Empyrion - Galactic Survival

Empyrion - Galactic Survival

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Ad Astra-2
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Tags: Scenario
File Size
Posted
Updated
482.695 MB
Mar 22 @ 5:08pm
Jul 1 @ 6:46pm
13 Change Notes ( view )

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Ad Astra-2

Description



Empyrion: Ad Astra Edition 2 (AdA-2) is a scenario focused on lessening the grind while still preserving the challenge of the game. It introduces new recipes, adjusts the economy balance, and tweaks gameplay elements, including loot probabilities and more to streamline the experience. Primarily designed for single player, but it also supports multiplayer for those who prefer teaming up. Note: AdA-2 is currently still in development. We now have a Discord server[discord.com] (thank you to MokahTGS for setting it up)!

Ad Astra Edition 2 is a fork of Reforged Eden 2, based on the work of ravien_ff and Vermillion. Originally a continuation of 'RE Unbalanced Edition', but AdA-2 has moved beyond its original UnEd roots. If you still wish to try Unbalanced without the AdA changes, you should definitely check out Reforged Eden 2 Beta - UnEd by Daimonicon! He's done an excellent job in maintaining it and porting it to RE2 already.

For Ad Astra 1 (AdA), you can find it here.

If the installation process makes you uncomfortable or think it's shady, you're welcome to download the *FULL* scenario from Nexus Mods, as we're not as limited on upload sizes there. You can find it on the Nexus AdA-2 mod page[www.nexusmods.com].

INSTALLATION: Download this file[drive.google.com] (eden_music) and this file[drive.google.com] (eden_decalmodels).

Then, open your file browser, and go to [x]:\Steam\steamapps\workshop\content\383120\3450067750\SharedData\Content\Prefabs, where [x] is your drive letter (probably C, or C:\). Drop the eden_music file and eden_decalmodels files inside that folder, and you're good to go! You're welcome to check the files or do a checksum to make sure they're legit.

Highlights



Key Changes
  • CV Weapons: Can now fire in atmosphere (except Rapid Torpedo Launcher)!
  • Increased Mining Yields: Mining ores now has an 85% chance of dropping something (on average), ensuring you have higher mining output without it being TOO extreme.
  • Increased Stack Sizes: Stacks increased to 20k for the most part (some are 40k!).
  • Increased Weapon Damage: Weapon damage increased across the board to help with large battles.
  • Increased Shield Strength: Shields have FAR more HP in this scenario, and capacitors/rechargers really help in combat. Also, all shield penetration is removed.
  • Added Epic Weapons: Rare weapons are now in the research tree!
  • Warp Drives: Regular increased to 100 ly, Advanced to 200 ly. Introduces secondary Decay access method that requires a LOT of money!
  • Heavy Blaster Blueprints: Slightly increased drop rate.
  • Wireless Block Range: Extended to ~250-300m, depending on atmosphere/space.
  • CPU Core Limits: Removed, emphasizing material availability over restrictions. That said, some restrictions are forthcoming. We promise we'll make them fair and interesting.
  • Progenitor Tech Fragment Drops: Drop rate changed to minimum 5, maximum 10.
  • Rapid Torpedo Launcher Overhaul: Damage, reload speed, blast damage, and range have been reworked to something MUCH more powerful than before. Torpedoes are complex to craft, however.
  • Irtite Ore Addition: Now drops Neodymium, since the ore is otherwise rather rather bland.
  • HV Harvester: Increased damage as an alternative to the chainsaw (which also has increased damage).
  • Hydroponics Bays: Reworked for better speed and yield, as well as the research point requirements, as complex foods are no longer purchasable.
  • Mobile Constructors Improvements: Expanded recipe list for versatility this includes some more complex recipes such as some dishes and medical items.
  • In-Game Economy Rework: Rebalanced with alternative credit-earning methods, such as ice mining, bounty hunting, and exploration!
  • Weight System Overhaul: Better balance in gameplay - CVs/BAs and SVs/HVs have had several tweaks for basic containers, vastly increasing volume. Container/Ammo/Harvest controller extensions have also been upgraded to 16k per (large), and 4k per (small).
  • SV Thrusters/Weapons Rework: Rebalanced to offer a viable alternative to powerful CVs. Allows for better combat and maneuverability.
  • *New* Refrigerated Harvester Controllers: All Harvester Controllers are now refrigerated (but have a small power draw).
  • *New* CV Furnaces: Added Furnaces to CVs.




This is really just a personal project, but we figure we should publish it in case someone wants to play with these changes. Also, very much work in progress if you find models/meshes/textures/anims/etc. that aren't in the mod but are present in RE, leave a message! we'll try to add it right away. We're open to suggestions (and promise to really look into them), but due to the personal aspect of the mod we'll mostly stick to our vision.



We recommend playing with weight and CPU enabled, but you play however you want. Ain'tcho boss.

AdA Team: Three Strikes (dev/admin), Salk (media/admin/SV dev), MokahTGS (QA/Discord server).
183 Comments
Three Strikes  [author] 23 hours ago 
@ŁōãF: As of right now, we only have RE2 stuff. In the future, we're looking at adding a mini campaign and some additional places to explore!
ŁōãF Jul 30 @ 9:15am 
Does this mod also contains new planets and generally new stuff to explore
Three Strikes  [author] Jul 28 @ 10:26am 
@Maxfaith77: Thanks a lot! We really appreciate the kind words and hope you have fun! :)
Maxfaith77 Jul 28 @ 3:58am 
thank you for this great mod, i use to play RE1 and RE2 but they destroyed it IMO, its just so restricted and now it does not feel like an open world sand box free to roam and create RTS in game scenarios at all, its just awful and now vanilla has become a better choice over RE, but what you did is a breath of fresh air. perfect balance in between vanilla and RE. oh and i got your mod from nexus. thanks again, you rock!
Three Strikes  [author] Jul 25 @ 2:37pm 
@gravelle164: Sorry to get back to you so late, been kinda swamped with work. So, it's a combination of TraderNPCConfig (for the items sold and prices), EClassConfig (for the model/meshes/anims), and probably have to edit certain Playfields to get them to spawn. I haven't tried it myself (yet), but if I find more out, I'll let you know!
Three Strikes  [author] Jul 25 @ 2:32pm 
@Shroomy: Thank you! We hope you have fun! :)
Shroomy Jul 25 @ 2:29pm 
Excellent, thank you! This scenario looks great. I haven't played since RE1 UnEd and this looks really fun. Thank you for putting this together!
Three Strikes  [author] Jul 25 @ 2:26pm 
@Bushwacked: Still no luck?

@Shroomy: They'll work just fine! If anything, they'll probably perform even better lol
Shroomy Jul 25 @ 1:26pm 
Would RE2 builds on the workshop work fine in this scenario? Or would they need tweaking?
Bushwacked Jul 23 @ 8:09pm 
so i am running into a situation where i cannot find tungston anywhere on its natural planets .... been to almost 50 + with no luck is this a issue for anyone else?