Empyrion - Galactic Survival

Empyrion - Galactic Survival

caveman8520 Feb 10, 2024 @ 7:08pm
Generator animation and some other stuffs
Is it just me? Or the generators don't have animations anymore when switched on?
There are some stuffs I need to say after years of experiencing this game:
1. Why do most CV weapons only work in space? That's like "you aren't supposed to fly your CV around on a planet whether there is or no atmosphere, because you'd be really vulnerable there, but be sure that you have enough thrust to lift your cargo when you leave it";
2. I really hate the artificial gravity mechanics that is a sphere around the device but there is no visual support to see the extent;
3. I know we might be centuries from intergalactic explorations, but we already have nuclear-powered ships and subs that don't need fuel recharge for a loooooong time, can we not have similar devices for our space ships?
4. Your ships are airtight but not watertight...gigantic [facepalm] here
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Showing 1-9 of 9 comments
`KokoJacK_^ Feb 10, 2024 @ 7:50pm 
Generators anims were broken with DLC, it will be patch but it has been deemed "low priority".

1. I suppose it's some gameplay restrictions, to not only use a big CV to do everything on planet surface. You can mod it tho
2. Yeah, you only have a small HUD icon that indicates gravity or not, a toggle in the N menu to have vision like when setting sensor would be neat
3. Again, it's gameplay feature, you can just put a load of fuel tanks so you'll recharge less often
4. Yeah, would be great that when a room is airtight, water disapears. But water being very still and not dynamic at all it, it is a technical restriction and probably not worth the dev's time to do a workaround
XLjedi Feb 10, 2024 @ 7:58pm 
1. Mechanism to somewhat force you to build SV landing craft that deploy HVs for POI attack

2. I feel your pain. I built a giant capital ship with 13 grav gens and had to actually build my own tool outside of the game to manage it.

3. Fuel consumption is just a game mechanic that keeps you churning your harvesters in the background. Would be nice if there were belts that let you setup automated production chains though. It feels a bit grindy and manual to convert ores to fuel, as opposed to setting up a mining operation with a refinery so the output from an auto-miner just gets converted to fuel.

4. They just prohibit underwater flying and base building because managing the water clipping is hard. At least... it's hard for whatever internal mechanics they've setup in their Unity game engine implementation.
caveman8520 Feb 10, 2024 @ 9:43pm 
Originally posted by `KokoJacK_^:
Generators anims were broken with DLC, it will be patch but it has been deemed "low priority".

1. I suppose it's some gameplay restrictions, to not only use a big CV to do everything on planet surface. You can mod it tho
2. Yeah, you only have a small HUD icon that indicates gravity or not, a toggle in the N menu to have vision like when setting sensor would be neat
3. Again, it's gameplay feature, you can just put a load of fuel tanks so you'll recharge less often
4. Yeah, would be great that when a room is airtight, water disapears. But water being very still and not dynamic at all it, it is a technical restriction and probably not worth the dev's time to do a workaround
I usually use copy/paste turrets from BA to solve the weapon issue;)
caveman8520 Feb 10, 2024 @ 9:48pm 
Originally posted by XLjedi:
1. Mechanism to somewhat force you to build SV landing craft that deploy HVs for POI attack

2. I feel your pain. I built a giant capital ship with 13 grav gens and had to actually build my own tool outside of the game to manage it.

3. Fuel consumption is just a game mechanic that keeps you churning your harvesters in the background. Would be nice if there were belts that let you setup automated production chains though. It feels a bit grindy and manual to convert ores to fuel, as opposed to setting up a mining operation with a refinery so the output from an auto-miner just gets converted to fuel.

4. They just prohibit underwater flying and base building because managing the water clipping is hard. At least... it's hard for whatever internal mechanics they've setup in their Unity game engine implementation.
I had to build my CV more according to where I could place those gravity generators rather and to what I had in mind. It worked pretty ok in the end, but NEVER AGAIN am I building something big.
XLjedi Feb 13, 2024 @ 9:52am 
Originally posted by caveman8520:
Originally posted by XLjedi:
1. Mechanism to somewhat force you to build SV landing craft that deploy HVs for POI attack

2. I feel your pain. I built a giant capital ship with 13 grav gens and had to actually build my own tool outside of the game to manage it.

3. Fuel consumption is just a game mechanic that keeps you churning your harvesters in the background. Would be nice if there were belts that let you setup automated production chains though. It feels a bit grindy and manual to convert ores to fuel, as opposed to setting up a mining operation with a refinery so the output from an auto-miner just gets converted to fuel.

4. They just prohibit underwater flying and base building because managing the water clipping is hard. At least... it's hard for whatever internal mechanics they've setup in their Unity game engine implementation.
I had to build my CV more according to where I could place those gravity generators rather and to what I had in mind. It worked pretty ok in the end, but NEVER AGAIN am I building something big.

Thing about large ships and gravity gens; they eat-up energy. So not only did I have to figure out where to locate the 13 generators on my ship, I had to build all the logic to only have one on at a time. Which required me to place sensor logic all over the ship to track my whereabouts and enable gravity as I moved from one location to another.

So this spreadsheet gadget I built allowed me to see not only the gravity radius of each generator, but the coverage for each of my motion sensors that toggled each of them.

I have no idea how anyone else would be able to figure it out given the tools (or complete lack thereof) that exist in the game. If you do happen to take on another large CV project, give me a shout. I can help you figure out where to put your grav gens and motion detectors.
Last edited by XLjedi; Feb 13, 2024 @ 9:54am
caveman8520 Feb 17, 2024 @ 8:08pm 
Originally posted by XLjedi:
Originally posted by caveman8520:
I had to build my CV more according to where I could place those gravity generators rather and to what I had in mind. It worked pretty ok in the end, but NEVER AGAIN am I building something big.

Thing about large ships and gravity gens; they eat-up energy. So not only did I have to figure out where to locate the 13 generators on my ship, I had to build all the logic to only have one on at a time. Which required me to place sensor logic all over the ship to track my whereabouts and enable gravity as I moved from one location to another.

So this spreadsheet gadget I built allowed me to see not only the gravity radius of each generator, but the coverage for each of my motion sensors that toggled each of them.

I have no idea how anyone else would be able to figure it out given the tools (or complete lack thereof) that exist in the game. If you do happen to take on another large CV project, give me a shout. I can help you figure out where to put your grav gens and motion detectors.
That's actually genius, I never thought about having only one gravity gen on depending on my location, it does solve the problem. I used textures to mark the blocks whenever the gravity icon turns off to figure it out...:steamfacepalm:
Last edited by caveman8520; Feb 18, 2024 @ 4:58am
Midas Feb 17, 2024 @ 9:39pm 
1: Because they can't balance anything, so all the vessel types have to have unrealistic restrictions to make up for it. Not sure what it's like in vanilla, but in Reforged Eden, if you can get your hands on the 'Imperial' variants of many of the weapons (from Xirax), some of those can be used in the atmosphere.

2: Yeah, it's really annoying. There should be a debug overlay for it, like they have for O2 and structural integrity. This also applies to the new Dark Field Nullifiers

3: Well, one thing to keep in mind is that all the vessels in Empyrion other than the smallest of HVs require thrusters for propulsion, and thrusters require an actual combustible fuel, not just a power supply, so I assume the prometheum is used for both. Even if you had a nuclear powered vessel, you'd still need some kind of rocket fuel for the thrusters.

4: Breathable oxygen is just a state that can be toggled on and off. Moving water blocks would be a lot more costly. Maybe they could 'hide' them while in an oxygen space, but even that might be weird and leave awkward obvious block-shaped holes in the water or something. Not sure if the water uses voxels or not.
caveman8520 Feb 18, 2024 @ 4:53am 
Originally posted by Midas:
1: Because they can't balance anything, so all the vessel types have to have unrealistic restrictions to make up for it. Not sure what it's like in vanilla, but in Reforged Eden, if you can get your hands on the 'Imperial' variants of many of the weapons (from Xirax), some of those can be used in the atmosphere.

2: Yeah, it's really annoying. There should be a debug overlay for it, like they have for O2 and structural integrity. This also applies to the new Dark Field Nullifiers

3: Well, one thing to keep in mind is that all the vessels in Empyrion other than the smallest of HVs require thrusters for propulsion, and thrusters require an actual combustible fuel, not just a power supply, so I assume the prometheum is used for both. Even if you had a nuclear powered vessel, you'd still need some kind of rocket fuel for the thrusters.

4: Breathable oxygen is just a state that can be toggled on and off. Moving water blocks would be a lot more costly. Maybe they could 'hide' them while in an oxygen space, but even that might be weird and leave awkward obvious block-shaped holes in the water or something. Not sure if the water uses voxels or not.
1. True, but it lacks of logic for programmers that are obviously really good at it.

2. I think something similar to what they did for the sensors would be enough. Also, XLjedi's solution using sensors logic to run a single gravity gen depending on your location is genius.

3. Yes, in the end, you can't just magically produce energy without fuel. However in RE there is some radioisotope generator that consume negative energy, it does't replenish your fuel reserve but doesn't consume any of it either. Another thing is you need two different types of fuel, one for running everything and the other for warping, and I really hate that. I think they made collecting fuel so hardcore that I lost the interest of exploring a whole galaxy, even though it's pretty much the same everywhere.

4. It's an idea, but hiding the water effect will only do little, because you'd find yourself diving in invisible water inside an airtight structure, even weirder.
Last edited by caveman8520; Feb 18, 2024 @ 4:57am
japp_02 Feb 18, 2024 @ 5:06am 
I notice that if you launch the P interface or wireless interface with F4, you can still see in the background the constructors or generators. While the interface is active the animations are suspended and go on once you leave the interface. Maybe not related but this could matter as for the lack of animations.
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Date Posted: Feb 10, 2024 @ 7:08pm
Posts: 9