Empyrion - Galactic Survival
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Created by

Greg

Uploaded by

GCook

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About this mod

This mod is a rework of all the player side weapons in the game, both handheld and ship/base weapons, to change the pace and feel of combat and give a more enjoyable experience.

Permissions and credits
Changelogs
FPS weapons rework is now "Combat evolved" V1.1


If you ever felt like the combat in Empyrion was too slow, too much punch for punch, or found yourself shooting at something that didn’t want to die only to find out it’s just outside the weapon range, here's a little something you might quite enjoy... especially if you hate those red spider-scorpion things!



There are two main goals I am trying to achieve with this mod:
1- Change the way FPS combat works as a whole, both in POI raids and out and about
2- Overhaul all weapons (ship weapons and turrets) to avoid both having to cover your base or capital ships in turrets, and also have ship combat be less pop up from behind a berm, shoot, hide until you can shoot again, rinse and repeat.


Description

This mod used to be only a rework of FPS weapons, but I got tired looking at my base getting pounded by tiny drones because stationary weapons didn't have the reach to take down a UAV. I also disliked how, for a while now, every ship weapon has magically less range than "Alien" side weapons. So this time everything got the works. Things have changed drastically, and the Zirax are in for a rude awakening.



FPS Weapons

Overall, FPS weapons have gotten longer range, higher rate of fire and larger magazines, though it's not always all three.

Some of the Tier 1 weapons are now semi automatic, and upgrading them to Tier 2 (and their epic version) makes them full auto, for instance, the shotguns. These also have gotten increased magazine size, so that one can truly lay down the hurt. Same for the assault rifles.This is not true of sniper riffles for instance, which, as they get upgraded, will lose in ammo capacity, but improve in damage and range. The epic version, which uses turret ammo (already the case in vanilla) has even lower ammo capacity, because ever seen the size of "vehicle ammo"? But it has insane damage. The basic pistol will be able to shoot a bit faster than the vanilla one has gotten, the hand cannon is now... a darn hand cannon. I invite you to just try them out in game, I'm sure you'll find something you'll enjoy... wait until you find a minigun.

Weapons do the damage they should considering the amount of work needed to make their ammo in reliable amounts.

Upgrading weapons isn't going to be a straight improvement in all stats, it might not be in your best interest to upgrade a weapon if you like it as is (some may become hard to handle).

Do not think this is going to be easy mode though, at first, it will seem easy, but two things will happen: for one, you will be going through ammo much quicker as you will find yourself emboldened, which might become a problem all of its own. And for two, you will get yourself in trouble much more than normal (I have died way more in my testing, and to predators, patrols and such, which never happens on normal gameplay) because of the false sense of safety, and you will likely get in over your head.

And finally, the drone can now deploy the explosive charge, this will be a lot of fun.


Ship weapons and turrets

Turrets and ship weapons have gotten roughly the same treatment as FPS weapons to make them more specialized, make crafting them worth it, make their ammo worth it, etc.

Capital ship weapons (coax and turrets) all work in atmosphere, except the pulse laser (as per the lore).

Some capital and base weapons have gotten a large boost in damage and range, ground and space ships have gotten much more moderate improvements.



Any constructive feedback is appreciated, keeping in mind the goal of the mod of course.


Notes:

I have not had as much time to test this version as I would have wanted, so if things feel odd in any way, feel free to drop me a message.
Also, if you open the console after loading a game, you should see some error messages, due to the limitations of the engine, and the ones imposed by the devs, I chose not to correct them for a couple reasons: for one, they don't impact the game in any way, as the problematic values are self corrected, and for two, I'm hoping one day they get lifted, or changed, and that would mean no change needed on my part.


Install


To install the mod, just drop the file "ItemsConfig.ecf" in [Path to install]/Content/Configuration/ItemsConfig.ecf (replace the original file)

To find your path to install folder, you can just right click "Empyrion" in your library, manage, then browse local files.

To uninstall the mod, just verify the game files in Steam, it will replace the mod file with the original values.




Changelog:
V0.1: Original version
V0.1.1: Edit for compatibility with Alpha 10
V0.2: Overhaul for Empyrion 1.7 and later.
V1.0: Complete overall of the original mod to also include base and ship weapons and turrets
V1.1: Update for V1.9.x