Empyrion - Galactic Survival

Empyrion - Galactic Survival

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Reforged Galaxy 1.11
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Tags: Scenario
File Size
Posted
Updated
104.094 MB
Jun 19, 2020 @ 6:44pm
Apr 4 @ 5:15pm
98 Change Notes ( view )

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Reforged Galaxy 1.11

Description
Reforged Galaxy is a difficulty and gameplay amplifying mod for the game intended for improved PvE performance and gameplay. It's still undergoing improvements regularly and i'll try to keep the scenario up-to-date with each major update.
This mod aims to slow down the late game and give meaning to everything you do, whether that be choosing what to stuff in your inventory or what crop to grow.
Some of these changes have made their way to the vanilla game in A12, so there won't be as much of an increase in difficulty in some aspects.

Reforged galaxy is intended to be played with Mass and Volume and CPU enabled!

Features:

This would be a super-massive list so i'll keep it as short as possible. For full information, check out the Reforged Galaxy's official thread on the Empyrion Forums:
https://empyriononline.com/threads/reforged-galaxy.91810/

Improved AI behaviour and performance
Troops will actively search for the player and move with the same abilities that the player does, with the ability to not only look for the player and ships piloted by the player in the air but listen for footsteps and gunshots.
Wildlife will similarly be able to see and track the player if that's the kind of creature it is. Animals move with more realistic speeds. Relive Jurassic Park as you ride through the jungle on your motorbike with a pack of Raptors able to keep pace.
Troops have less HP to compensate for being smarter, so they're less Bullet-Spongy.
Two new enemies: Flamethrower Zirax and Assault Mechanoid (Giant walking mechas).

Improved Weapons and Functionality
Many turrets now have alternate ammunition feeds or different firing modes allowing you to change modes with RMB so you can for example: Switch cannon turrets between AP Rounds and Incendiary Rounds.
Laser weapons have almost no recoil and reload a full charge with a single cell instead of carrying around hundreds of magical single laser shots. Crafting, loot and traders take these changes into account. Applies to ALL laser weapons, including turrets.
HV Turrets are now usable on SVs. They are FULLY functional, they will track and fire at enemies.
New "Flamethrower" for players - Good against Nightmares, Scorpions and Wildlife.
New missile-tracking performance.

Completely Reworked CPU System
Oh yes, it's been entirely reworked from the ground up. While T1 and T2 ships will be largely unaffected by the change, T3 and T4 may be heavily impacted and require additional extenders to function.
Building Blocks consume ZERO cpu. None at all and things like fuel tanks and cargo containers consume only the barest minimum to facilitate a logistics connection.
CPU extenders now add a fixed amount to your ship's CPU limit instead of increasing (stupid) tiers. The more extenders you have, the more CPU you have to spend. Losing one extender isn't the end of your ship.
CPU costs are spread among all the different specializations instead of piled onto thrusters and cargo. No more gunbricks, and shields are available earlier.
Crew NPCs will reduce your CPU consumption on Bases and CVs by 2500 points each, so get a crew together.

Reworked Flight Mechanics
The reworked flight model now works with both the power system changes and the CPU mechanics instead of seperately. No longer can you lift off a super-heavy ship with a single S-Thruster (You know who you are...).
However, with the enhanced booster systems you can get your SVs up to 90m/s in atmosphere and up to 160m/s in space.
CVs also benefit from these boosters, allowing them to get up to warp speeds or out of planet atmosphere if overloaded.
It is always more efficient to use larger thrusters over multiple small thrusters. You'll save a lot of CPU and Power if you trade up, so upgrading what you have is better than just spawning a new ship.
Ship vs POI combat better favors hit-and-run tactics now.

New T2 Warp Drive for CVs that lets your warp further for less.
New 2x2 Thruster for HVs so you don't need to stick with lots of little thrusters for mobility on large builds.


Early game and mining
This'll be a bit slower now that hand drilling isn't instantaneous (Bad devs! Stop enabling lazy people!).
Surface Rocks give more ore than they used to and your drills have a damage bonus against them. Use these to get started instead of trying to dig up a deep-earth deposit with your hand laser.
Get a Mining HV or SV with drills as soon as possible if you want large-scale mining.
Ore deposits have a better ore:chance ratio and include bonus ore for more in-demand ores like Iron and silicon, so your consumption should match the amount you mine out of the ground (or asteroids).
Gold's ore:chance has also been increased to match the increased demand and requirement for CPU extenders.

Trees drop more logs relative to their size. Making Biofuel an easy achievement earlygame and carbon composite an easily available material to build up from.
Component and block crafting speeds have been increased to counteract the increased material costs between large and small block recipes so the factory is actually slightly faster than it normally is.
Salvaging follows the rule of 4, so that you will always get at least 1 of each component in a block or device when salvaging.

There's so many changes that I can't explain it all here. Go to the Reforged Galaxy thread on the Empyrion Forums for more info.
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If you encounter any bugs not already listed, post them there.
I also take suggestions as long as they're not stupid or greedy. If they are, i'll tell you so.
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Legal:
This needs to be added here since Reforged Galaxy contains proprietary content and assets protected by Copyright. Redistribution or theft of the assets contained within this scenario via the Steam Workshop without obtaining licensing rights from the artists (Unity Artists, not me) is a violation of Steam's Online Conduct Rules (Specifically sections 1 and 2) and will result in punitive action by Steam.
Furthermore, while the assets provided by Eleon for Empyrion are allowed for players to edit and change, Story elements, Artwork and Dialogue written by myself come under Steam's Copyright Agreement for Intellectual Property.
Legal notices can be found at the bottom of any steam page.

Empyrion - Galactic Survival is a Sandbox Genre game. "Sandbox" pertaining only to the gameplay element of placing objects inside the gameworld. It does not extend to the editing or theft of intellectual property inaccessible from inside the game. (See Digital Millenium Copyright Act 1998)
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Reforged Galaxy Modded Scenario - Empyrion Galactic Survival © 2020 by Vermillion, Ravien_ff, bOBaN is licensed under CC BY-NC-ND 4.0
Popular Discussions View All (36)
1
Apr 11 @ 7:41am
Could anyone please tell me how to active the Talon Story Chapter 4: Odyssey :steamsad:
电竞林黛玉
34
Jul 24, 2022 @ 6:13am
Talon Mission Reach the structures
ClevorTrevor
11
Mar 14, 2023 @ 7:24pm
Drones do not attack the player's base
FazZzy
988 Comments
AlexS Apr 5 @ 12:10pm 
Yes, I know.
ravien_ff Apr 5 @ 11:17am 
I'll have to see if I can make that change for RE1 but it would only apply to new save games (or on servers where the entire PDA may be reset on an update).
AlexS Apr 5 @ 11:09am 
No. I make it on every scenario update. It doesn't broke anything.
Mission order is correct. But because wrong faction set it shows in the end of polaris missions instead of begining in begining of pirates missions.
I woud not ask if it needs any large intrusion into pda case I know you work on rg2 and re2.
ravien_ff Apr 5 @ 10:09am 
It might not be a one word change. It may require completely re-ordering the missions in eWPDA which would mean having to reimport everything, make the change, then reimport the RG2 missions again.
AlexS Apr 5 @ 9:02am 
This is one word change. But if you say soo.
Vermillion  [author] Apr 5 @ 5:25am 
RG1 is largely discontinued. There will be no changes to the PDA or dialog.
AlexS Apr 5 @ 4:47am 
Please put Pirate Mission Information in PDA under correct faction.
Now it is under Polaris faction but should be under Pirates faction.
Joew Feb 28 @ 6:04pm 
POIs and Human faction.
All new players are joiing human faction (i disabled the option to make all players get the same faction) but it have the Human faction, that everyone can join. And the map are sghared with all players on the Human faction. So, is possible delete this faction to not allow new players get the map already explored, forcing them to find others players in-game to join their faction.
About the POIs, they are not regenerating. I did the first talon quest, that spawned a CV part with some loot. Hours passed, the server was restarted, but the loot do not spawn again.
It is the same with others POIs.
Can u help me and tell what I missed, please?

Thanks!
Joew Feb 28 @ 6:04pm 
Vermillion, is possible add Clone Chamber to Small Vessels, please? It have for Capital's and Hover's but not for Small Vessels.

And just another question, please.
I used EAH to set and run the game and i configured to Force PVP. The option is for force pvp on all playfields. But I noticed, after made this, it have only 3 starter planets if i am not wrong, and all of them are pvp.

I put a base core and imediatelly come a massive Zirax attack =(
The cannon turrets (i have 4 on my base) have the range to low, so the heavy bombers can came to my base and destroy my solar panels and some blocks of the roof.
Not mention the set up to turrets, they are also firing on wild animals (and alien animals)>
I disabled prey and predators, but the turrets still fires. I only want they fire to enemies (zirax or other players that attacks me). Any way to do this?

Thanks!!!
iOFFLINE Feb 12 @ 8:26am 
probably? ))))))))))) U make my day, LoL )))))))))))))))