Couldn't sleep so worked on the HV-hauler SV a good bit longer, decided to just ignore cpu and build how I want. Still just steel, but it has a shield generator, warp drive, 10k su storage, constructor, 8 rcs. Handles a good bit better with thrusters and a few RCS in the rear. The alternative to a shield generator would be to just take the core out when landed and mining a deposit so drones don't see it as a target. Best thing would be to just paste on a couple minigun turrets from an HV. Its at about 38,000 cpu, well into tier 4, although 16,000 of that is from the shield so removing that would bring it into tier 3. Still unpainted, but I did a 1 click retexture to flat steel/offwhite: (Ship in background it's big brother, a 'proper' cargo SV buit in early A9 - 1kiloton lifting capacity, ~64k su storage, 150,000 CPU)
Well, I finished all my POI fixes and had nothing better to do so I ran a combined CPU/Aerodynamics test to see what kind of starter SV I could make for cheap. I give you... The FA-043B Rinzler It's a hyperglider. Fast, cheap, ultralight and only 3210 CPU with almost 4k spare CPU at T1. Runs for 200+ minutes at max speed on a full tank, carries a fair amount of cargo. Has a pair of gatlings, but could mount more or even bigger weapons. Relies primarily on atmosphere for maneuverability, but has a single RCS for space control. Through the quirks of cruise and boost it can violate the laws of physics by coming to a complete stop anywhere. In atmosphere it can pull up and into a sharp dive where POI turrets and drones can't aim and divebomb it from above (bigger weapons necessary for effective bombing though). Obviously, this ship is used completely different from any other ship in empyrion. But that's part of specialization.
Eat frustration gingerbread! Oh, that's not the case with Empyrion. In empyrion you can not even eat more cookies, since they were removed. As well as version 9 was removed. I wanted to finish my Aestus Veste tonight and release it tonight or tomorrow night. I can forget that now. https://empyriononline.com/threads/wo-ist-experimental-9-where-is-experimental-9.90966/ Frust-Lebkuchen essen! Ach das geht bei Empyrion ja garnicht. Da kann man nicht mal mehr Kekse essen, da die ja entfernt wurden. So wie auch Version 9 entfernt wurde. Ich wollte heute Abend eigentlich meine Aestus-Veste fertig stellen und heute oder morgen Abend veröffentlichen. Das kann ich nun vergessen. https://empyriononline.com/threads/wo-ist-experimental-9-where-is-experimental-9.90966/
Well I haven't been in the game today and won't be tomorrow it's been 35c+ today and same for tomorrow. So not playing any game that's going to push the heat up in my computer. I have been able to read the forum and see what everyone has been doing. At least I have hope now. I just got so dishearten from how things were working for my game play and decided well it's not the first time I have had to change tactics in this game. I know you can teach an old dog new tricks it just takes longer As this weekend is to be cooler and raining I should be able to try again with a new outlook. Not sure about my basic CV but the sv and hv sound easy to fix.
I went in Creative and checked most of my Builds about "CPU and You". Most of my Bases fit, more or less in their intended Role as Starter Bases up to level 10. So far so good. The Command HQ is also, as intended mid level with 15. What was the harder Part was to figure out how to do the Research Center. Well, it is now a End-Game Level 20+ Base. Vessel vise: HV: have been stripped of Constructors and most of the RCS and they fit into their Roles. SV: my small lvl 17 Drop-ship had to be classed as 20 now because its at 47800CPU after changing a lot AND removing the Warp Drive. The Eridanus is beyond hope - Scrap Metal only - 250k CPU. CV: Hercules - Scrapped - impossible to keep up with CPU engaged. Augustus, as Still unfinished. had 20.000.000 CPU. Stripped it of RCS and changed all XL Truster against L-Truster as well as removed a lot of M-Truster - fits into 1.500.000 CPU now - Side Note, The engine Deck of the Augustus seemed to have waited for those Core Extensions..
Okay, with the CoQ fixed... It seems Polaris got tired of being sued over not having any warning signs in their mining fleets, so here it is:
@Vermillion , question for you, if not secret, heh Are all those great POIs you've been working on CPU compliant? And are there T1, 2s, 3s, & 4s? If so did the CPU Tiers help make a lowest, 'easy', POI a bit tight or not? Curious since I haven't even looked at BA device costs in 10.6. In the 10.5 game I was playing I'd just upped my base to have 12 Minigun Turrets for defense. Plus Adv Cons, Deconstructor, 15 Solar, 8 batteries & 63 grow plots. --- Btw @Tyrax Lightning , I fully agree; let cats chase dogs and please, please let CVs dock with CVs! (how else am I supposed to move everything to a new planet!? multiple trips in an SV doesn't work if >15 AU...) & I still want to see a video of an SV Tugboat swooping in while a PvP fight rages and drag off a crippled enemy CV, ha!
POIs aren't restricted by CPU and iirc, @Taelyn™ said that POIs and patrol vessels will never be affected by CPU. This is primarily due to it being an uneccesary complication and performance issue when fighting against POIs, as well as numerous POIs being unable to fit within the CPU system because they contain either illegal blocks or an excessive number of heavy armor blocks in their sub-basement levels for things like Dungeon POIs and Drone Bases that extend huge distances underground as part of a "labyrinth" or to stop players from digging into the base (AKA "Cheating"). Though as it stands, most surface POIs are usually under or near the 150k CPU limit. The Solar Powerplant is 151k CPU, so even if it was affected by CPU, it would suffer less than 1% of a penalty. New POIs I have planned, and some older refits that are larger are planned to have T3 and T4 extenders attached to the core for players to loot so as to not rely on RNG for their extenders. However, it'll be limited to higher-level POIs like the Advanced Snow Base (Artillery Base), Advanced Com Center, Adv Fuel Depot, Missile Base, etc... But that plan needs to be cleared by the Devs. They may not want an extender as salvage.
Thanks @Vermillion , and sry, knew they wouldn't be constrained by CPU; poor word choice on my part. Cool to have a better sense of how bases fare, CPU wise. Hope they let you put in salvagable extenders, though I'm not likely to ever earn them; I already stay away from the harder POIs now, and some of yours look down right impossible to me! -- which isn't a bad thing, the toughest POIs should be a real tough challenge to the best ships & pilots, and I don't qualify for either, heh
Worked some more on updating my scenario for Alpha 10.6! Got all the new POIs put in and updated my trader file. Also worked more on the custom PDA. There's still a lot of limitations with it, it still feels a bit awkward during game play, but it's a start until they add more PDA functionality and other story tools to the game. Made some basic starter missions: One of the things I want to maintain about my scenario is that it's an open ended exploration scenario. So the story and linear missions won't be the main focus, but they will play an optional part. I want to keep a sense of an open world so I don't want to direct players too much. Thus most missions won't have a big waypoint telling you exactly where to go and the story progression won't be linear. You'll eventually be able to choose which stories you do in which order, and as you go along you will start to see how they are interconnected. I also want plenty of hidden missions that you have to discover, instead of everything being visible in the PDA right from the start. Basically, I'm going to be building the missions around the solar system, not the solar system around the missions. Maybe you get a mission from talking to a random trader. Maybe you find a distress beacon in space and have to find the ship it belonged to. Maybe you unsuspectingly get attacked by a bunch of drones. Making the PDA is a lot of fun, but I'm going to hold off on doing too much with it until after multiple solar systems are added. I need to get back to making planets and POIs. Here's some more pics of some of the missions so far, hidden behind a spoiler in case you want to wait to see it for yourself once 10.6 goes live: Spoiler: PDA pictures A custom Empyriopedia section with basic information on the scenario: Most of the story is written on LCD Screens inside the POI, but completing the mission will give you some hints in case you decided to skip over them: This is the only description you get in the PDA about this ship. Everything else you have to find on your own: There is a new mission visible in the PDA to find a UCH Research Vessel. It can be started manually, or automatically upon completion of one of the custom starting planet's missions: For something like this, it's easy to miss a Human trader among Human NPCs, so I did use a waypoint here: The idea is to add some intro missions to explain a few things in the scenario and get them started on the main stories. Everything is a work in progress placeholder test right now.
Alpha 9 ist zurück! Jaaaaaaa, vielen vielen Dank Aber der Lebkuchen ist und bleibt weg. Ich hatte ihn an dem einen Tag komplett aufgefuttert o: Alpha 9 is back! Yesssssss, thank you very much But the gingerbread is and will stay away. I ate it all, that day o:
Built some funky low level T1 HVs. I generally don't do replicas, but i'd finished updating the FA-028C Spidertank into a Tier 2 HV and thought, why the hell not? So first, here's the Spidertank: I might re-redo it again in the near future to take out all the empty space left by the RCS it no longer needs and bring the top down lower so the space where the extra gatlings were is filled. And then there's the next one, the FA-045A Tachikoma Carbon Composite, Ground Repulsor Engines (bugged atm), 2 gatlings, constructor, storage, suit locker, etc... it's an all-round starter and still comes in under the T1 limit with enough CPU to add an extra RCS if necessary. Hard to know if it'll need one while GREs are giving negative thrust values. There's some trouble getting into and out of the cockpit because ramps are very thick when retracted. And since I had a good base model to work from, I went ahead and upgraded it into the FA-045B Uchikoma Also Tier 1. Steel, No constructor, 1 RCS, pressurized, fast, maneuverable, can switch out the minigun turret for rocket or plasma for POI combat since it has enough CPU left over. Back view.
@ravien_ff , very cool stuff, looking forward to seeing those in-game @Vermillion , awesome! Heck of a job, they look just like in the anime, wow!
Tested some of my latest stuff in 10.6 exp. This 3 are CPU compliant, so far: left: Pad, 3 small (CPU T1) https://steamcommunity.com/sharedfiles/filedetails/?id=1892979256 mid: Residence (CPU T2) https://steamcommunity.com/sharedfiles/filedetails/?id=1903940199 right: Def. Tower, 4,2,2 (CPU T1) https://steamcommunity.com/sharedfiles/filedetails/?id=1903940199