then start exploding because... uh they can lol and eventually they die and despawn.
     
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  14. Vermillion

    Vermillion Rear Admiral

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    Are you using the Easy, Standard or Hard mode version? They might be able to fly with the easy mode, but it would be down to the size of the ship and number of thrusters that determines that.
    With vanilla empyrion those big ships only need a single S-thruster or two to stay in the air as each one has a 800-1200 ton carry limit, depending on gravity.
    Standard mode RG is around 160-200 tons per S-thruster depending on planet gravity. A single L-thruster is usually enough to lift most CVs.
     
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  15. Kaz

    Kaz Ensign

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    I went standard but i think it is lift related; they try but do not turn before crashing. They mostly just crash unless they get stuck on a tree.
     
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  16. Shadex Demarr

    Shadex Demarr Lieutenant

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    Aside from being disrespectful at times of the devs that made the game you are moding it sounds interesting. Perhaps some of these changes will make it in to the final game.
     
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  17. Scoob

    Scoob Rear Admiral

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    This looks genuinely interesting, I may do a fresh start with this...perhaps with Project Eden too - you guys should definitely collaborate!

    I don't think there's any disrespect here for Eleon's take on Balance, rather just an acknowledgement that they've not really invested the time in overall balance at this stage. Sure, they've done balance passes for Weapons, Block health and other things in isolation, but this is a much larger undertaking. With the game changing so much, and some particularly impactful changes lately, I suspect ultimate balance isn't on the devs priority list currently. However, with this mod giving a taste of perhaps how things could be balanced, well, it's certainly food for thought.

    There has been talk of things being tweaked to be more, well, not realistic as such, but rather so things are a bit more relative and make sense in the context of the game. Reforged Galaxy seems to be a take on what I think the devs might intend for the game - based on what I've read on these forums over the years - but they're not put the time into balance at this stage, which is understandable in an Alpha.

    If people like this balance - I suspect I will, Hard Edition FTW lol - then this is great feedback for Eleon when they consider reviewing this again - or just copy @Vermillion's settings and job done lol ;)

    Scoob.
     
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  18. Vermillion

    Vermillion Rear Admiral

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    Surprisingly, a lot more people are choosing the Hard Mode version over the Standard Mode.
    A dude on discord was telling me how much he loved how soul-crushingly hard it was trying to fight off a pack of raptors at night (He didn't fight them off, he died).

    Would people prefer that the Furnace be available earlier and is required for processing advanced metals (Sathium, Erestrum and Zascosium)?
    Or that electronic component progression be tiered? (E.g. Electronics > Upgraded Electronics > Advanced Electronics)
     
    #18
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  19. ravien_ff

    ravien_ff Rear Admiral

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    What I've learned from comments on my scenario is that there's a lot of people who love more difficult content, as long as it's optional. Mods like custom scenarios or custom configs are a great way to add more difficulty into the game in an "opt in" manner to test things out, and then maybe they can be included in the base game eventually. It's a safe way to test new ideas.

    After all, the game is still in development, so maybe this custom config can give the devs some good idea on how to balance the main game eventually.
     
    #19
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  20. Hummel-o-War

    Hummel-o-War Administrator
    Staff Member Community Manager

    • Developer
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    We are closely monitoring what custom scenarios achieve - be it Eden or Reforge Galaxy or others. BUT if a scenario is not available in the workshop, disregarding what changes are actually mde, it is at least hard to tell if it is liked or not. ;)
     
    #20
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