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https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3368926920
I have also noticed some of the recipes such as higher-tier ammo for base/ship weapons will not always show in the build menu if you have any of the structure type filter on (HV/SV/CV/BA)
Like with RE2, SCRE2 will be a separate mod from the RE1 version, so you will have to subscribe to it in the Steam Workshop separately if you want to use it on your own singleplayer, co-op, or dedicated server.
The reason I am waiting until beta is done or nearly done is that in the past often there have been big fixes released during beta which require a server wipe, and I'd like to avoid putting anyone through that. I will also wipe my server and run it on there when it's ready.
I invested some points into stuff from the system upgrades tab but I don't know where to make things from that tab
I believe this was necessary because game balance dictated that they wanted a max of 5 of their equivalent of the T4 extenders, but the game was probably hardcoded to allow only 4, so at best everyone was going to see that it called their ship Tier 3, so they probably figured that using all custom extender blocks and having it always say Tier 1 might be less confusing.
I haven't customized anything involving solar other than increasing the wattage, so I'm not sure yet what it could be.
Are you running into this on one of the starter planets? I can test the starters, and I can test your base if you send me a link to test a workshop blueprint of it, but the other planets are random and thus harder to test out - the cause could be many things such as distance from the sun, thickness of the atmosphere, time of day, etc.
Solar capacitors will only fill up with solar power, and solar power is used first by the base. The listed power of a solar panel is the peak power under ideal conditions on an earth-like planet, but some planets have thicker atmospheres, the sun may be further away, and your panel angle will only be optimal at best for a short portion of the day.
One would think that they'd just be "capacitors" and fill up from any excess power, including generators, but that is apparently not how the game works.
This is a function of the base game, not something that is controllable by custom scenarios unfortunately.
If you have FTP access to your server space on Host Havoc, you should be able to upload the whole directory from your SteamApps location (which is often C:\Program Files (x86)\Steam then the rest of the path I had said below), then if you've set up those server files before like dedicated.yaml etc to load that scenario, then it should work (assuming you uploaded all files over FTP in >binary< mode)
MaxStructures: 1000
MaxStructures: 2000 # default value
https://gtm.steamproxy.vip/workshop/filedetails/discussion/2550354956/3762229314885390681/
The culprit? The setting in the GameOptions.yaml: DiffAttackStrength: Hard
Change this to something else and the scenario becomes playable.
The foot game in Empyrion has always been an issue, having the default combat difficulty set to Hard just makes a problematic part of the game more of an issue.
Thanks for your interest in the scenario! Everything I've customized is in the notes above, and everything else is left exactly the same as RE, so no changed drops or loot, etc. I try to make as few changes that are easy to make as I can, while trying to achieve as big of an improvement as I can, without make the game feel much easier. There's a few reasons for this:
- This scenario is basically RE with a few tweaks, I have to re-apply my changes every time RE is updated and this is tedious work
- I'm not creative or involved enough in E:GS to do a whole unique scenario
- I kinda just want this to be "RE with a few things that annoy me tweaked"
At the moment I'm in a bit of a minor crisis with some problems at work, so I will not be able to incorporate the brand new RE update that just dropped for a few more days.
I went back and started a new SCRE game with a known seed that I've played on RE before, and the abandoned outposts are there. Just a bad seed on my other game, I guess.
I had tried tweaking it myself, but had overdone it a bit (I gave it the exact same damage, range, and fuel values as the hand drill, and it wound up 1-hitting every tree I used it on). :D