Dunno why so many complain about the Snow planet, it seems quite nice. Think we'll set up my temp base here until we can break atmo Hopefully, the Talon are better neighbors than those Zirax. Their "welcome wagon" showed up 4 times in a row as soon as the pods touched down... pesky bastards...
Before I read the quote, I thought that was the SV version, and thought the ring would make a cool warp sled CV for the disc-shaped SV
I would be cool if stuff like could be made to work But yes - that is the CV version nestled inside the ring - another image with the SV version next to a turret mount for size (it looks tiny when its quite a chunky SV), along with Vermillion's Titan and my Orion for sizing.
Did (ok, applied and adjusted) some scripting on the Mirai Thanks to Astic's mod, those progress bar show their related tank status from the past 2 hours. Scipts from this thread: https://empyriononline.com/threads/mod-ext-empyrion-scripting-scripts.92458 And of course DubrovDynamics LCD Set 1: https://steamcommunity.com/sharedfiles/filedetails/?id=2133129514&searchtext=
I finally got to play, instead of just building, on my favourite Project Eden server and after a day of two I had to create a long range version of my SV (luckily I always planned on doing that and the blueprint had enough space for T2 extender, warp drive and all the necessary upgrades). Also, big thanks for devs for 'prefabinfo' I had no idea why my nevest CV design was "illegal" to build on server. The answer was simple, repair console and symmetry mode
My base camp and first A12 survival start. I remember when my Steamer Duck HV was pushing the top of tier 1 CPU for HV. As the game balance has adjusted, I haven't updated it. With the current HV blueprint around 3000 CPU and the current tier 1 limit being 5000 CPU, well, I am tempted to see if I can restore some of what it used to be before CPU was officially introduced. And, yes, CPU is enabled in my survival run, along with weights, volume and device limits.
Have you noticed that Killers (killer alien) now attack other NPCs ??? I follow a starter game on the snowy planet and observed a couple of the feathered dinosaurs (ovirraptors?) Which are generally docile and a killer next to them. The dino when he saw me runs towards me and attacks me, the other was moving in circles, and the killer was attacking the one who moved in circles! I killed the killer and thought "it just must be a mistake". But later in the game on Talon territory I find another killer attacking a Tallon group! The Talon attacked and another of them attacked the killer! I got off my HV and killed the killer again. Since when is there this interaction? I don't remember reading about this !! They should give a reputation save the faction attacked !!! Han notado que los Killers ahora atacan a los demas NPC??? Sigo un juego de inicio en el planeta nevado y observé un par de los dinosaurios con plumas (ovirraptors?) que en general son dociles y un killer junto a ellos. El dino al verme corre hacia mí y me ataca, el otro estaba moviendose en circulos, y el killer (alien asesino) estaba atacando al que se movía en circulos! Maté al killer y pensé "solo debe ser un error". Pero luego mas adelante en el juego en territorio Talon encuentro otro killer atacando a un grupo Tallon! El Talon atacado y otro de ellos atacaban al killer! Bajé de mi HV y maté al killer nuevamente. Desde cuando hay esta interacción? No recuerdo haber leido sobre esto!! Deberían dar reputación salvar a la facción atacada!!!
Today we are just building and building a base, even though Zirax was thrown out of the planet and the moon. We prepare the base for departure and possible return.
Today, on the planet lab of LIF Industries ... LIF Industries 0:15 ET office of a big f ... F: Onegin, what about our prototype combat carrier ?! Our special forces unit needs it as quickly as possible! Onegin: Sir, work is in full swing, We are outfitting engines and equipment F: I heard ordinary engineers already gave him some kind of non-working name. Onegin: ... you can’t hide anything from you, yes, Sir? F: ... Onegin: Yes, the guys called him Mad Spider ... Because of the bizarre shape of the pylons and engine mounts. F: ... Mad spider? ... aah ... I'll think about the possibility of a final name .. Onegin: Yes, Sir, the guys will like it. .... End transmission ...
Aerial plants, they already said it in school ... but I did not imagine them like that. Plantas aéreas, ya lo decian en la escuela...pero no me las imaginaba así
The change happened when Alien Creatures - Golem and such - got placed in the Alien(Aln)- Faction. Alien means now being part of "The Enemy to us all"- therefore Zirax and Talon got to fight them too. Leads sometimes to funny moments. such as I stood close to group of Zirax when another Group of Zirax got attacked by a Golem. One of the Troopers fired his Rocket-Launcher at close Range on the Golem....result: Golem AND the Zirax Patrol DEAD. And I could loot all of them
The evolution of the Steamer Duck HV. The black one is back from pre-CPU when I actually painted and textured my works. The middle is from initial CPU release when that pushed the limits of tier 1 HV. Was so excited that I was able to "restore" some of the look and feel of the original that I actually added the front texture glow back too. A tier 2 upgrade allows one to put on the two missing turrets and mobile constructor from the original. I did add a fifth hover engine and reduce cargo capacity a little. Some things got lighter with Alpha 12, but some things are heavier. So I erred towards a little better hover and forward acceleration for heavier loads. I feel like I got my Steamer Duck back with Alpha 12.
In general I find my vessels can carry more mass they could before, I think just because they are lighter (but havnt really looked into it). However, volume increases of some things mean they can carry far less volume and so I need vastly more storage for them to be equivalently useful for some tasks. SVs/HVs in general have ceased to be anywhere near as useful for POI raiding and as for salvaging - forget it unless you have a CV nearby to offload stuff from a salvager HV frequently. My dedicated salvager HV is 24k, and even then - I have to offload into a CV every minute or so even in component salvage mode. In 11.5 the highest capacity small block I generally had a use for was around 12k-16k or so - ie a late game POI raider with space to salvage the most of the POI as well. I think people in general used to consider 10K was generally adequate for that and that tended to be my target figure for vessels that would engage in POI raiding. In A12, my highest capacity is 32k, most of them have been cranked up a much as I can get away with within the existing design (sometime stretching them because of the extra lift they now seem to have) and have been experimenting with a 2 x 32k capacity SV (but the workshop release of it was only 2 x 16k to avoid the inevitable complaints about handling when it is full as people don't seem to understand that filling a high capacity SV/HV up with combat steel blocks is going to kill its ability to turn much, assuming it can lift at all if they have M/V on )
Actually we get a Bonus in Weight Reduction of Container Content if we stay under CPU Limit. I believe it was a 25% Reduction but I could be wrong.
I can imagine the team meeting that resulted in that - 'They hate CPU and we promised some bonuses, so do something anything. Doesn't matter what it is, just tell me when it compiles so we can ship it'...