Reforged Galaxy

Discussion in 'Scenarios' started by Vermillion, Dec 24, 2019.

  1. Vermillion

    Vermillion Rear Admiral

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    Should be able to. The old one could be without issues since there was one or two RG servers iirc.
     
    #81
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  2. Myrmidon

    Myrmidon Rear Admiral

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    Seems I can not find it in WS. Thank you though.
     
    #82
  3. Vermillion

    Vermillion Rear Admiral

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    I don't have any of my ships on the workshop, except the MS Titan. Which the steam workshop won't let me update anymore.
    Which is one of the reasons I don't use the workshop.
     
    #83
  4. Myrmidon

    Myrmidon Rear Admiral

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    Snif :(...It would be nice to test her. :p
     
    #84
  5. 28k

    28k Ensign

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    Hi Vermillion,

    I would love to play this game but I cant since the mining blue lazer causes me problems with my eyes, I stumbled on the info about the reforged galaxy mod and a config that changes all the weapon effects to just be a blaster, I thought it might do the same for the mining effect.

    I dropped the file into G:\Games\Steam\SteamApps\common\Empyrion - Galactic Survival\Content\Configuration and it doesn't change anything, though I'm sure I'm not applying it correctly.

    So my question is would that config file work for what I want, and if so how might I get it working, I dont necessarily want to install the whole reforged thing, I just want to get rid of the blue beam for mining. Any suggestions?

    Thanks in advance.
     
    #85
  6. Vermillion

    Vermillion Rear Admiral

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    If you're using A12, the old blaster mod is only for A11 and it only works on guns. I can give you a modified config that removes the bright glare and replaces it with a pulsed beam like a laser pistol, or you could change it yourself easy enough by go into the ItemsConfig.ecf and scroll down to item ID 19, the DrillT2 and put # before the function for Particles, PfxMuzzle and ParticleTransform and it should disable the particle effects.

    I say "should" because a few of the other laser-emitting tools have a habit of hardcoded effects on the tool model (e.g. survivaltool) so it can't be changed.
    You'll probably want to do it for ID 133 DrillAttachmentT2Weapon, 138 DrillAttachmentCVWeapon, 131 TurretGVDrillWeapon and 132 TurretMSDrillWeapon which are the T2 laser drill for HVs, The laser drill for CVs and the Drill turrets for HV and CV.

    You could also add the lines:
    Tracer: Weapons/Projectiles/TracerLaserShotBlue
    TracerPerBullet: 1
    below the Particle effect settings, which should replace the effects with little blue laser beams, like those used on the T1 Laser Pistol.
     
    #86
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  7. Khazul

    Khazul Rear Admiral

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    @Vermillion - how are you thinking of managing config files and config file release for this - or is there some way of having separate files (like the old config) other than scenarios?

    Just wondering - I am currently using git and beyond compare to merge in my changes for my ship mods subset around each patch update and wondering if there is a better way outside of writing some tooling to apply change sets to those in main config or scenario configs as required.

    It did occur that creating scenario with new config that contained a copy of the appropriate default scenario may be an option (ie mod + default start, mod + default multiplayer as another, mod + PE for @ravien_ff work etc). Just havn't got that far yet.

    An obvious advantage of a custom tool would be to enable switching on/off specific modded feature as groups of changes applied to multiple files (for eg, mech hand drill as a feature, SV turrets as a feature, SV mining as a feature, CV furnace and decon as a feature etc), but means it would need a UI rather than a simple command line create or apply config patch type thing.
     
    #87
    Last edited: May 25, 2020
  8. Vermillion

    Vermillion Rear Admiral

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    I dunno. I'm just doing ma thang.
    Ravien's got a scenario template setup for custom config distribution through the workshop, so i'll probably distribute them that way and the usual download-and-replace method.
     
    #88
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  9. Khazul

    Khazul Rear Admiral

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    OK makes sense - hoped there might be been something better added by Eleon and I had missed it :)

    I've been looking into proper parser for this, but of course standard yaml parsers will not cope with so I guess it may be something buried in either mono or unity (I think the unity yaml is only a small subset, so I doubt its that. Maybe something in mono).
     
    #89
  10. 28k

    28k Ensign

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    Hi Vermillion, It ended up being Item Id: 39, Name: SurvivalTool since I had just started the game. Following your examples using #, it removed the fat blue retina swelling blue rod and now its defaulting to using the same effect as if it was in defensive mode, a thin red line which is better. THANK YOU huge difference I can play now. I would like to try inserting back an even milder one, something I can use on all weapons. I guess what Ill do is find a weapon effect I like, then try to find that weapon and see what effect its using and copy it over to the other weapons? Do you think that would work?

    Thanks again, you saved the day for me here.
     
    #90
    Last edited: May 25, 2020
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  11. Vermillion

    Vermillion Rear Admiral

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    Should do, but the driller class acts weird sometimes. And np.
     
    #91
  12. Vermillion

    Vermillion Rear Admiral

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    I'll be releasing the first version of A12 Reforged Galaxy later today. Stay tuned.
     
    #92
  13. Vermillion

    Vermillion Rear Admiral

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    Reforged Galaxy A12 - V1.0

    Unlike the old A11 version, this new iteration of Reforged Galaxy goes much deeper into the level of rebalancement and introduces new features and functions not found in the game, while fixing serious faults in mismatched and poorly implemented parts of the game.
    Reforged Galaxy introduces new weapons, enemies, mechanics, economy and streamlines progression.

    This is the alpha version for A12, and when it goes public you'll be able to subscribe to RG via the workshop without the hassle of downloading and extracting the attached files and overwriting your configs.

    Base Attacks are not included since the system doesn't even work right now. Maybe later.

    _ _ _ _ _ ______________________________________________________ _ _ _ _ _

    Summary:

    • New weapons, armor and boosters. Including the Flamethrower, EMP rounds, Upgraded Armors and Epic Boosters.
    • Alternate Ammunition and Firing modes for existing weapons.
    • New blocks: Pentaxid Seed Crystals (grow pentaxid) and T2 Warp Drive (go further for less)
    • New enemies and drone models. Including the Flamethrower zirax and aerodrone.
    • Better sound effect selection for enemies and player weapons. Ripper dogs don't sound like spiders.
    • Overhauled status effects: Brought back adrenaline rush and well fed. Stopped players from starving to death from a dermal burn.
    • Two new status effects: Dehydration and Dismemberment.
    • Smarter, faster AI: They will actually see your ships and try and shoot you down and react to you sniping them in the field.
    • Better Loot: Get what you pay for. Minigun drones will drop 15mm ammo; animals drop meat relative to their size.
    • Overhauled CPU: Completely redone from the ground up. See spoiler about it below.
    • Rebalanced Power System: Higher solar panel count, energy is tied into CPU (properly for once).
    • Rebalanced SVs: Can mount drills, combat steel armor and some turrets. Shield generator is available earlier at lower cost, but is much weaker.
    • Rebalanced HVs: Can mount fixed weapons, better thrust:weight ratio, better energy-efficiency and stronger shields vs SV.
    • All laser weapons consume only 1 laser charge cell to recharge their ammunition.
    • Rebalanced CVs: Don't move like an SV anymore, are more expensive to build, more durable.
    • Overhauled Trader Economy: Everything has a price and that price is calculated. No more random 500k price for optronics. Their price is their exact sum of their parts, both when buying and selling (relative).
    _ _ _ _ _ ______________________________________________________ _ _ _ _ _

    Features:

    This is the in-depth section that covers most of the changes in detail.

    Handheld Weapons and Tools:
    Survival Tool: Has the detector built in. The handheld detector will be removed from the suit constructor in future in favor of anti-rad ointment depending on feedback.
    Handheld Detector: Has a held model instead of nothing. Detection range was reduced from 1250m to 1000m.
    Mechanical Drill (handheld) replaces the Survival Tool as the earlygame mining implement.
    Minigun: Has two firing modes (change with RMB) - Limiter ON (Gun fires slower with less recoil) and Limiter OFF (Gun fires at maximum speed with higher recoil).
    Plasma Cannon (handheld): Has two firing modes (change with RMB) - Anti-Personel (normal mode) and Particle Beam Mode (Fires a non-explosive plasma beam)
    Epic Minigun: Has two firing modes (change with RMB) - Limiter ON (Gun fires slower with less recoil) and Limiter OFF (Gun fires at maximum speed with higher recoil).
    Epic Plasma Cannon: Has two firing modes (change with RMB) - Anti-Personel (normal mode) and Anti-Ship (Fires an SV plasma round).
    Projectile Pistols (T1, T2 and Epic): Can all be fired underwater.
    Flamethrower: Consumes biofuel. Incinerates everything in front of you, the closer it is the higher the damage. Good against melee creatures and wildlife. Causes fear in wildlife so they run away; Inflicts dermal burns and sets enemies on fire in PvP.
    All handheld laser weapons: All laser weapons consume only 1 laser cell to recharge their full ammunition count. No more carrying around 500 laser "rounds", which makes no sense. Crafting and enemy drops take this into account.
    Chainsaw deals extra damage against entities and inflicts Dismemberment on players in PvP (Yes, you can cut off a player's leg).
    Explosive charges deal massive damage to entities so you can use them to blow up nightmares, spiders and zirax.
    Armor and Boosters:
    Armor durability has been increased across the board so you don't need to repair your armor constantly.
    Armor Boosters give increased armor values.

    New T2 Epic Armors for Light, Medium and Heavy Armors (replaces normal Epic Heavy Armor).
    Epic Light Armor is available through the tech tree and can be crafted in the large constructor+.
    Medium and Heavy Epic Armors are available through Loot Containers and Closets (medium only). They have the same number of booster slots as their non-epic counterparts with 25-30% higher base stats.

    New Transportation Boost: Increases carry capacity by 100SU, but reduces movement speed by 10%. Can be bought from traders and obtained from various loot containers.
    New T2 "Epic" Boosters: Obtainable from Very Rare and Ultra Rare loot containers, they're roughly 50% stronger than their normal counterparts.
    Vehicle Weapons and Tools:
    Gatling Gun (HV/SV): Can be overclocked by holding both LMB and RMB to fire it at double speed for half the accuracy, or fired individually.
    Plasma Cannon (SV): Can now be mounted on HV.
    Pulse Laser (SV): Can now be mounted on HV.
    Rocket Launcher (SV): Can now be mounted on HV.
    Homing Rocket Launcher (SV): Can now be mounted on HV.
    Mechanical Drill (HV): Can now be mounted on SV. So can the harvest controller.
    Laser Drill (HV): Can now be mounted on SV.
    Minigun Turret (HV): Can now be mounted on SV and is functional. It will automatically track and fire at enemy targets.
    Plasma Turret (HV): Can now be mounted on SV and is functional.
    Minigun Turrets (HV, SV, CV and BA): All have alternate firing modes that double their RoF in exchange for lowered accuracy. For use against groups of enemies or at close range.
    Cannon Turrets (CV/BA): Have a secondary firing mode for Incendiary Rounds that deal explosive anti-personel damage and set players on fire and inflict dermal burns. Does not require additional ammunition.
    Pulse Laser Turrets (CV/BA): Have an alternate low-power firing mode that fires high-speed, low damage, area covering damage for anti-personel use.
    Flak Turrets (CV/BA): Have a secondary firing mode for Airburst Rounds that send a medium-ranged spray of shrapnel into the sky, for disabling fast-moving targets that the flak rockets are too slow to hit.
    Artillery Turrets (CV/BA): Have a secondary firing mode for EMP Warheads. These deal massive damage to only shields but are slow and require a second ammunition feed of EMP-Warheads to fire. They are fired with RMB while controlling the turret.
    Tool Turret (CV): Can now be used on Bases so you can dismantle and repair your unwanted ships without a CV.
    Tool Turret (CV/BA/HV): Now fires an AoE beam for salvage, repair and retrieve so you salvage/repair multiple blocks at once instead of singularly. This is affected by distance from the target and angle.

    Important! Turret limits have been increased to a uniform 24 of any type of turret. The limit is 24 for performance reasons. A ship cannot fire more than 24 turrets at any one time. Fixed weapons are limited to 12.
    Enemy Weapons:
    AI turrets are roughly equal to those of the same type used by the player. They may fire faster or slower, but the damage is spread evenly.
    Zirax Rocket Turret: A special mention for these. They fire slow-moving, long-ranged and VERY accurate homing missiles. They will follow you to the ends of the earth.
    They may deal less damage to shields than they used to but they will turn your ship to scrap if enough of them hit you.
    The missiles have a long tracking distance but are easily slower than an SV, or even a CV in atmo. You can lead them on a merry chase like this is The Dark Knight Rises and you're Batman and slam them right back into the base that launched them or a drone or just outrun them.
    HV/SV Combat against Rocket Turrets is best handled with hit-and-run tactics since you'll never outstrafe a homing missile at close range.

    Enemy EMP Turrets: Virtually indistinguishable in vanilla, in RG they fire a blue plasma bolt at a slower speed with higher anti-shield damage. It deals no damage to blocks though. These are only used on a few POIs, mostly drone bases.

    Enemy Sentry Guns: These bad boys are as durable as the player's sentry guns so you'll need to unload about 50% more ammo into them to kill them. On the bright side, they now fire visible red lasers so you'll always know where they're shooting you from. Whether you've walked blind into a room or are being shot at in a ship from a sentry gun on top of a POI. Sound effects to match.

    AI weapons now have reduced accuracy at long range. So no more complaining about "aimbot AI", especially when what you're complaining about is a shotgun at 10 meters which is not a precision weapon.
    AI weapons deal 125% damage with headshots, which is a reduction for shotgun zirax (200%).
    Enemy AI and Stat Improvements:
    This is a very important aspect for Reforged Galaxy and pretty much everyone involved.
    Zirax troops will no longer stand there and let you shoot them with a sniper rifle, or strafe their position with a gatling gun from an SV. They will see, hear and actively search for the player when they come under fire or hear (yes, they can hear) gunfire from somewhere nearby and come running towards the location.
    Troops will open fire on ships and call their less-observant buddies to assist them.
    If you flee from the troops, they WILL chase you down if you run. These guys no longer leisurely stroll to you; They will RUN at the same speed that you (the player) can run.
    Important: Enemy troop HP has been reduced by 20-30% to compensate for the added difficulty and make them less bullet spongy.
    Zirax also include Flamethrower Zirax, that will set you on fire if they get close enough to torch you.

    Ripper Dogs when set to attack are FAST. Like... greyhound fast. They will overrun your position in seconds, so don't just ignore them because if they circle around behind you you'll look like a police dog training dummy.
    Note: Their sound effects have been replaced so they no longer sound like spiders.

    Raptors aren't quite as fast, but they're still very fast when they're charging.
    Spiders are faster when they've got a clear line of sight on the player and watch out, they can jump. This is for you @spanj you said you wanted them faster, able to climb and able to jump. Well, now you've got it, and the Flamethrower you wanted to use to deal with them. Enjoy!

    Alien Assassins will move very slowly while there's nothing for them to target to avoid drawing attention. If they spot you in the open though, you'll need quick reflexes because they're lightning fast and can jump several meters. So get something between you and him.

    Larger entities like Triceratops, Pangolin and Lizard Mule have much higher HP to match their sizes, but give meat and materials to match their size. Watch out though, they can hit like a semi-truck and unless you want to relive the T-Rex chasing the jeep scene from Jurassic Park, don't poke a pangolin with a survival tool.

    Drones:
    The low level drones have had their models replaced with the larger aerodrones because they belong on a planet, not an airless moon. This makes them easier to spot, easier to hear and easier to hit for new players.
    Unfortunately, their speed and behaviour is pretty much hardcoded so they don't behave the way I want them to.
    Drones are much more durable, they're armored after all. You'll probably need an SV or HV to deal with them, but they're not too hard to take out with a sniper rifle, rocket launcher or any T2 handheld weapon. But best to avoid them until you've got something better than a pistol.

    NOTE: The damage modifiers of drone weapons in vanilla are absolute BS. They deal x15, x30 and x60 damage to shields, metal and armor blocks rendering them all useless. This has been rectified in Reforged Galaxy so they have a flat, lower damage modifier vs blocks so your combat steel is actually useful against drones.
    Status Effects:
    The status effects have been overhauled to prevent starvation from papercuts and fix numerous bugs in the status effect system.
    Treating Radiation Burn no longer causes Open Wound.
    Few status effects consume stamina, instead they reduce player movement speed. Those that do consume stamina do so at a reduced rate that roughly matches your recovery rate, so you'll be able to sprint but your stamina won't recover unless you're standing still. Or it will regenerate slowly while walking instead of hitting 0 and staying there and putting your hunger into overdrive.

    Re-added the Adrenaline Rush status effect that was disabled due to a loop (which i'm pretty sure I fixed, but needs more testing). Adrenaline Rush is triggered while suffering a debilitating injury (broken leg, open fracture, closed fracture, mutilation) while on low health during which you're temporarily unaffected by your injury and have max stamina for a few seconds, followed by an adrenaline crash where your stamina hits 0 for 15 seconds.

    Re-added the Well-Fed bonus effect that was also disabled due to a bug (which I definitely fixed). While your food is near max, you slowly regenerate health.

    Added Dehydration status effect (NEW!): This is triggered by having body temperature too high for too long, it reduces your stamina and movement speed and will eventually evolve into Organ Failure. It's treated by purified water, water container, hot beverage (bad idea) or any of the juice items.
    Dehydration is also caused by some advanced illnesses and the evolution of an untreated hangover.

    Added Dismemberment status effect (NEW!): Caused by untreated necrosis and mutilation. It reduces the player's movement speed by 50% and slowly consumes health. It is also caused by hitting another player with a chainsaw or being shot by an Artillery Turret and miraculously surviving. It is only cured by death, so take care of your limbs people.

    Frostbite is no longer cured by just getting warm. You need medication.
    Body temperature exceeding 80 degrees will cause the player to burst into flame (It's rather hard to reach 80 degrees and not be dead or dying by this point).
    Showers now put out fire.
    Bandages restore 100 health (increased from 80) and have a shorter delay.

    IMPORTANT: Enemy weapons will now deal generic status effects depending on weapon type.
    Large caliber bullets will deal open wounds at a 5% chances; Lasers will inflict dermal burns at a 5% chance; Plasma will also inflict dermal burns, increase radiation and/or radiation burns; Rockets inflict broken bones, open and closed fractures and/or mutilation. Infliction rate varies based on hit rate and damage applied.
    This also applies to the player's weapons, which also inflict status effects against other players and hopefully in future, against troops and wildlife.
    Wildlife and Creatures have had their status effect chances reduced to safer levels. So you don't get slapped with 3-4 status effects from one hit.

    Mid-tier medicine recipes give multiple items (e.g. antiparasite pills recipe gives 2 pills instead of 1) and are available earlier.
    CPU Overhaul:
    Reforged Galaxy is meant to be played with CPU and Mass and Volume enabled.
    The CPU overhaul reworks the entire CPU system as it should've been, without breaking any of the existing blueprints. You will probably need to add more extenders to your T3 and T4 ships though.
    The CPU system was brought in to keep ship sizes small because that's what the devs wanted. They went about it in the worst possible way and restricting ships in all the wrong places when they already had a self-regulating system that people would've been happy with if they'd just done the work.

    Firstly, with RG's CPU system building blocks and Deco no longer consume CPU. None at all. This is required in order to not hinder creativity, but still keep ships small as the developers wanted through restriction by mass and the ability to move that mass. The bigger your ship, the heavier it gets and the more thrusters you need to move it, and more generators to power those thrusters and more fuel tanks to supply those generators. CPU is applied to the thrusters and generators, not to building blocks. But that's just one aspect of CPU in Reforged Galaxy.

    CPU Extenders:
    You still have your current set of extenders with the same limitations and roughly the same recipes so as to not break your blueprints. However, instead of increasing your CPU Tier, they increase your maximum CPU by a fixed amount, which is the same for all tiers.
    The more extenders you have, the higher your CPU. This also means that if you lose an extender, you only lose that amount of CPU and don't lose 80% of your maximum.
    The amount of CPU given per extender is equal to the the base CPU amount for your ship type. So for an SV with a CPU limit of 7500, each extender adds 7500 regardless of whether it's a T2 or a T4. There's no just "adding a tier" and you're done. Each extender you add increases your CPU limit (max: 7).
    Changes to the extender recipes mean that T2 HV and SV extenders are available as soon as you reach the moon without requiring flux coils.

    CPU Balancing:
    You may be thinking "That's not enough CPU for my ship!" but it's not like I left the old CPU values in. Those things were horrendous and not suitable for a complex CPU system. Everything was changed.
    CPU balance is divided between vital systems and specializations.
    Vital systems include only Generators, Hover Engines and Thrusters as these are the key component of any ship. On average these parts will take up 60-70% of a ship's CPU allocation. Leaving 30-40% for specializations like weapons, drills, harvester modules, constructors, warp drives and shields.
    By extension, Hardened and Combat Steel is technically also a specialization since it requires more CPU be put into thrusters and the generators to run them, taking away from the alotment for weapons or tools.
    On the other hand, you can reduce your thruster count for specialized movement (aircraft-type) and put more CPU in weapons, shields or a warp drive.

    Shields for HV and SV consume far less CPU than they do in vanilla, but are less of an invincible wall and more of a damage cushion. Their power consumption is also reduced to fit within the power range of a single generator.
    Weapons' CPU scales with effectiveness (which has been rebalanced with most weapons) with a clear progression in effect. Encouraging players to continuously improve and upgrade their current and old ships instead of just spawning in a new one.
    However, you won't be able to use a dozen different weapons because they do use a lot of CPU. I don't care if it's not realistic, this is a game balancing mechanic and is being used in such a way.

    CPU Allocation for thrusters is based on the rebalanced power consumption mechanics using generators as the focal point of any ship and is balanced against the A11 Flight Model, which the devs neglected to consider in their own CPU system. In this case, the larger your thrusters get, the more CPU-efficient they get allowing you to use the larger thrusters for relatively low CPU cost. However, power consumption scales linearly an extra generator or two.
    See the power rebalance section for more info on how this works.

    For storage of O2, Fuel and Cargo only the absolute minimum amount of CPU is consumed for running the logistics network connections and nothing more.

    Disclaimer: While T1 and T2 blueprints will be pretty much unaffected by RG. Tier 3 and especially T4 will be severely compromised. Those that were more conservative in their use of weapons will be fine by adding a T2 extender and/or an extra T3 or two.
    Thruster Rebalancement:
    Connected to the CPU system, the thrusters in Reforged Galaxy get more efficient in CPU the larger they get, but the power they consume scales linearly. Thrust output is linear with size, but block hp and afterburner speed increases.
    CPU costs and power consumption are calculated to the minimum and maximum values of the A11 flight model. This is very important because the developers completely ignored the connection with their CPU system. That is, you need 4 thrusters on average per side to achieve maximum torque on a ship. With ship mass and thruster positioning working for and against those values.
    With their stupid mass-enforced top speed I had to make a lot of cutbacks on mass and buffs on thrust in order to maintain a normal flight speed and ship torque but it all works.

    RCS costs are greatly reduced (with higher torque) to fit in line against thrusters, which can not only provide higher torque but also provide movement. CV T2 RCS is greatly reduced in torque into an actual Tier 2 position, that's more efficient than it's equivalent number of T1s.

    Thrust-to-Weight: For the most part, Ships made of regular steel aren't too much different in handling than they normally are. Ships using heavier armors will be significantly harder to move and be ill-suited as a cargo ship (as expected). They're best used with Turrets (SV), since aiming with fixed weapons is extremely difficult due to slow handling of heavy ships.
    HVs have an advantage in that they have slightly stronger thrusters with lower power consumption and cheaper Hover Engines that can support the massive weight of heavy armors, coupled with stronger shields they make the ideal tanks they were originally meant to be.
    CVs though, they're slow. A decent CV can reach 100m/s in space at T2 with plenty for weapons, but it won't be moving like an SV fighter like they do in vanilla.

    Afterburners/Boosters: These have been reworked on SVs. They'll greatly increase your power draw while running, but the boost they give scales massively by thruster size. Allowing even the heaviest SV to exceed the 120m/s space speed limit by 40m/s (160m/s), or reach 90m/s in atmo. Perfect for hit-and-run tactics against a base, but be careful you don't overheat your engines too badly or you'll be flying a box of spare parts.
    Power Rebalancement:
    Power is scaled in with thrusters and CPU on devices. The larger generators are more CPU efficient over the smaller ones, and the amount they output matches the draw limitations imposed by the CPU tier limits. This prevents a ship from supplying thrusters or weapons outside it's CPU extender limit but also ensures that the power limits are smoothly rounded by device draw instead of arbitrary numbers.
    Each generator supplies an exact number of thrusters depending on size with enough spare for minor and support devices. For your average starter or earlygame HV/SV a single small generator is enough for mobility, but as you add more mass to your ships, more cargo and/or more weapons, you'll need better or more thrusters you'll need to upgrade to the next generator up. As the ship gets larger still, you'll need another generator and that puts strain on your CPU, requiring an additional extender, which means more space and more materials. Fueling self-motivated progression.

    Solar Changes: The number of solar panels allowed on a base has been increased from 15 to 24. The amount of power a solar capacitor stores has also been greatly increased, but the power output has been reduced to allow a slower draw of power at night. This is to combat the idle draw of turrets and other devices.

    Note: HV turrets are comparitively power-hungry, since HVs don't need a lot of power to run hover engines they have spare power. This acts as a counterbalance for SVs using turrets so they don't heavily displace fixed weapons.
    Mass and Volume:
    For ease of use, the volume of building blocks has been reduced to half that of A12's default values.
    Mass remains more or less the same since I uhh... wrote A12's mass and volume configs. Of course, they wouldn't let me change the things that actually needed changing in the way they needed.
    Armor Block Mass for example is now mostly correct. I had to scale back the mass a bit in order to work with the flight model restrictions.
    Items and Recipes:
    Items have added descriptions and lore added to them instead of the usual "This is a component of another component. See that other item for more information" which is just terrible design. So now all items have full descriptions that include uses and function written on them.

    Crafting recipes are now properly spread among the different constructors with recipe yield and material input correctly configured to match the player's progression and the kind of constructor being used. HV and SV are only slightly more expensive, but CVs are considerably more expensive to build. The construction times for the components and blocks are sped up so it takes no longer than usual in the factory, in some cases the factory is faster than vanilla when building CVs. So no ridiculously long waiting times.

    Cargo Container and Drones have Metal Pieces that can be melted down in a Furnace for Titanium Rods. Ensuring that no player is stuck without access to titanium and therefore no way to make a basic extender (probably on a server when the ore's all mined out, or if shot down on a planet with no titanium).
    Gold Coins can be melted down in a furnace into Gold Ingots at a loss.
    Eggs can be made in a food processor from plant protein and milk, allowing players to craft dessert items and pies.
    Added BBQ Spare Ribs: 1 meat + 1 natural sweetener. Good for earlygame if you want more food value from your meat than steak, but don't have any spice.
    Cereal and Fried Vegetables can be made in the survival constructor.
    Advanced medical items' recipes yield 2 outputs instead of 1 (not including medkits).
    Biofuel takes less time to craft and logs give more fiber.
    Reduced nitrocellulous and carbon substrate ratio for easier stackability and use.
    Re-increased Pentaxid Crystal stack size.
    Added recipes for EMP Warhead, Flamethrower, Epic Light Armor and Pentaxid Seed Crystal.
    Small O2 bottles can be made in the constructor.
    Shotgun is no longer craftable in the Survival constructor. Ammo is still available. Use a pistol.

    The Rule of Four:
    No, this has nothing to do with the sith. Block recipes have components that are almost always divisible by 4. This was a concept that Hummel came up with that we never got around to doing for A12 to make salvaging more profitable instead of flat retrieval.
    Survival Tool salvages 25% components, Multitool salvages 50% components and Multitool T2 and tool turrets salvage 75% (60% in vanilla). With the Rule of four, that means you're always guaranteed to get at least 1 of each component in a block.
    It's less messy and more rewarding.
    Mining and Progression in the earlygame:
    Mining is different. Your hand tools deal extra damage against ore rocks, which have increased ore yield. You'll have serious trouble trying to mine the ground with a survival tool. You can still do it, but it's very slow and should only be done in an emergency.
    You can unlock the handheld Mechanical Drill within the first few minutes that uses biofuel to mine much faster than the survival tool. Although it's nowhere near what you can do in vanilla, which completely devalued the entire mining mechanic for vehicles.
    From the surface rocks though, you should be able to make a mining HV very early and let it handle the mining. Which is much faster using an HV for the job it's intended for. You could also use an SV now that they can use drills, but the changes in mass will make that very difficult for a T1 SV and better left for later on.
    Crushed Stone yield from mining the ground is also higher, though it's still far more efficient to mine large surface rocks for crushed stone than go digging a hole.

    Note: Ore ratio and yield were moved further apart for better averages so you don't mine out a section of an ore deposit and keep getting nothing. You get a lower amount of ore more often instead of a medium amount of ore rarely and nothing the rest of the time.
    I'm sure everyone hates when they mine some ore and get nothing. Yeah, that won't happen as often anymore.

    Trees now give a lot more logs. Somewhat closer to their physical size in logs and those logs turn into fiber at a higher rate. Products made from wood (fiber, biofuel, carbon substrate, nitrocellulous, etc...) while faster to craft than normal, have a lower yield so it works out roughly even, but you save on storage space.
    Trees are also more durable and are best cut down with a chainsaw, which makes a better weapon than it used to. The HV harvester module also deals extra damage against enemies.

    Buds have been removed from the game, basically. Big Alien Flowers, both crop and terrain plant version will give Herbal Leaves instead. Allowing players in the earlygame access to medical supplies. Hot Beverage is also made with Buds now.
    Traders and Economy:
    Gone are the days of NPCs have BS prices that are 50x higher than the materials that make it up. The trader rework reworks everything traders sell based on how many items went into it with a +25% price modifier per step.
    Every base item (Iron ingot, copper ingot, promethium pellet, carbon substrate, etc...) has a set value and those are added together into whichever item is next in line (taking into account division by multiple outputs). With each stage, the price is increased by 25% meaning that complex items with multiple layers of crafting are worth vastly more than the sum of their parts.
    Example: Silicon Ingot is worth 200 and copper is 250, an item made from 1 copper and 1 silicon would be 450 +25% = 562 and an item made from 2 of them would be 562+562+25%=1405.
    An optronic bridge has a price that is the sum of it's parts, for example.
    Purchase prices from NPCs start at an items base price and will be a random value up to a half higher than the base value.
    Sales prices to the NPC will be between half the base price and half the maximum price. This ensures there's no overlap that would allow an item to be bought for cheap and sold back for infinite money, while still keeping value on the NPCs wares.
    The amount of an item an NPC buys or sells has been increased over vanilla values.
    In addition, there are commodity items available from some NPCs that can be purchased for a high amount and transported and sold to a different seller in a different location for a profit; there are also several select items that can also be bought and sold with a profit to different vendors, rewarding the merchant lifestyle (e.g. buying liquor at TOP brewery and selling it to the talon, or buying rare herbs from the talon and selling them to Ok'Y medical).

    Station Services' cost 25% more than the base price. Sitting squarely in the middle of the price range used by the traders. Discounts will reduce the amount.
    Audio and Visual Effects:
    Changed weapon sound effects so they don't suck.
    Added the correct muzzle flare effects and emissions to their corresponding weapons.
    Replaced spider-sounding ripper dog sounds with something that's not a spider.
    New Blocks:
    Almost forgot.
    Added a T2 warp drive (CV) that can travel further for less. It's upgraded from the T1 warp drive with the multitool and has it's own special model.
    Pentaxid Seed Crystal: A type of pentaxid crop that produces pentaxid. Watch out though, it emits lethal radiation that'll kill other non-pentaxid crops around it and it drains power from the structure it's growing on. Replaces the pentaxid ore recipe in the advanced constructor.
    _ _ _ _ _ ______________________________________________________ _ _ _ _ _

    Known Bugs:
    - Ammunition consumption by the artillery turret and epic plasma cannon in secondary firing mode will get stuck, use the wrong ammo or simply ignore the second ammo. If I can't fit it, they'll be rewritten or removed.
    - Zirax trooper rockets freezing after launching when the player exits render range of them. Returning causes all the rockets to be released at once causing a half dozen rockets to come flying at you. I can't really fix this, but it looks cool and is an added hazard in an SV.
    _ _ _ _ _ ______________________________________________________ _ _ _ _ _

    Installation Instructions:
    1. Download the .zip file attached to this post.
    2. Go to steam > steamapps > common > Empyrion - Galactic Survival > Content > Configuration (or wherever you keep your empyrion)
    3. Extract the files in the size into the Configuration folder
    4. Overwrite the files in there. But you should probably make a backup of them.
    5. You're done.
    6. Start up the game.
    _ _ _ _ _ ______________________________________________________ _ _ _ _ _

    Okay, I know there's more that i've forgotten to list but i've been typing this up for over 5 hours and it's 4am and I wanna sleep. I'll add whatever when I get to it in the morning... or afternoon.
    Download below.
     

    Attached Files:

    #93
    Last edited: Jun 4, 2020
  14. Khazul

    Khazul Rear Admiral

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    Excellent work - looking forward to trying it all out :)

    Yeh - about that … :)

    I think you have gone way too far if the disclaimer is to hold.

    A quick test with my ships reveals very of even my T1/T2 ships are recoverable within existing hull, a couple of really basic single function vessels appear usable as is. I wonder how others fair. None of my larger ships are convertible while retaining purpose, and indeed most cannot convert within existing hull without become badly compromised in some other way.

    I think people should expect to have to mostly design and build new ships from scratch and have no asperations for CVs much bigger than about class 2/3 - so expect to leave everything at home rather than take your little fleet with you on a large CV.

    I know my ships do not matter, but I don't get the impression anything I do in terms of every day use, high functioning survival ships is any different to what anyone else does in a typical playthough.


    Looking forward to trying out the rest, sounds like you have done an excellent job, but have to be CPU off (and I have never switched it off before despite that I hate it ;))
     
    #94
  15. Inappropriate

    Inappropriate Captain

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    I did a little bit of testing in creative just to see how some of my creation preform with RG. Its been a bit of a mixed bag so far.

    The good:
    • I very much like the addition of alternate weapon firing mods.
    • The flame thrower. Nuf said.
    • Salvage rebalance and crafting.
    • Removal of CPU form building blocks.
    • More believable ammo usage of energy weapons.
    The Bad
    • CPU extenders seem very broken, although in completely the opposite direction of vanilla. Anything that required mid to upper t4 seems to be completely impossible in RG. There is also no progression in CPU points between the different extender blocks. It doesn't have to be much. Maybe somewhere between 10 an 50 percent or something to break up the flat progression and justify the higher crafting cost of higher tier extenders.
    • Thrust (and thruster torque) Seems a bit weak across the board.
    Other thoughts
    • The flame thrower is LOUD when it hits blocks. I take it that impact sounds are hard coded?
    • I despise laser weapons that have recoil. Disabling the recoil is one of the few tweaks I kept in my config file.
    • There is still discrepancies in damage per hit and range between different weapons that use the same ammo type. A 15mm round doesn't care what fired it so long as the gun was designed to fire a 15mm round. It doesn't need to be 'realistic' but it should at least be believable and hold up to basic logic.
    • It might help with consistency to unify things like ROF, reload time, and ammo capacity across similar weapons. IE: BA Plasma Cannon and SV Plasma Cannon. This way users will know exactly what role a given weapon type will play on any given structure and can plan accordingly.
     
    #95
  16. ravien_ff

    ravien_ff Rear Admiral

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    This is looking awesome!
     
    #96
  17. Khazul

    Khazul Rear Admiral

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    Sorry - I didn't want to be quite as blunt as that other than noting I was forced to switch it off :)

    But yes - for me personally, it seems to take everything I hate about vanilla CPU and make it far worse in terms of overall actual impact on actual builds. And the top limit is far too low as it removes most of my CVs apart from the really tiny ones (which became also non viable because no spare hull space for the additional extender needed).
     
    #97
  18. Inappropriate

    Inappropriate Captain

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    I think I will have to do that at least for the time being. I dislike disabling it wholesale like this as I believe there is potential for an interesting system of game play trade offs but it just doesn't work in its current implementation.
     
    #98
  19. Vermillion

    Vermillion Rear Admiral

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    Maybe. There is no progression in extender output only limits in how many you can stick on a ship, which is restricted by the player's progression. You're meant to use the lower tiers of extenders first, not start at the T4's and complain that you don't have enough CPU. That's what the lower tiers are for.
    For the next update, I will increase the amount of CPU given by higher tier extenders by 10% per level. That's a +100% gain from a full set of T3 and T4.

    My suggestion for you is to go to the prefabs: The Maverick, The Bulldog, The Stratus. Good examples of specialized builds that work as-is and are upgradable as you progress. Multi-role ships are just not gonna work for T1 or even T2.
    You need more ships that are focused, not less ships that do more. Build your big bases and hangars to house them, make those carrier CVs. You know? The ships that people build but have always been useless.
    Too many players make one of each vessel and then quit the game because there's no reason to make more.

    Thruster strength for HVs and SVs is actually higher than vanilla. Not for the giant jet thrusters though, but they get higher boost levels.
    STOP building and using ships with equal thrust on all sides, you're consuming your CPU for flight control that's useless in a fight. Hit-and-Run tactics are what you need. Strong rear thrusters for high travel speed; Decent down thrusters for lift, pitch and roll; Forward and back side-thrusters for yaw.
    Use RCS for extra torque. They're cheaper and provide more torque than they used to.
    Your SVs should behave like fighter jets, aircrafts and X-wings, not like drones (at least not until the endgame). Fly over, target the enemy, hit them and pass over before they can get a shot off. Don't sit in front of a turret and unload everything you have on it because you will die. Because it defies common sense.
    Hardened Steel armor will lower your speed significantly. Put it only where you need it instead of EVERYWHERE. The front, the back, around vital devices. Even then, you should use turrets instead of fixed weapons because your thrust and turning will be reduced making it harder to aim a fixed weapon.

    Fly forwards, not up.
    Lift and drag are factored into ship design and allow you to take off with heavier loads by going forwards instead of taking off straight up. Atmosphere or not.
    If you use RG, you need to change your piloting style to fit your function.
    - Weapon impacts are hardcoded. It's stupid, I know.
    - If I remove recoil from laser weapons, i'll have to nerf them in other ways.
    - I'm not being realistic for weapon ranges for gameplay reasons. Because if we're going that route, none of the alternate firing modes would work. You can't have the same 30mm cannon rounds be both AP and Incendiary seperately.
    - I will go back over the weapons and unify a lot of disparate values in damage, mass, volume, speed and reload times. But it will be by size, not by type. A BA plasma turret takes longer to reload than an HV one due to size difference.


    I will make this clear for everyone: You will probably need entirely new ships for anything above T2.
    • Fights against POI bases will take longer. Not because turrets are more durable (they're not), but because you cannot simply stand in front of the enemy base and strafe it effectively with a heavy ship. A light ship, yes. But you will have little protection.
    • Your ships will be heavier because the armor blocks on HV and SV no longer weigh nothing. You cannot use a single S-thruster to lift a ship. You will need a minimum of FOUR, because the flight model requires four for pitch and roll.
    • Fly forwards, Not up. Like an X-wing, not like a SpaceX. Turn in the direction you want to go. You are piloting a spacecraft, not piloting a spacedrone.
    • Stop trying to stick every goddamn device you can onto your ships. Less is more. 2-6 guns, not 10-20.
     
    #99
    Last edited: Jun 5, 2020
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  20. Inappropriate

    Inappropriate Captain

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    And that is exactly the problem. Its NOT restricted by the player's progression beyond level and material cost. CPU points are hard capped. You could build an ENORMOUS base but never be able to fill it with anything meaningful because you ran into a hard cap that can not be circumvented in any way.

    Ideally there would be no hard caps on any block only a system of trade offs and diminishing returns when appropriate. In the case of CPU extenders the trade already exists: they take up space and draw power. There is no need to limit the number of extenders unless the point is to have a hard limit on device count. If we are going to admit that CPU is nothing more then a gimmick to disguise supposedly unfixable performance issues then fine. Just be honest about it and build an engaging system with hard limits in mind. Right now CPU doesnt know what it wants to be (in vanilla and RG) and as a result is not balanced, engaging, or fun. Its just there. In the way.

    It would be nice though if the extenders respected to 'device count limit' setting. That way users could choose between a more open ended system or a more draconian 'hardcore' system.

    Freedom balanced by trade offs. I like self balancing, open ended systems. See above.

    There is a lot to unpack here and I haven't done enough testing to properly respond. In the limited tests I did thrust just seem a bit 'off'. I haven't gotten around to ripping apart the builds in question to really analyze exactly why or figuring out how to rework them yet.

    I would say that ideally the different firing modes would use different ammo. Its one of the reasons I prefer Fallout New Vagus over Fallout 3. Not all shotgun shell are created equal. It probably says something about me as a person that I enjoy agonizing over weather I want to carry around more flechette, pulse slugs, or standard shells.

    Sorry, I kind of worded that badly. I was trying to suggest that weapons of the same category scale uniformly relative to their size not that they have the exact same stats.

    The idea was that a given weapon category would always have the same role not the same performance.

    I wouldn't have a problem with that. At the very least atmosphere density should effect them. maybe also smaller clip size.
    An overheat mechanic would also be nice but that's probably a little outside what is possible right now.
     
    #100
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