Started a fresh full A12 playthrough this time with the (Hard) swamp start in one last run to find more bugs before it goes to experimental. Found quite a few bugs so far. All hard settings with the latest A12 rebalancements included so it's much more challenging than normal. I've actually needed to craft medicine for once. I've been irradiated thoroughly more than once, requiring radiation treatment (which has never happened to me before... ever. Which is nice.). Ironically, it was the warp room of the Crashed Titan that did it, my own damn POI which I specifically made the room radioactive for this very purpose... and I forgot about it. The swamp planet has no spiders, which is nice. Instead it has an overabundance of raptors which are somewhat worse. I ran into a pack of those right out of the pod and a complete lack of copper ore and rocks in the area required me to walk a long way to find enough copper to make my hoverbike HV and go cruising across the world looking for loot. I've died once after being chased by a Hexapod, which i've also never actually encountered before. They're particularly troublesome when all you've got is a survival tool since they walk faster than you, have a lot of hp and don't give up. Unarmored, they'll pretty much kill you instantly if they hit you. Still, I killed about 5 of them by just jumping backwards in a circle at walking speed while shooting them in the face with the survival tool and they eventually drop. Standing on top of a boulder also works. Built the Polaris Survival Module for a temporary base and the Raider Technical for more mobile cargo space and weapons, before giving up for the day. Altogether, a productive day. Here's me, fresh outta the pod. No armor or anything, up against a pack of raptors with the survival tool on nightmare mode. Lots of fun. And here's my base, right before I quit for the day. You can see a bright pink Gas Giant in the sky over the back.
I'm making some random event sectors. They are random sectors that will appear in some solar systems that have a small bit of content in them and you won't know what they are until you warp to them and check them out. It might be a giant asteroid to mine, a wreck to salvage, or a pirate base to attack. They'll be classified between combat, exploration, and mining, and have a rating between class 1 and 4 for tier, so you'll have an idea of what kind of resources or challenge you might find but other than that you'll be warping in blind. Unlike my orbit playfields which are giant, these are pretty tame in comparison. Just to add a bit more to find out in space. I got it set up so I can easily add more to the scenario config files so really the only limit to how many of them I can add is my imagination. I'll also maybe make some that tie in to different missions somehow, giving a reward or incentive to explore.
Been making some progress on the RS YUKON Mk2. Most of the shell is complete and the interior is starting to take shape. Still a long ways to go before she is complete...
Spent most of today updating blueprints and overhauling a too-big Trader POI into a pair of smaller ones. Overhauled the lobby and removed the weird underground garage that you couldn't actually get into with an HV to make a trading floor. A very business-like lobby. The trading floor.
What I've been working on. Alpha 12 is amazing and I'm so excited to share what I've been working on! Some new stuff for my scenario:
I've been looking at youtube videos of jrandall's latest work in progress and thinking I need to step up my game. Man that guy has a real talent for design. So I started looking over Nexus Station and finding little things that need fixing but I'm still no closer to achieving enlightenment.
In A12 they made the starting biome of the starter temperate more friendly but I have had some weird starts - one happened at night? Granted, I loved it, but others might not like it. I am curious, is that game you just started the base game or an attempt at Eden? If it is the base game, any chance you could mention that in a bug report along with the savegame? To my knowledge that is not supposed to happen on the temp starter anymore(they changed it so that the temp starter is a large grassy hilly area with lots of resource rocks and food.) Gorgeous! The spic screenshots thread is about to explode. I cannot wait for A12 Eden. It is going to be epic!
Well my first A12 start and what do you think I find. @ravien_ff your going to love this. Mind you this was a vanilla game, swamp start
I had yesterday a bit of time with the new A12Exp. and started on the Arid Planet with the new RP switched on, which turned out to work reasonably well. A few finds I stated to Hummel. Only real Problem I had was when spawning in a small HV that the Cargo Container and the Extensions were wrong calculated. Which left me with 561 Volume instead of 4k CC. After this setback I decided to go for my smallest CV (L10 T1) because I found a broken CV - UCH Heidelberg - and some smaller POI's that provided me with the rare Ingots Sathium Neodymium which helped a lot building the CV. I ended up with my CV circling the Planet, using the new Sensor to spot places 5000m away, "freed"a Abandoned Mine from its remaining Inhabitants and made a Base for me of it. All in all a nice, new Experience. Many new things to learn. Btw., within two nights of "bug"-hunting on Zirax grounds I got Neutral with them so one thing less to think about. the usual things happened too.
Tonight I started working on an Epsilon Relay: These will appear in some random exploration sectors and will offer the player a quest using dialog. Finding a relay will let you interact with it and receive a partial set of coordinates and then the relay will self destruct. I'm hoping to add a hacking minigame to them that you have to complete to get the coordinates. Find 9 relays (or however many I decide) and you will complete the full coordinates and a bookmark will be placed on your galaxy map with the location of The Eye (an Epsilon POI I have planned to make later) and a keycard that allows access to The Eye. I might not get the full mission chain in to A12, but I'm laying the groundwork now. I also did some bug testing and reporting and figured out how to hide space POIs from the ship scanners. I plan on making random wrecks not show up on the scanner (but larger or special ones will) and reducing the range that smuggler outposts show up (stealth!). Also posted a preview for my scenario at: https://empyriononline.com/threads/...ive-random-scenario.38334/page-54#post-391389
Today, I took a peak at A12. Mostly, I was interested on the impact to my BP, both current and future. The first thing I noticed was that the MN output for the lift on my most recent project was cut from 48 to 43.2 MN. Odd that the number of MN jumped out at me? I suppose it stood out to me because I had spent some time recently calculating that the 48 MN was sufficient for that CV to lift about 1.5 kilotons of cargo in 2.0 gravity. I tend to like my CV to carry what I considered a standard load for their cargo capacity in 2.0 gravity. I had actually reduced the capacity of that CV by 16,000 SU to add a buffer as it was a lot tighter than I care for between cargo capacity and lift potential. So perhaps that is why the numbers were stuck in my head and stood out. Then I started poking around and noticed that masses had changed as well. Looks like I will have to come up with a whole new estimate for mass per SU when guesstimating the ability of my BP to move a full hold in 2.0 gravity. Then, I had the sudden thought to check out the mass of my CV. Under half the mass of the CV just a couple days ago when I had been doing all that math. Turns out that the CV can now carry 1.8 kilotons of cargo despite the reduced MN output. Note: Luckily I had a screenshot of the MN and lift of the CV before A12 for comparison. Okay, the numbers in the screenshots rate the carry capacity roughly 0.1 kilotons more than my calculations, but I do like my margins of error. I want to be certain that my CV is going up into orbit as I expect, and hopefully not taking forever either doing so. My next test will probably be to confirm that power percentages haven't varied dramatically. I was trying to figure out how to put a detector in that CV. The space for it is easy, but that CV is supposed to start as a tier 1 CV that I can add warp/shield without exceeding tier 1. The margin with warp drive installed is too tight, but then I remembered that I had previously determined that the CV technically could operate with only one of the two generators without redlining in my target conditions of flight. I could leave the space for the generator untouched, so that a second generator could become an upgrade feature. Then reduce the BP to a single generator, easily find a space to stick the detector and still keep the build to my target of tier 1 with margin for that first upgrade. Only thing I would need to do is confirm that power demands to output ratio still holds close enough to pull this off without redlining on what I consider my target standard world with 2.0 gravity. Now I debated running the power test and making the detector update now, but I figure there is no reason to update the BP on the workshop until after A12 is mainstream instead of experimental only.
After the longest time saying I was going to play, I finally took some time to work on my faction. The POI is nowhere near being complete, but I thought I would just let yall see a couple screenshots. It's going to turn out to be a bit BIGGER than it lets on in the pics Most texturing isn't complete; I still need to figure out a way to get rid of the bigger areas and experiment with some ways to break it up a bit.