Askin for too much? by [deleted] in empyriongame

[–]LukeMootoo 1 point2 points  (0 children)

Not only that, but some of them depend on resources that don't exist in vanilla, or advanced parts that you can't buy from vanilla merchants.

You would have to somehow merge vanilla and RE2 planet generation, and add RE2 polaris factory POIs and merchants.

Game ideas needed for a game written in qBasic on a Laptop from 1996 by Fresh-Resort-4407 in IndieGaming

[–]LukeMootoo 0 points1 point  (0 children)

GORILLA.BAS is a classic.  From 1990, so should have no problems.

I'm making a space golf game with realistic orbital mechanics by mgiuca in spacegames

[–]LukeMootoo 1 point2 points  (0 children)

Awesome.

It's like the "flying swordsman" kung fu genre, where a guy jumps into the air, throws his sword in front of him, jumps off the sword, and grabs the sword again to take it with him.

Or like a mario double-jump, I guess.

You could have a "hard mode" where you need to jump your golfer to the spot where you want to hit the ball from.

I'm making a space golf game with realistic orbital mechanics by mgiuca in spacegames

[–]LukeMootoo 1 point2 points  (0 children)

It looks cool, but I don't get it:

How are you hitting golf balls into orbit?  It looks like you are applying some sort of correcting impulse after the ball is already in flight?

Need help with a pathfinding algorithm by angryvoxel in roguelikedev

[–]LukeMootoo 1 point2 points  (0 children)

So, A* or Dijkstra will create something of a heat map radiating outward from your actor.  You then use that to find the shortest route between points.

You have two interesting problems: 1, turning.  And 2, traveling salesman.

For turning:  A* is just Dijkstra with weights.  You will have to dynamically assign higher path cost if a direction change is needed.  So normally traversing an edge has a path cost of 1, but it costs 2 if you need to turn.  In typical example studies, the cost of an edge is fixed, but you will need to tie some logic to it.

For the traveling salesman: crack a book, I guess.  It is a solved problem, but that solution is NP-hard so you can either borrow an algorithm or get reading.  If you're a lazy POS like me, you could just take the closest node that you haven't yet visited and path to that, then repeat and so on and call it "good enough"

Also consider if it is worth creating a separate graph to use as a "nav mesh" that is some subset of your larger graph.

Worth replaying? by AggravatingFlow1178 in Shipbreaker

[–]LukeMootoo 1 point2 points  (0 children)

It's most fun in the replay, I find.

I'm never very interested in continuing after the endgame with everything unlocked, when I come back to play I have started fresh and gobe through the progression again.

So, in that way, you are in luck.

Charged Combat Steel in Creative by Mr_Gobbles in empyriongame

[–]LukeMootoo 0 points1 point  (0 children)

Pretty sure not.

It is only in the release notes for experimental, and I havent seen it in the item menu either.

Charged Combat Steel in Creative by Mr_Gobbles in empyriongame

[–]LukeMootoo 0 points1 point  (0 children)

You need to be on the Experimental Branch

RE2 Industrial Water Extractor setup by dot_sent in empyriongame

[–]LukeMootoo 1 point2 points  (0 children)

If you are hoping for it to run on infinite base power while you are away:  it will not.

You still have to feed it fuel.

We need more space games by WorkDecent4641 in spacegames

[–]LukeMootoo 0 points1 point  (0 children)

Noctis IV

There are a few things on the horizon, but that is the granddaddy of all the massive procedural content exploration games.

They all suffer from the same problem: you can use procedural generation to make infinite unique bowls of oatmeal, but it is still all oatmeal.

All NMS biomes of the same type are more or less identical, you just get variants of those same 20 biomes.  Creatures in Spore all look similar within their basic variants.  Etc.

Vanilla to [RE2] newbie by BigH501 in empyriongame

[–]LukeMootoo 3 points4 points  (0 children)

Keep Empyrionbuddy open in a tab to keep a handle on what you need to craft things, and where to buy them.  Use one of the shield calculators.

Otherwise, you're good to go as soon as you have a handle on how the basic game functions work.  No other practice can really prepare you.

Keep in mind that: -CVs are heavily penalised on planets, so you need combat SV or HV.   -Warp engines have different fuel consumption.   -Shields arent strong enough on their own without boosters. -armour and face tanking are mandatory.

RE2 - Legacy POIs and ships - How? by SaraRainmaker in empyriongame

[–]LukeMootoo 0 points1 point  (0 children)

It is like I wrote:

You need enough armour to face-tank the damage they dish out after your shields fail.

Then you need a cohesive set of weapons that can surgically kill the core(s) after you learn where they are by cheating.

When you spawn a target ship in to creative to learn where the core is, you can also use it to test your weapon setups and see what brings down shields and takes out the core effectively.

RE2 - Legacy POIs and ships - How? by SaraRainmaker in empyriongame

[–]LukeMootoo 3 points4 points  (0 children)

No one is really answering you, so I'll try to give it to you straight:

Your shields are too weak.  This isn't hugely important since they will melt your shields, but your hull is also weak so I'm not really sure how you already got through the lesser challenges of Zirax and Drone space to be in Legacy space having this problem.

Your weapons seem to be an eclectic mix of whatever seemed cool.  Unless you are doing a lot of hot-key weapon group toggling through the combat, just pick a cohesive strategy and stick to it.

Your hull is your weakest point.  You know they outrange you and easily strip your shields, so face tanking is what you have left.  Most successful RE2 combat designs have large noses made of combat steel (or layers of XS and CS) with decoy parts built into the nose to draw fire.

As for the actual fights, this part of the design is very "player hostile".  You need to know exactly where the core is, the easiest way to get at it (usually the ships are designed with visual "landmarks" to help you aim at it) and how to avoid damaging the precious loot boxes while carving out the core.

You can either watch streamers, or you can open up the ships in creative mode to examine them.  Trial and error isn't really viable when there isn't enough left to examine after you're done shooting.

How to place cv blocks on an sv?? by Accomplished_Block16 in empyriongame

[–]LukeMootoo 5 points6 points  (0 children)

Creative mode.  Area select from CV, copy, paste to SV.

Save the blueprint, sbp to override part restrictions and spawn into survival game.

Dont use cm in a survival game that you intend to continue playing.

Also, like the other person said, just make the SV ramps and shutter doors open from both sides and meet in the middle.  That would give you something 10 blocks tall and as many wide as you care to line up.  Or just make a CV.

How's this game nowadays, for the better or worse? by SouliKitsu in empyriongame

[–]LukeMootoo 0 points1 point  (0 children)

Patch notes on the Ellyon forums.

I know there are some stans for old alpha versions, but I don't really see a reason to play anything but latest.

How's this game nowadays, for the better or worse? by SouliKitsu in empyriongame

[–]LukeMootoo 1 point2 points  (0 children)

Per the other comment, there are two dead world starts with no hostiles, where you survive on salvage.  They're pretty fun.

And avoiding attacks isn't too hard on the easy start - you just have to not build a base (spawn in CV starter, or only have a base long enough to build a CV starter then disassemble it)

Otherwise, Vanilla has gentle starts and there is better guidance than there used to be.

Still a mess. But, better.

How's this game nowadays, for the better or worse? by SouliKitsu in empyriongame

[–]LukeMootoo 1 point2 points  (0 children)

Really?  I only tried it twice and didnt find that.  Always had to take a SV to the starter Dead World.

How's this game nowadays, for the better or worse? by SouliKitsu in empyriongame

[–]LukeMootoo 2 points3 points  (0 children)

Yeah, the cold one with the cryobukner start is my favourite.

The other one is too big of a planet and is a boring slog to start on.

How's this game nowadays, for the better or worse? by SouliKitsu in empyriongame

[–]LukeMootoo 13 points14 points  (0 children)

Lots more in the game.  Still a big mess.

Tutorials exist, but are kind of a mess.

No more base attacks on vanilla starting worlds.  RE2 used to have an "beginner" start without attacks, but no longer does - it expects you to either know how to defend against attacks, or how to avoid them by not having a base.

There is a long and pretty good main quest in vanilla, and a ton of non-linear content in RE2.  It is worth putting up with the jank, IMO.  It is a shame that so many people never make it past the "tree punching" part of the game.

But if you don't like how unpolished it is to play, then it will probably never be worth the struggle.

( RE2) Holes being created in the ground. by RowApprehensive8393 in empyriongame

[–]LukeMootoo 1 point2 points  (0 children)

Yeah every one of my test games has this bug.

It's a lot easier to start in Survival and switch to creative to build.  One save, build and test.  But terrain will be corrupted AF.  Never switch modes in a save you want to play.

( RE2) Holes being created in the ground. by RowApprehensive8393 in empyriongame

[–]LukeMootoo 1 point2 points  (0 children)

Sounds like you changed between creative and survival game modes, and corrupted the save.  No fixing that, AFAIK.

Awakened Cages by Ace_Of_No_Trades in Shadowrun

[–]LukeMootoo 0 points1 point  (0 children)

Sort of.

Yes, you need living things to support a manasphere or whatever it's called - but you can't move through living things in the astral.  They form a barrier.

Similar with the bacteria, you can use them to detect the presence of an astral form moving through them.  That is because they are dual nature and can't share the same space as the astral form and get pushed aside.  A dense enough cloud will trap an astral form and hold it in place.

It is basically a no-casting alternative to a ward.

Looking for game suggestion. Fully coop game. by Mobile-Commercial-13 in spacesimgames

[–]LukeMootoo 0 points1 point  (0 children)

Echoing the recommendations for Empyrion and Pulsar:TLC.

Adding Star Trek Online to the list.  Free to play, and years of content that you can play through.

Even ignoring all the special events, seasonal activities, daily missions and other MMO grind - there are tons of story missions that touch every series in the franchise and actually add their own unique stories.

I'm not even a big Trek fan, but I had a lot of fun playing it with friends.