Empyrion - Galactic Survival

Empyrion - Galactic Survival

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Space Cowboys Reforged Eden 1.11
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Tags: Scenario
File Size
Posted
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358.675 MB
Aug 23, 2021 @ 2:43pm
Jun 18, 2024 @ 2:32pm
110 Change Notes ( view )

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Space Cowboys Reforged Eden 1.11

Description
This scenario starts by following the latest build of the Reforged Eden 1.11 scenario, makes a few minor gameplay changes to reduce the grindiness without reducing the difficulty or the depth of the Reforged Eden content, and scales down the galaxy size to have significantly fewer stars (but not too few!), which should make it much more stable for multiplayer servers in affordable paid hosting environments.

This is what is used on my server, Space Cowboys RE.

Reforged Eden in Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2550354956
Which combines Reforged Galaxy by Vermillion: https://steamcommunity.com/sharedfiles/filedetails/?id=2135628600
and Project Eden by ravien_ff: https://steamcommunity.com/sharedfiles/filedetails/?id=2464519802

My customizations from Reforged Eden 1.11:

Reduce galaxy radius from 900LY to 450, star count from 28-30k to 12-14k
Added Furnace+ATM to CVs
HV/SV/CV Drills: Boost harvest speeds ~10x (note: flying, refining, and build costs remain as high as ever)
Chainsaw and hand drills: Boost speeds ~100%
Teleporter: Base Teleporter range 30 -> 180LY, CV Telepad works anywhere in same star system
PvP: 10-20% of space and moon playfields
SV/HV cargo blocks: 4x normal capacity to help with M/V, to a cap of 1.5x the default container max to help prevent overfilling SVs
New Guns: Add new T2 CV Laser, Positron Cannons, which have 1/2 max qty but over 2x dmg vs T1
New Devices: Advanced CV Pentaxid Tank /w 2x capacity, HV T2 detector
Increase max CV Thermal Lance 2 -> 4, max CV Prototype Railgun 1 -> 2
Increase CV MX-4 Torp damage 3600 -> 10800 (3x) because they sucked
CV Drills/Tools: Increase CV Laser Drill Range 100 -> 175, CV Tool Turret Range 140 -> 250
CV Drills: Modul. Ice Harvester Drill and Ineff. Auto. Asteroid Harvester Drill range 200 -> 250
Detector/Radar: Increase atmo ranges 20-50%, default discovery chance 100% for right-click
Detector/Radar: Increase pentaxid detection/identification distance ~100%
Wireless Connection: Increase range 100 -> 200m
Hand Weapon Durability: Reduce durability loss rate or boost durability of most unrepairables (~20-70%)
Hand Weapon Durability: Reduce loss rate or boost durability of all terran "Epic" weapons (~50-100%)
CPU: Increase NPC Crew CPU bonus 2500 -> 5000
Quantum Cores: Increase Large Quantums max 10 -> 20, Increase smalls CPU 6000 -> 25000
Aux Cores: Boost Small Auxiliary Core shield bonus 500 -> 600 hp, power bonus 50 -> 500W
Aux Cores: Increase Large Aux Shield Core 5000 -> 40000 HP, Large Aux Power Core -500 -> -50000 W
Boost RTG energy output 2000 -> 5000W
Disable Pandora/Oscutune/Sienna/Masperon starts (way too many starter choices for small servers)
Reduce recoil of laser minigun
Undo the 20% REv1.6 soler panel nerf
Thermal Regulator: Boost effect 30c -> 50c (great for Ningues start)
Traders: Add low-quantity silver trades to "MiningLava" (Faeros) and "Smeltery (Quality)" traders
Add Furnace melt recipes for platinum plates (~80% eff)
Increase market price of platinum ingot and plate to better reflect rarity

Copyright note: I waive all claims of any sort of ownership of any of the components of this Steam Workshop creation whatsoever. All Steam Workshop creations are property of Empyrion Game Studios according to their Terms of Service. I reject any financial compensation, direct or indirect, or donations ostensibly offered to me for any work that I have done in preparing this Steam Workshop creation.
Popular Discussions View All (1)
15
Nov 22, 2024 @ 1:38am
Scenario Updates
RedScourge
133 Comments
RedScourge  [author] Nov 22, 2024 @ 1:34am 
RedScourge  [author] Sep 12, 2024 @ 10:08pm 
@Gandorfin I believe many of the items you unlock in the upgrades tab requires you to first build the gun below it in the tech tree and then some sort of Upgrade Kit item, like Heavy Weapons Upgrade Kit or Pistol Upgrade Kit, and I think you need to do them in the Advanced Constructor.

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)
RedScourge  [author] Sep 12, 2024 @ 10:06pm 
@Gandorfin Yes I am planning to do an RE2 version of the mod, however I kinda want to wait until it's either not in beta, or very close to being done in beta, before I start with it.

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.
Gandorfin Sep 12, 2024 @ 11:45am 
Hi I have quick question are there any plans for RE2 version of space cowboys?
Gandorfin Sep 12, 2024 @ 10:23am 
where I can craft or get new stuff from system upgrades tech tab?
I invested some points into stuff from the system upgrades tab but I don't know where to make things from that tab
Optimus Prime Apr 11, 2024 @ 6:06am 
Thank you again for all this information, now I see things more clearly
RedScourge  [author] Apr 10, 2024 @ 5:52pm 
@Optimus Prime RE is intended to be a completely new challenge from the default scenario, so the tighter CPU limits is considered a "feature" not a bug. I also have a bunch of ships on my workshop which are designed specifically for RE and work with the CPU limits turned on. But yes, if you don't like the thought of downloading or designing all new ships for RE, disabling CPU and possibly Mass and Volume would be the easiest way.
Optimus Prime Apr 10, 2024 @ 5:36pm 
This is what I noticed for level 4 CPUs (10 M.) in the default scenario and in re barely the quarter, fortunately there is the option CPU point true or false, well thank you for all these explanations
RedScourge  [author] Apr 10, 2024 @ 5:14pm 
@Optimus Prime Generally speaking, ships which were designed for the default scenario will not work well for Reforged Eden or RE-based scenarios unless you add extra generators, extra CPU extenders, and extra thrusters. A ship with all of the regular CPU extenders that you can build in the default scenario gets something like 10 mil CPU, whereas in RE it would be only 2.1 mil CPU.
Optimus Prime Apr 10, 2024 @ 7:19am 
you have to put no in use of CPU points when loading the save or at the start of the game which I find a bit rubbish