I have a couple questions about this Scenario Mod: 1. Are there two version? I see people making reference to "Reforged Eden" and to "Reforged Galaxies." The workshop Item I have subscribed too and have been playing with is: https://steamcommunity.com/sharedfiles/filedetails/?id=2135628600&tscn=1596512758 "Reforged Galaxy" Is this different from "Reforged Eden?" I ask because: I had played a lot of "Project Eden" (which I also am subscribed to) and it is not clear if much of the content from that mod/scenario are showing up in my game. 2. What is the deal with CPU? I see that the CPU blocks have been renamed, but they still say "Maximum allowed" with for example "1" for the Basic and "2" for the Advanced. I was under the impression from reading something on the scenario description that one could just keep adding more CPU blocks of any given type to keep upping the CPU limit, but perhaps I misunderstood?
Yes. Project Eden is a scenario mod, with missions but no configuration changes. Reforged Galaxy is a config mod with vanilla missions. Reforged Eden combines the two Been scratching my head on that one, I intend to tweak that for myself if Vermillion doesn't remove the block limits
The default game issue that explosions are treated as straight AOE with no damage mitigation by intervening hull blocks Accomplishing either would be awesome, both would be fantastic. I assume EMP overload applies to NPC vessels as well? On a related note, in order to be truly stackable, shouldn't the CPU extender max block count be eliminated or at least increased?
No. I’ve gone over this a hundred times. The tier 2 extenders are made of worthless garbage. If they had no limit, people would use only them. There would be no purpose whatsoever to the t3 and t4 extenders and by extension their recipes and all gold use. The CPU system would simply break. Buffing the T3 and T4s in some sad attempt to make them worthwhile would never work unless the T2s were nerfed so heavily into the ground that they were useless. All the while breaking existing blueprints so that the need for 15+ extenders means they won’t fit. Unlimited CPU extenders are available at the endgame in place of the advanced core. They’re the Quantum CPU Extenders, dropped by legacy warships. It gives a reason to kill more than one infector. Otherwise, CPU limits are where they are for a reason. Unless you go out of your way to hunt quantums, a player will always be forbidden from making an all-in-one godship.
Answer me this. If I have a t3 or t4 ship and its sitting at max cpu limit for that tier, will it still be that same tier in reforge.
Well dang. I been playing Reforged Galaxy and thought I was playing the combo of the two mods/scenarios into one. Ah well. I guess with the update to the base game tomorrow, any existing playlines are gonna become garbage anyway, so starting over is imminent. Found it! https://steamcommunity.com/sharedfiles/filedetails/?id=2154284616&searchtext=Reforged+Eden So, I'm not trying to disagree with you or question your design decisions. You have a great handle on the overall ecology of this game and how best to tweak it for optimum sp and coop experience; that much is obvious! I'm just trying to understand how your system works, and how it is different from vanilla.
In my experience, no. Reforged changes generally make ships need more CPU. Think of it this way, it is a difficulty spike where players will need to make choices where ships specialize. Unfortunately a lot of earlier workshop blueprints were from the swiss army knife school of design which is basically against the core of what Reforged is trying to do. There is a really helpful creative version of the Reforged Eden scenario available on the workshop that helps make adjustments to existing blueprints.
Yes and no. The changes make the CPU cost come from devices, especially weapons and thrusters. The totals may be higher in some cases, lower in others. Typically higher if you're trying to have the vessel do everything or be a ginormous dreadnought
Yes, I was speaking more towards my experience taking ships off the Workshop into RE. For the most part, older blueprints have too many devices or thrusters, or both.
I will check it out see if my builds fit the scenario. I am concern on my cv fitting in normally my cv I build end up being sc 7 to 10
This is the creative version of the scenario: https://steamcommunity.com/sharedfiles/filedetails/?id=2174854289
Yes, there is nothing stopping you from making changes to the configs. I actually make some custom changes for our private server. You just have to remember to remake your changes after every update.
I think it will be easier to just turn off cpu. considering all my ships have extenders and use the honor system. I cant beleive he made it so strict. I took this one cv from the workshop strip every device that wasnt a thruster or weapon then i had to strip some weapons to get to meet his limit thats just insane none of my personal blueprints man it either
That's not my experience. In the below picture, the two hydroponics pods have cores only with 18 plots each, the fabrication platform has one basic extender to run the solar panels, deconstructor, advanced constructor, and furnace with a couple hundred thousand storage units and unused CPU for expansion. The Wayward Sister has Advanced extenders to run 4x Large thrusters, 16 med thrusters, two main turret hardpoints, 8 PDC/sentry cannons, jump drive, T1 shields, over 500k storage not including cargo pallets- and also unused CPU capacity for expansion
I use your recent Tier 1 CV and it works like a charm. Pretty good starter CV to gather resources for a Tier IV CV under the restrictions.