Empyrion - Galactic Survival

5 comments

  1. Byku12345
    Byku12345
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    Funny to find the best ship for Empyrion on Nexus and not Steam where most of the modding takes place. This is my go to ship after checking out hundreds of builds. Thank you so much for sharing this baby!

    I agree with most of your points regarding this game. I was able to get a really good gameplay experience after some modifications to the engine like improving resource gains, enabling capital ship turrents in atmosphere etc. The Reforged mod does have some cool ideas that I managed to incorporate like solar panels on ships or CPUs that ADD to the computing power of the ship instead of CAPPING it. Unfortunately it botches all its good aspects by nerfing everything to hell and back, so yeah using it as a whole is out of the question and Project Eden without the reforged part is so much better.

    Too bad the devs took the direction they did. I understand that the game has 'survival' in its name, but the most interesting gameplay loop is not resource grinding, it's testing the results of your labor in combat and exploration. I like this game because of the 'space adventurer' vibe you can get with it like with no other game. Sure, it's janky as hell but still can't find a game that meets the same criteria this one does. There are many games that do these elements better like the X series but at the same time they don't do everything this game does. I've been following the development since 2015 I think but tried the game only recently so I'm not well versed of what happened with the community. Again, too bad. Hopefuly with how moddable the game is we can get something opposite to the Reforged mod someday.

    Keep up the good work man.
    1. Serilius
      Serilius
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      Well I’m glad you like it. I can see from your Skyrim mods that you are an experienced gamer. You could have saved yourself the trouble of checking out hundreds of builds if you had read this Blueprint post’s Description Tab section called “The Sweet Spot of Empyrion.” There you will find this simple equation.

      if blueprint x = CPU
      then send x, trash

      if blueprint x = Reforged Garbage
      then send x, trash

      It is not possible to make a CPU compliant ship that is worth a damn. And don’t get me started on those Reforged Garbage unfinished pieces of crap with all their narcissist LCD guides that say, “duh, you can expand the thrusters in this space here,” “duh, you can expand CPU in this space here.” There is nothing more annoying than trying to fix someone else’s unfinished garbage ship, and the Circle Jerk Cult has made this moron ritual the Empyrion Steam Workshop standard. Lol.

      Virtually every ship is unfinished and loaded with LCDs that tell their nonexistent noobs where they can stick all there crap CPU extensions and Quantum Cores. This is their attempt to lure new players. Ha Ha! CPU made building in Empyrion so unnecessarily and arbitrarily complicated and restrictive that noobs won’t go anywhere near it. And those narcissist, neurotic Circle Jerkers think that by building 1,000s of crappy “upgradeable” Blueprints new players will magically decide to waste the time to overcome the now ridiculous learning curve in order to build crappy ships in a dead game that gets a new game breaking bug with every frequent, inept, placeholder replacing placeholder update.

      Before 2019 there was no CPU. The Steam Workshop was full of unrestricted builds. There were still many builds that I would call incomplete. No lights. Or insufficient lights. No Signal Logic or lame Signal Logic. But that is to be expected with a game like this. I have deleted my first CV that I posted here. I look back at it and go yuck! How did I build something so lame? Embarrassing. Lol. It’s part of the learning curve for a technical game.

      But before 2019 there were also many players who had overcome the learning curve, like Pystonworks. I preserved two of his best ships here on Nexus. They are the Proxima Skiptracer SV and the Diablo Gato Elite HV. These players had produced 100s of awesome builds. Five Star builds. Most of these builds were made prior to Weights and Measures, so they have storage issues now. Because CPU came a month after Weights and Measures, these hundreds of great builders quit Empyrion before they had a chance to make great builds with Weights and Measures compliance.

      Ever since CPU implementation in 2019, 95% of the remaining players and thus builders have been those Circle Jerkers. A stubborn 5% still holds out and posts builds to the workshop for some unknown reason. But most of their builds are Reforged Garbage. They are deceived by vermillion’s mandatory CPU that can be infinitely expanded if you want to farm hundreds of Quantum Cores because you have no life, or just use the Item Menu, which makes the whole thing an exercise in crackhead futility. Especially since you have to waste tons of space and weight on unnecessary CPU blocks.

      So actually less than 1% of the Blueprints on the Empyrion Steam Workshop are not CPU/Reforged Garbage compliant. Good luck finding them. And then there is the likelihood that they just don’t have a good design anyways, or are incomplete, lacking lighting and sensors, etc.

      Just how would a builder go about building a ship that exceeds CPU by the LAAAAAAAAARGE amount needed to be worth a damn? Just look at the CPU number on this Sovereign Class Reaper. Heeeee Haaaaaw! Think about it. So a builder in Creative Mode wants to build something like this for Reforged Garbage. You can make a Blueprint that requires 2,000 Quantum Cores all day long but it won’t do you any good in game without the Item Menu. So if you are a purist single player idiot, or you play in Multi Player Server mode, you will not be able to spawn it in game until you have the 2,000 Quantum Cores, which will take 1,000s of hours of wasted time to farm.

      It is for this very reason that nobody builds Blueprints that require Quantum Cores. They plan a starter level ship, and they spawn it in, and then they add things to it in an ad hoc way. They add crap as they obtain Quantum Cores until they have produced a true work of gaggle $#&@ery. This is one aspect of what we mean when we say that CPU ruined building.

      This is the second aspect of how CPU ruined building. It is impossible to build a good ship of any size that is CPU compliant. Even my tiny Reaper Recon Elite HV won’t work without an Advanced Core, and there is no room to waste on a gaggle of Quantum Cores or any other bonehead schemes like that. There literally isn’t a way, even with a Quantum Core scheme, to make a ship that exceeds the minimum thresholds to be great. Speed, mass, firepower, storage, etc…

      Ok, the Sovereign Class Reaper has room for the Quantum Cores in the rear hull and it has the thrust in all six directions to spare. That is a rare exception that owes itself to the size and hollow nature of the rear hull and the pure genius of my CPU free design. Most builds have no mass or space to spare. My Reaper Destroyer SV would be severely degraded if it had to carry the necessary gaggle of Quantum Cores. And that would really suck. If you have used it for gameplay you know what I mean.

      I planned this Sovereign Class Reaper in its final state from the very beginning. I knew where the Auxiliary Room was going to be before I placed the first Armored Glass Block. I had 100% concern for meeting the requirements of speed, forward mounted turrets, and the T2 shield with 0 concern for CPU. You can NOT do that if you are building for CPU. It is IMPOSSIBLE. It is IMPOSSIBLE to build a good ship that is CPU compliant, be it small or large. The developers at Eleon are so inept that they are deliberately destroying their own game. Correction. Have destroyed their own game. It’s a done deal now.

      While we are on the topic of Steam, there are other reasons to not waste time posting Blueprints there. From an Eleon Steam thread warning about erroneous Youtube music copyright claims, we have this builder post.

      Steam obviously uses same tactics as uTube. They banned and removed a BP I uploaded.
      Saying it violated user agreement. When I asked for specific violation, so as not to repeat it.
      Here's their reply:



      Message from Steam Support on Feb 14, 2017 @ 11:45am | 5 hours ago

      Due to reporting of content that violates the Steam Terms of Service, the content in question has been removed from the Steam Community.

      It is our policy not to provide specific feedback on removed content.


      Here is his Nexus post.

      11 April 2017, 5:59PM
      This BP was pulled on steam by the moderators. When I asked them why, so I could correct what I did wrong. Their answer to me was "It is our policy to not give answers to these questions". I asked a reasonable question in a reasonable manner. Got an unreasonable response. So no longer will be using steam to host mods. So don't ask if it's on steam. Thanks for your understanding.


      Steam is just another garbage woke corporation that hates their customers and is making their online games and frequently updated games unplayable with their draconian one size fits all penny pinching policies. Steam is only good for stable single player games with rare updates. They could mitigate that by having different policies for different kinds of games, but they won’t. They have a monopoly on most games. Eleon’s “let’s destroy our own game” vision only compounds the effect of the Steam one size fits all update policy.

      You are right when you say there is currently no game that fully replicates what Empyrion attempts to do. A free roaming space builder with a huge galaxy to explore and NPC factions in space and on planet. You have Empyrion with crappy gameplay and loads of bugs but with Single Player content NPCs and missions. And you have Space Engineers with AWESOME gameplay due to brilliant design and physics but no real Single Player content or NPCs. Although today there are mods that provide traders, and spawn space man avatars that you can FPS with on foot. But because these mods are attempting to do something that Space Engineers was not designed to do, they are buggy.

      With that said, Space Engineers does have limited Single Player content in the form of AI controlled ships that you can fight any time. The Vanilla AI flies CVs and SVs like a pro. They even aim their mounted weapons at you and shoot the hell out of you with them. They attack in formations. They evade, and they surround. Everything physical is top of the line. Keen made their own physics engine.

      There are mods that automate the ground vehicles in Space Engineers as well, if the Vanilla AI doesn’t already do it. I don’t know if you have played Space Engineers, but it is so sophisticated that many people who have played it don’t even know its full potential and capabilities. Allow me to show you the current limits of Space Engineers.

      First of all there are mods. Lots of mods. And you can load mods. You can load one mod. You can load 100 mods. You can load 100 custom turret mods. A bunch of script mods. Space Engineers offers C# language in game scripting, as opposed to pathetic Empyrion Signal Logic. You write scripts using the C# language and the SE API (Application Programmable Interface) which can perform any functionality or access any data normally retrieved through the control panel of a block. This scripting feature allows you to program a Scripting Block to automate a conveyer belt for example, or you can apply scripts game wide in a special configuration screen that allow you to do things like automate your airlocks. Or guide gravity missiles with ease. VERY USEFUL.

      There is also a Visual Scripting Tool which was designed to allow users to design game scenarios for Space Engineers without needing previous coding experience. Mod developers can utilize this tool to create scripted gameplay events, play cutscenes, or modify game values at runtime.​

      The scripts are very easy to use. The Universal Airlock script I used was this simple. It specified three two digit codes. One for the internal door, one for the external door, and one for the vent. You simply name those three blocks with the correct code, and that airlock is automated. You can walk right through and the airlock pressurizes and depressurizes and opens and closes doors appropriately and automatically.
      Custom blocks, anything you can think of can be modded and added. Just go look at the Space Engineers Steam Workshop.

      In addition, Space Engineers offers Scenarios. So you can play a custom Scenario with scores of weapon and script mods at the SAME TIME with ease. Like Skyrim and every other real game. It is super easy to overhaul your mechanics. You aren’t forced into “One Garbage Scenario to Rule Them All” the way the Empyrion Mordor platform functions.

      Space Engineers Scenarios are easy to make with the game tools. They are the system maps with the Stars and Planets. You can easily custom generate all the planets you want, their locations, etc… Unlike Empyrion, you don’t have to hack configuration files to make a scenario. You literally open the Scenario console and choose “New.”

      Then you can build your space map using existing planet and sun templates or go down to the granular level and use the menus to design your own planets from scratch, with concurrent visuals. The Scenario Creation Tool, or whatever they call it, is the same thing as the Creation Kit in Skyrim, except that it is not a separate program, it is part of the Space Engineers Client suite.

      You can access it from the Main Menu where you would load a save from. Then you agree on which mods you are going to allow for this multiplayer play through. The mods can be anything you want.

      You can copy the files of any vanilla or workshop turret or weapon and place them in a mod folder and then change their name and stats to give them longer range, more damage, explosive damage or anything that the game features, or anything you create with a script, such as the Ether or the Force as a physical power that can be controlled. Server owners can apply universal scripts that apply mechanics rules or automation features or whatever you can get to work in C# language across all assets in the scenario.

      You can make device models in 3DS Max and give them functionality such as existing mechanical or kinetic properties or you can give it some property you create in C# language and apply Universally, or to the Script Input Console that you assign to that very custom device model you sculpted.

      You will be constantly trying new mods and scenario combinations, whether you make your own or not, because there are so many good ones that you would never be able to use them all if you tried.
      Empyrion is by design the opposite of that. The Eleon developers deliberately chose an authoritarian approach where you are forced into their artificial scarcity, lame, and narrow bandwidth of gameplay. You just have to read all their ninnying comments on their official site.

      “We don’t want the player to have too much of this. We don’t want the player to have too much of that.” They actually get angry and think their players are cheating when players find ways around their nested grinding loops within nested grinding loops scheme. They are quick to patch those “exploits” which often becomes the trigger of a new bug. If you just follow their posts for a while you will see the whole pathetic tale.

      They literally take an adversarial approach with their players which plays out in the form of their attempts to extort players to waste as much time with their grinding scheme as possible. They think players are cheating them if they don’t waste 1,000s of hours on their nested grinding loops. And talking about this phenomena is the fastest way to get banned from their official site. You just have to read their comments for a while.

      Another example of the limitlessness of the Space Engineers game design is the vanilla Antigravity Block. Place it in a giant dreadnaught. Now start putting the size and strength scalable Gravity Blocks around the Antigravity Block facing in the 6 different directions. Up, down, left, right, forwards, and back. Scale their gravity field so that the Antigravity Block is inside each Gravity Block’s field. Place 50 or so cranked up to 10 Gs or whatever the max is in each direction and you can then link the 6 directional sets to your console as 1 through 6. Activate them all and you now have a Gravity Drive in your dreadnaught that will allow you to move it in all six directions with the 1 through 6 keys with the stipulation that you will instantly hit max velocity, which is 104 meters per second, with each keystroke. Even faster than my Sovereign Class Reaper in Empyrion. While we are on the topic of speed, you can easily increase the max speed and players recommend no more than 200 to 300 meters per second, especially if you expect massive collisions.

      Use the same method in a missile to make the missile move itself and steer or you can kind of cheat by gravity launching the missile with just an Antigravity Block in it and using a script that steers it via the Camera Block without any Gravity Blocks in the missile itself (which would be necessary to manually configure it to steer via the Camera Block without scripts). But if everyone agrees to the same rules then its fine in a multiplayer environment. It’s not cheating. It’s eliminating unnecessary blocks. The literal opposite of Empyrion CPU, which seeks to be your ninnying nanny that arbitrarily tells you which blocks are unnecessary.

      You have to understand that the physics are so well done that any physical experience is going to be ultra-realistic. Whether you are dogfighting in a small SV or battling with giant behemoths the visuals and audio are perfect. Blocks break off into flaming debris and float off or fall to earth. Once gravity is out YOU will fly out a hull breach due to the now present G Force if you are not careful and depressurization will also suck you out with no gravity or if it is strong enough. You can walk around and repair your ship during combat while it’s being flown.

      It's hard to find videos of this because most posters just show the outside views of dreadnaughts hammering each other and breaking into pieces from the damage. So you can never get a true understanding of how incredible Space Engineers is until you engage in these activities for yourself.

      Another problem with the best streamers like Captain Jack is that they turn the game effect volume down too low and that really detracts from the immersion. Empyrion has spectacular audio files which will make you jump sometimes. Fortunately I found a video that shows some SV combat in first person with the effect volume up loud. You need to hear the bullet impacts when they make the holes in your cockpit glass right in front of your face to truly experience Space Engineers and see what a masterpiece it is. The physics and mechanics are on the level of Call of Duty. You can actually hear them as the bullet hole appears with the smoke and debris and the Surround Sound is perfect. And look at how each bullet impact shakes the cockpit. It’s actually scary if you aren’t used to it. This is from Spanj’s 11 episode attempt to delve into Space Engineers. Here it is.

      VENGEANCE IS MINE, BUT AT WHAT COST? | Space Engineers | Learning to Survive | #10

      Watch from 27 min 10 sec to 28 min 40 sec. Isn’t that incredible? This is what physics adds to a game. Way out of Empyrion’s league.

      Now let’s take a look at crashing a ship into the ground in Space Engineers. It will leave a crater and the ship will behave like a crashed ship with pieces breaking off and crumpling up. And after you crash you can usually salvage enough resources to build an SV to get you back to base if the ship you crashed is big enough.

      AND ON THAT BOMBSHELL! | Space Engineers | Learning to Survive | #11

      Watch from 41 min to 44 min or the end. Wasn’t that amazing? This is what physics adds to a game. Of course this doesn’t happen in Empyrion. In Empyrion ships freeze in the sky when you lose your Captain’s Chair. Pathetic. But look, they released an update with butterflies that heal you and a crossbow! And don’t forget CPU. Everyone chant. “Hail CPU! Hail CPU! Hail CPU! Blasphemer!!! Ban the blasphemer!”

      To be fair to Spanj, he bit off a lot by trying to learn Space Engineers for the first time during a series. And his jerk sycophants deliberately told him to not use Hydrogen Thrusters which are the only thrusters that work in atmosphere or even against planetary gravity. So with only Ion Thrusters, once you get too close to a planet you are caught and will smash into the surface at 104 meters per second. It’s too bad because the Chaos Crew might be watchable if they were playing Space Engineers.

      Now let’s take a look at the kinds of streams that an experienced Space Engineers multi player crew can produce. This video illustrates how they usually have the effects volume turned down too low. If would be so much better if you could hear all those guns blazing and all the projectile impacts and explosions loud.

      Space Engineers - Colony LOST! - Ep #36 - BATTLE of the BASE!!

      Watch the whole thing if this is new to you. Captain Jack and his crew often make videos of semi scripted engagements with other crews. A lot of the players on Space Engineers servers do this because it is a more intelligent way of handling battles in multiplayer. It avoids players having their assets destroyed because they are offline. Crews will use other means of determining when an engagement like an ambush happens, such as dice rolls. And then they agree on the terms and then both full crews convene at the appointed time to play out the event. That is what you are seeing on this video.

      This is possible in Space Engineers because this game’s community is of a lot higher caliber than the Empyrion community. Space Engineers simply requires a much higher IQ to master the craft of building than Empyrion does, because it follows the laws of real physics and it has so many actual functional blocks, like gears, wheels, pulleys, Antigravity Blocks, C# language script blocks (but you can also apply a script game wide in a configuration menu), and ANYTHING you can figure out how to make into a mod.

      This video explains the concept of blending some Dungeons and Dragons dice rolling with Space Engineers in order to determine where actual battles take place so that the whole crew can be there at the same time and there are no cheezy wins. It is also convenient. And common sense.

      Dreadnaught against a Server (for 1 year) | Space Engineers

      It’s worth it to watch the whole thing. It will give you an idea of what kind of crew you should look for. Obviously even Space Engineers will have some screwball crews and servers, so you want to avoid them. When you listen to him explain their tactics during a whole year of multiplayer gameplay it will sound like the Pentagon discussing a sortie campaign. Lol. This is what I mean by this game having a higher caliber of player. This crew makes it about as real as it can get with NO UNNECESSARY GRINDING.

      This next video shows a tournament where two teams of max firepower dreadnaughts battle in an orbital fighting pit that will damage your ship if you cross the boundaries so you are forced to fight to the finish. This video has a lot of good close ups of entire dreadnaughts getting pulverized in short amounts of time.

      Space Engineers - This is SPACE Engineers Combat?!

      Watch the whole thing. Once again the power of physics in a game is beautifully illustrated and this will never be possible in Empyrion.

      Now let’s look at two of the best custom weapon designs from Space Engineers. These will blow your mind if you haven’t seen them before. I’m sure there are other even better mega weapon designs that I am not aware of also.

      First we have a brilliant illustration of the gravity powered, super long range guided kinetic missile. These things allow you to target a ship from more than 5 kilometers away and guide a gravity powered max speed missile, or a BUNCH OF MISSILES, right into the target. Originally these high speed kinetic missiles would literally blow a giant hole through an entire dreadnaught with one strike.

      You can actually use these gravity missiles to target enemy assets that are as far away as your PC will allow you to render objects. If you can set your render distance to 20 kilometers, guess what? You can zoom into a target that far away with your targeting camera and hit it. KABOOM!!! Guiding a gravity missile on a Radar Blip alone will likely miss.

      I remember hitting targets with these weapons from 10 kilometers away back when Space Engineers was still being actively developed. They nerfed the kinetic weapons eventually. They are still powerful, but now you have to add explosive warheads, which can use various types of explosive (lol), to get spectacular damage. Before the nerfing, simple “missiles” (large heavy solid metal objects) produced the most damage and it was extreme. One well-placed kinetic hit could take out any dreadnaught if it hit the right spot. KABOOM! So take a look at this beauty of a missile destroyer.

      Space Engineers - Missile Destroyer 5k Range

      It doesn’t get more realistic than that does it? Woah! That Type.S101 Missile Destroyer puts my Sovereign Class Reaper to shame. Could you imagine taking that Type.S101 Missile Destroyer up against the NPCs of Empyrion? Taking it to Zirax Space and conquering their home system? Would that ever get boring? I think not. It’s just incredible. It is out of Empyrion’s league by leaps and bounds.

      Now let’s take a look at the guided gravity powered kinetic/explosive missile in action on a multiplayer server.

      Space Engineers - Gravity Missiles In Action

      It is definitely worth watching the whole video. The Type.S101 Missile Destroyer uses a C# language script to allow you to steer the gravity powered missile with your turret mounted camera. In this video, Murloc has figured out how to manually set the missile to steer with the aimable camera. Don’t forget that Space Engineers has radios. That is how he does it. But as you can see, it takes a lot longer than doing it with a script. You have to set many things on each missile manually.

      The right crew would be able to enable scripts on their server without worrying about exploiters, if it was a closed server. Keep in mind that this video is post gravity missile nerfing. Before that he would have broken the right front arm off of that 01 Behemoth H shaped dreadnaught with that second impact.
      And now for the Grand Finale video. Have you ever seen a Death Star in a building game that actually SHOOTS LIKE A DEATH STAR? As in it takes out any sized ship in two seconds. Yes. Two seconds. Not only is it a ship killer, it will take out asteroids with one shot. And it will leave “YUGE” craters on the surface of any planet. You shoot a base on the ground and all that is left is a “YUGE” crater. In two seconds. Well here it is.

      Building the ULTIMATE weapon in Warfare 2 - Space Engineers

      “Now witness the FIRE POWER of this FULLY ARMED and operATIONAL BA-TTLE STA-TION!!!” BUWAHAHAHAHAHHAHAH!!! UN FREAKING BELEIVABLE! Could you imagine? Could you imagine unleashing this thing in Empyrion? Would you EVER get tired of DESTROYING Zirax Planets? Turning Zirax Temperate Planets into Desert Crater Planets in real time? This is what physics brings to a game.

      Imagine the multiplayer scenarios you could create with that Death Star. The faction that owns the Death Star would be trying to find your planetary bases, and you would be trying to hide. Lol. Trying to amass a fleet strong enough to take out that thing before the fleet is obliterated in 20 seconds. You would need lots of small ships that could evade the hopefully slow aim of the Death Star, and the Sith Faction would need small fast ships to counter your attempts to take out the Death Star. HAHAHAH. That would be intense.
      You would be constantly dreading the moment when you look up at the sky and see that white ball with that All Seeing Eye of 393 Extremely Explosive Round firing Railguns, because you would know that when that happens the end is nigh. Just a few seconds away, in fact. Lol. You would be chewing your fingernails while scouring the sky. Ha Ha. Beyond paranoid. So redundancy across a lot of planets would be key to survival.

      Literal D.U.M.B.s (Deep Underground Military Bases) might also be a way to bunker down against the Death Star Ray. At least for a few minutes. But if the Sith knew your base was deep underground, they could “drill” to it with the Death Star Ray in a matter of minutes or even less than a minute by repeat firing at the D.U.M.B. It would have to be DEEP with alternate exits for space ships. Keep in mind that we are talking about a multiplayer scenario here, and the Space Engineers servers now support 30 players with no lag, so you could have 10 Sith with the Death Star and a Fleet against 20 Rebels with Fleets and Bases. Or whatever the best ratio is. Top of the line Servers will obviously increase the player limit to lag ratio well above 30. Imagine and compare that to the stale, oppressive, overtly restrictive and limited world of Empyrion.

      It would be great to play the Sith as well. How awesome would it be to play the Sith Death Star Command and go hunting Rebel Bases to make them go SPLAT! SPLAT! SPLAT! SPLAT! until they actually physically stop you, if they can?

      You would be focusing on the best survey methods, attempting to identify the classic “Hidden Rebel Base.” Lots of scouts. Literal Remote Controlled Imperial Probe Droids that send back the GPS of discovered Rebel Fleets and Bases. Then you would have to devise the best route to the target. The Death Star is likely slow. It needs to be kept away from obstacles.

      The 393 Extremely Explosive Round firing Railguns would be the primary target of the Rebel Fleets. It would be the job of the Sith Fleet to prevent that at all costs. The Sith Lord would be able to demote his Captains that fail in this mission by killing them. He could even have a special room that does it for him on his flagship. They would then respawn as crew and someone else would be the Captain of the repaired or new Sith Dreadnaught or whatever it was. You can just spawn ships in and use various methods to stock them quickly so you don’t have to waste time grinding. You can just play the fun parts. Play the part of the Imperial Fleet, not the POGs who are in the rear with the gear building the ships and ammo. There is no need to do Digital Penance just because some loons say you should "earn it" by grinding for hundreds of hours. It's just a video game.

      And think about this. You could easily copy the Railgun 3D model, textures and spec data to a mod package, which is a folder, change the range to 100 kilometers and the name to your custom Death Star Railgun name, and then place that folder in the mod folder of the game. Then you replace the Railguns with the new 100 kilometer range custom Railgun, and then only the Death Star would have the 100 kilometer range, which could be enforced by a Universal Script. But you would only need to change the range if the builder didn’t think of it already. And he probably did. It would be inaccurate against moving targets at 100 kilometers range of course, but not bases or stations. That piece of information could make you shiver.

      All these ships and mods are in the Space Engineers Steam Workshop. All you have to do is load up a Space Engineers scenario and spawn them in with a console command. Or switch to creative mode. In Space Engineers Creative Mode is different. Everything works the same except you don’t need fuel, oxygen, or ammunition, and blocks don’t need components to place. AI still works and damage still works. So you can spawn these ships in and fight battles without even having to stock them with fuel, oxygen, and ammo. It’s easy to test ships and figure out what you want to actually use in a play through.

      And don’t forget that there are many single player type mods that add traders and NPCs to AI structures and ships. The problem with having to configure your single player content via mods is that you are never surprised. You always know what is in the game and what isn’t. It gets boring eventually.

      But not if you are in a good multiplayer crew. Space Engineers is a multiplayer game. If you only play multiplayer on Empyrion, why? Why are you wasting your time on Empyrion? It is well worth the effort to overcome the learning curve to play Space Engineers multiplayer. It never gets boring. You never do the same thing twice. And it is virtually limitless. Your crew will focus on one scenario/mod combo for a time, and then another. You can have the best Halo, Star Wars, Mass Effect (I’ve never even checked if they have a Reaper), whatever themed play sessions ever in Space Engineers. You just need to find a good crew, or bring one from Empyrion.

      But even single player is worth giving a go. In fact that is where you should start; with Youtube tutorials and single player building and testing. Once you have it down launch into multiplayer. That is the fastest way to overcome the learning curve. There is a lot to learn. More than in Empyrion. But it’s intuitive and practical. And there is NOOOO CPU! They laugh at it. You can see them taunting Spanj about it in his crash video comments.

      Getting back to the topic of Empyrion I wouldn’t say it is “very” moddable. You have to put all your changes into one scenario and you can only run that scenario. You can’t mix and match custom turrets and shields and what not like virtually all other moddable games. And then you have to deal with the laborious task of keeping up with the endless, useless updates that never make it better and will certainly break your scenario at some point because Eleon.

      The problem is that anyone with the know how to make a good scenario knows enough to see that Empyrion is dead. It was actually dead from the moment Eleon decided to never implement physics. All their updates just change the few remaining good features to bad (player light moved from shoulder to forehead and now dependent on helmet being worn) and introduce new game breaking bugs. But if someone was to attempt to make a good scenario, it’s not hard to see what it should consist of. I have actually explained this elsewhere on this Blueprint post.

      The ideal scenario would take the Project Eden Galaxy configuration and planets and POIs, as well as the Reforged Garbage POIs. It would also take all the custom weapons and ammunition from both Project Eden and Reforged Garbage, change their ingredients to the same thing Vanilla Rockets and Plasmas use, and make them auto repairable. SHEEEESH.

      You are supposed to make weapon mods that just provide more alternatives and weapon types that do not exist in the vanilla game. Not weapon mods that require you to adopt a masochistic obsession for nested grinding loops just to make one laser beam turret.  Not to mention removing a few unnecessary features, like being able to change the beam type if you get out and manually click on each turret, and fixing some things like how useless the Vulcan Cannon is when it’s fired by the AI.

      Once again, their Empyrion philosophy is one of forced artificial scarcity. All day every day every year every decade. How can we make every action take as ABSOLUTELY LOOOOOOOOOOOOOONG AS POSSSIBLEEEEEE!!!

      The Project Eden Missions would be nice, but they would be the hardest part to add, and ravien himself is no longer able to make them work with the vanilla missions, which are better as a whole. Much longer. More content. Vermillion’s missions probably won’t work without all the retard nerfing and other junk he put into Reforged Garbage, so not even worth trying. And who the hell wants to play those missions again anyways?

      Empyrion is the only game where the Circle Jerk Cult Fans actually enjoy playing the same tiny boring missions OVER AND OVER AND OVER AGAIN YEAR AFTER YEAR AFTER YEAR. So they are not necessary for the ideal scenario. Just having the Galaxy map and some turrets with better effects that are AUTO REPAIRABLE would be fine. And that would be easy to do and easy to maintain. It’s all their artificial scarcity, nested grinding loop social engineering attempts that make up the bulk of the work that goes into their garbage scenarios. What they refer to as “rebalancing.”

      But who would put in the time to make such a scenario, you ask? Not anybody with a functional brain. One good mod for the original KotOR could still land you a million downloads and $. Why would anyone waste time on a dead, unplayable game like Empyrion? So you would have to go find a crew of Circle Jerk Cult Members who would be willing to make it. Somebody is already releasing their own version of Reforged Garbage. I forget what they added to it. And vermillion and ravien’s narcissist nerves are sore over it. Imagine if someone released a good version and everyone switched to that? LulZ

      From what I know about that “community,” the best bet would be if Spanj put on his Evil Genius hat and ordered his minions to do it the way he ordered them to help him make his Brotherhood of Farr faction. There are at least 20 of them that know what they are doing. If Spanj were to tell them to do it, they could definitely get it done and they could do it in a matter of weeks, if not days. They would even be able to create their own original missions, add their own custom weapons and effects, and add their own POIs. In fact, they could make a much better scenario from scratch. But they could learn the skills by stripping what they want from Reforged Garbage if they need to.

      In a perfect world that would have happened long ago. But the chances of it happening in this world are virtually zero. This is because Spanj streams for money and vermillion is a manipulator with a power trip and Spanj’s, not to mention the other 3 English streamers that get any views, loyal viewers who fund them are Reforged Garbage Circle Jerk Cult Members. They were trained by Eleon since 2015 to enjoy crap gaming. To hunger for artificial scarcity and blatantly arbitrary unnecessary pointless grinding. And nested grinding loops within nested grinding loops. And all the rest of the pigpen package.

      And after 4 years of that they were ready to be broken by CPU in 2019 at which point they became hopelessly addicted to crappier and crappier gameplay. More and more artificial scarcity. Who the hell ever heard of a galaxy where every planet has a scarcity of resources? Only enough promethium (practical energy) to power one CV for a few weeks of in game time? Most planets can power a fleet of 1,000s of ships forever. But that is lost on these Empyrion addicts.

      And that was when the braggadociosly self-proclaimed cokehead vermillion launched his abomination of a scenario: Reforged Garbage. And boy did he ever reforge the garbage.

      I remember hearing vermillion state when asked how he finds the energy to build all the things he builds in Empyrion that he uses cocaine, and I remember this happening twice on two different streams. I was able to find one of them. Here it is.

      A Discussion With Vermillion | Empyrion | Anvil Special Event

      Watch it from 55 min 40 sec. Vermillion states it at 56 min 44 sec. Watch the whole thing to get the context of that statement. They were fawning over his builds and kept asking him where he finds the inspiration and energy. I am not joking.

      So this is how ChatGPT – OpenAI would render a command to illustrate vermillion talking about his vision for Reforged Garbage after a big line of coke.

      “So you thought Empyrion had too much grinding? You ain’t seen nuthin’ yet, sucker! Here’s a bunch of awesome turrets, but if you want to use them you have to farm drone parts. Heh Heh Heh! In Drone Space. Heh Heh Heh! And the drones will SWARM you in an SV so that you can never get out in time to collect the drone parts, and if you use a CV they will de-spawn before you get to them every time. And you only need 500 of these drone parts to make JUST ONE of my awesome custom turrets. BUWAHAHAHAHHAHAHAH! HAW HAW HAW. FEE FI FO FUM! I SMELL THE BLOOD OF ADDICTED SCUM! And if you trip on a twig you get GANGRENE on your leg, unless you have 5 different medicines on your person. BUWAHAHAHAHHAHAHAHA! And now all your ships move at 1/3 thrust! BUWAHAHAHAHAHAHAHAH! Even the rockets fly at 1/3 speed and only do 3 blocks of area damage instead of 4 so you have to use my overpriced custom turrets. HAW HAW HAW HAW!

      “And now, this is the ONLY way to get the Project Eden Galaxy Map. BUWAHAHAHAHAHAH! ONCE MORE THE SITH SHALL RUUULE THE GALAXY!!! And then… I shall admire myself in… the mirror. And think about how my scenario is the ONLY scenario in Empyrion. EVERYONE builds for Reforged Garbage. BUWAHAHAHAHHAHAH! Everyone is afraid to stop playing and streaming Reforged Garbage because they will be excommunicated from this pigpen of crap! HAW HAW HAW HAW! SNORT SNORT!”

      So you see, it’s very unlikely that Spanj would ever order his minions to make a proper scenario. Empyrion is dead. The community is putrid. And the devs are scuttling their own ship. There is a lot of that going around these days.

      I got tired of playing Single Player in Space Engineers because of the lack of NPC and mission content. No matter how good the physics are, if you have no way to apply them in new ways with Single Player content, you will eventually get bored.

      On the Empyrion side the same thing happens in reverse. There are NPCs and missions and similar content. But they aren’t truly that good. Lol. Being very generous there. And the game HAS NO PHYSICS. So there will NEVER be any rewarding physical gameplay. And there are only so many times you can play the same missions. So without the physics to make the game fun, the missions quickly get boring, and then the game is no longer on the radar. And who the hell heard of people playing the same lame missions scores of times? That only happens in Empyrion. These idiots have played the same Empyrion garbage missions many times more than the average gamer has played the KotOR or Deus Ex or Skyrim missions. Let that sink in.

      One day someone will properly combine Space Engineers and Empyrion into one flawless game. And that game will found a new mainstream Genre of game like FPS or Role Play. Perhaps it will be called SBG. Space Builder Game. And it will spawn a regular slew of SBG games year after year. It will happen before Empyrion is complete because Empyrion will never be finished. Just look at SpaceBourne 2. There are intelligent developers out there.

      But you can have some fun with my Sovereign Class Reaper as well as my Reaper Destroyer SV. I know I did. One thing you can do with the Sovereign is fly it to a Sector that has some Zirax Toveras and then make a save and fly it into range of the Toveras and park it and get out of the pilot seat. Then see how long you can survive the pulverization of the Sovereign by running around and finding new places to hide. It will be the most spectacular thing you have ever done in Empyrion. It is as close as you can get to the Space Engineers experience.

      The Toveras will circle the ship taking out devices. The non-stop thundering explosions will be epic. You will run down the main corridor to the rear and after that starts to get breaches when you try to run back to the front you will see a whole section of the corridor is gone. Lol. It’s one of the few things that you can do without physics in Empyrion that projects the illusion that you actually have physics.

      The Toveras will also be targeting you. When you see a Tovera coming into view through a hull breach, don’t linger too long. You have seconds to get to cover. But, in the long run, eventually the endless bugs and oversights that make up the core of Empyrion will bore you of it.

      If you have a good crew, just load Space Engineers on your Server and never look back. If not look for crews that remind you of the crews in these videos I posted. Or even them. In Space Engineers you don’t even have to build because there are so many great Blueprints. However, it is much more fun to build in Space Engineers than it is in Empyrion. Definitely worth a look.

      And don’t believe the idiots from Empyrion who tell you their ships look better than Space Engineers ships. I have downloaded fully painted ships in Space Engineers that look so real you can’t tell that it’s made of blocks. This is because Space Engineers has real, functional blocks built for real physics.Empyrion has crappy 3rd party deco blocks. Lol. Once you are actually playing Space Engineers with a good crew, painting every block to perfection will be the least of your priorities. The physics and scripts are where it’s at. It’s a lot of fun to pulverize pretty ships.

      The Space Engineers community is also at least 3 times larger than the Empyrion Community. It is the lack of NPC content that is holding Space Engineers back. But to be fair, adding a full NPC suite to Space Engineers would probably double the RAM and greatly increase the Processor Power needed to run it.

      The Space Engineers community aren’t artificial scarcity cucks. They blow up planets with their inventions. Seven years ago there were already Orbital Bombardment Missiles that could use GPS to hit a surface target from outside the atmosphere and even outside of orbit, as in not even near the planet.

      Space Engineers - Orbital Missile Strike

      But how would you safely get that Planetary Base’s GPS coordinates, you ask? Why with a small, fast remote controlled drone of course. It just needs to get close enough to get it on its radar. Radio is also very interesting.

      You can scale the range of your transmitter/receivers to a tremendous distance, something like 50,000 kilometers. This allows you to receive everything in range. A great way to detect enemy assets. But beware. Upping your radio range is also the number one way to attract hostiles to YOU! Even vanilla hostile ships will come find you if you give your location away with long range radio.

      If you set your radio range to 50,000 kilometers, every AI hostile ship within 50,000 kilometers will have your GPS and begin travelling towards you. And that will be a big problem, even in vanilla. You can set your ship radio range back down to 3 kilometers or something like that and then fly far away from that spot. The hostiles will likely not find you. But if you do that from a Base location, that Base will come under sustained attack. That spot will be known everywhere to hostile ships. With default settings.

      Whatever you can’t change in some configuration menu can probably be changed with a C# language Universal Script. The Space Engineers Steam Workshop is loaded with great C# language scripts. It is like Skyrim, where there are so many that do the same thing that you have to figure out which one is written the best, like the Extensible Follower Framework that is perfect as opposed to bug ridden Amazing Follower Tweaks. Reading comments thoroughly is usually all it takes to identify the best version of a mod solution, as usual.

      And here is a 100 kilometer range Orbital Cannon gravity drive unguided missile strike on a surface target, also from seven years ago.

      100KM! Orbital Cannon Strike | Space Engineers

      LulZ.

      I just HAD to add this two week old UNBELIEVABLE creation from the Space Engineers Workshop. THIS IS CURRENT SPACE ENGINEERS!

      [Space Engineers]A-36 Mobile Suit

      This is a fully functional player created Space Engineers Mech Suit that is better than the mechs in MechWarrior 5 with moving arms and legs, a shield on its arm that can be moved to guard position and generates a energy shield around the mech, melee strikes, a deadly quad rail gun arm that kills ships, multiple rocket launchers, a anti-missile mini gun, auto/manual targeting/fire modes, and even a ground movement mode where the feet function like hovercraft. This Blueprint is in the Space Engineers Workshop. Here is the page. You can download it and spawn it right in and test it in combat in creative mode without even needing to stock it with ammo or fuel. It is as if the developers at Keen Software House were actually trying to make the game fun and convenient for the player. I know that sounds alien to you die hard Empyrion Circle Jerkers that may be reading this. Read 'em and weep!

      Remember, the multiplayer Space Engineers approach is a more qualitative one as opposed to the Empyrion quantitative 50,000 star dead galaxy approach. You use a Dungeons and Dragons model in that you have a group of around 30 players and a few of those have the role of Dungeon Master, meaning they make the scenarios so that the content is unknown to the group during the play session. Rather than spawn the entire world (galaxy in a space game) like Empyrion does, online crews spawn scenarios that only include the elements they need for that play session, but in much greater detail and depth.

      So if you have an event that happens in space, you spawn a scenario that has all the space elements in place via the Dungeon Masters, but any planets would be bare bones. Conversely, if you have an event that happens on a specific planet, then the Dungeon Masters will build a scenario that has that planet in full detail and depth, with a bare bones surrounding space zone.

      But Space Engineers can support a lot more than one planet at a time. You can have multiple in depth planets and space areas at the same time in a scenario. You just don't need to waste time and resources on them if they won't be used for the planned play session.

      So you can incrementally play through every stage of a space franchise like Star Wars in the highest quality and style. Using Star Wars Episode IV as an example, the First scenario would feature a fully detailed Tatooine with Mos Eisly, Sand People Enclaves, Luke's farm, etc. The 27 players (if the Dungeon Masters aren't playing) would play the roles of Luke and Obi Wan Kenobi as well as Imperial Storm Troopers, Sand People, and Thugs in Mos Eisly. The whole group would assemble for a full day play session during which they would go from Luke Skywalker buying the Droids to the two of them escaping in the Millennium Falcon which would end the session.

      Time for the second session in the series. This session would cover the action from the Millennium Falcon getting captured by the Death Star to the rescue of Princess Leia and finally to the escape in the Millennium Falcon. So the Dungeon Masters would add the necessary infrastructure to that Death Star Mod and build a scenario with a detailed space area that features the expanded Death Star with a hangar bay and prison area among other facilities added as well as an Imperial Fleet with a Tie Fighter Squadron. On the agreed day the 30 players would assemble and divide up the roles of the Millennium Falcon crew, the Imperial Fleet and Tie fighter pilots, the Storm Troopers on the Death Star, the Prison Staff that are guarding Princess Leia, etc. Then they would play it out all day until the Millennium Falcon escapes the Imperial Fleet.

      The next session would be the grand finale where the Dungeon Masters would build a scenario that includes a altered Death Star where the previously added infrastructure would be gone but it would now have those lengthwise vents for the X-Wings to target, as well as defensive turrets along the trench lines that lead to the vents, so it would only need to be a reasonable number of turrets.

      It would also include the large red gas giant Yavin and its 4 moons, with Yavin 4 being fully furnished with a Rebel base and fleet ready to go. Or the players could be required to build as many extra ships as possible before the Death Star gets into striking range. Each phase in the series could even be played over multiple sessions, with the 30 players taking on different roles each time. Imperials and Rebels. So you would get to play both sides. Sometimes the Death Star would destroy the Rebel Base on Yavin 4, other times the Rebels would destroy the Death Star. But the Gameplay would be SPECTACULAR! The most REALISTIC space action you have EVER SEEN.

      Now consider what a crew could do if they abandoned the known franchises and started coming up with their own original scenario series, drawing from the experience they gain from starting with known franchises for a road map. Using the virtually unlimited building options that the Space Engineers tools such as the Visual Scripting Tool provide to make literally anything. Most of the best blueprints in Space Engineers never get posted to the workshop. They are like military secrets.

      Compare the Space Engineers Reviews to the Empyrion Reviews. Space Engineers has some complaints, but if you know both games and you scrutinize the complaints, you will see that they are molehills compared to the mountains that are the Empyrion bugs. Literally, what the average Space Engineers player considers to be a bug is something the average Empyrion player would give an arm for as a feature. HAHAHAH. The contrast is THAT SHARP. The only reason you don't know is ignorance.

      I see the complaints about Space Engineers multiplayer lag. Yet you can see the tournament video here where around 30 ships are battling HARD with NO LAG. Everything has its limits. But within a threshold of builds 30 players have NO LAG. If you want to expand the spawned builds above the threshold you have to either reduce players or power up your server.

      If you have a brain and you learn Space Engineers through and through, you will see it is the Oasis to the Desert that is Empyrion. So throw off your artificial scarcity "survival" indoctrination that Eleon and their junkie Circle Jerkers bullied into you and take your multiplayer crew out of Helleon to Space Engineers where you can spend 100% of your time HAVING GREAT UNFORGETTABLE FUN instead of endless complaining about game breaking bugs and getting locked out of your server EVERY CHRISTMAS HOLIDAY because the IDIOT Devs at Eleon DELIBERATELY release their BIGGEST UPDATE EVERY DECEMBER, KNOWING IT WILL SCREW YOU OUT OF YOUR VACATION TIME TO ASSEMBLE FOR LONG PLAY SESSIONS.

      In Space Engineers updates DON'T BREAK SCENARIOS!!! And Space Engineers development IS complete! It is REALLY fully released. With some AWESOME DLCs, some of which are the WAR DLCs. They went ALL IN! And there are so many more. The DRONE DLC. Incredible! This video is a great tutorial that shows you how to program all the important features in order to make your own custom fully automated mining, patrol, or combat drones. Compare that to the PATHETIC ABOMINATION that is the new Empyrion v1.10 Drone Block (that Helleon thinks is competition to Space Engineers' new Automatons DLC). USELESS NEW BUG! BARF! And keep repeating the BARF! The "new" Empyrion Drone Block makes you barf so hard a female Tyrannosaurus might show up from the Jurassic Period thinking you are making a T-Rex mating call. You can't control ANYTHING relating to the block or the utterly useless, weak, and pathetic drones. Typical Helleon garbage. Empyrion is literally like a bad freshman college project assignment.

      The Automatons DLC has become the new guided gravity missile. It has given birth to the the new APEX Predator weapon of Space Engineers -  the Railgun AI Small Attack Drone Swarm. In Space Engineers the Railgun has a range of 1,400 meters ON PLANET and these drones carry 20 Railgun rounds each. You program your tiny Rail Gun Drones to maintain a distance to target of 1,300 meters, which keeps them very accurate and extremely hard to hit by the enemy. This video shows a base being destroyed by them, then some player fighters getting destroyed by them, and then some larger AI drones also getting destroyed by them.

      As you saw in the video, the final large drones are dodging the incoming Railgun rounds but there are too many incoming to dodge them all. This dodging behavior is standard Space Engineers AI behavior. The larger drones are very good at dodging because the have the more powerful Hydrogen Thrusters, while the small Railgun Drones are using mostly Ion Thrusters. If you upgrade them to Hydrogen Thrusters, those small Railgun Drones will be much harder to hit than they already are, even if you have to make them a little bigger, because they will be able to dodge incoming shots from 1,300 meters much faster.

      Space Engineers does such a good job at simulating physics that the manifestation of this Railgun Mini Drone Swarm domination has scary implications for real life. Drone Swarms were recently used by Azeri defence forces against Armenian land forces in the Azerbaijan - Armenian conflict over Nagorno-Karabakh and the results were the same as that last video I posted. Total obliteration. The Armenians had no drone swarms to counter with and they were pulverized. The drones were unstoppable. Of course they don't have Railguns yet but the unstoppable drone swarm recipe is small with super long range accurate heavy rounds. Prepare accordingly.

      If you are a multiplayer in Empyrion, permanently switching to Space Engineers will be the most rewarding decision you ever made in your gaming career. GUARANTEED!
  2. Sithevich
    Sithevich
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    I've read through your entire post. Absolutely agree with you, Empyrion is notgetting much attention , and what attention it gets everyone praises Reforged like 2nd coming of Christ. I come to Empyrion from space sims , ED, and also occasionally playing SC, and when shields are down you are screwed, and its all about strafing and knowing when go out of enemy range.

    And thank you for detailed guide on file editing, saved me from irritation of dealing with some bullshit in game mechanics. I hope for future updates like flight model update, HOTAS support. I know that Empyrion is not trying to be space sim, but one can always hope. I think for me Empyrion will be the game until SC comes out eventually, lol (in 10 years maybe) because its already had all features that SC promises, and I am old enough to not care about graphics. 

    Your ship design is definitely something interesting, its utilitarian and just makes sense, also I always laughed at designs where turrets are directly behind each other, its like people dont know what is line of sight/fire and how it works. So your tentacles are great idea. 
    1. Serilius
      Serilius
      • member
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      So you noticed the Cult of Reforged Garbage? It really is a shame that the Empyrion community degenerated into this. This is all a result of the phenomena that I illustrated in the Description Tab post in the section called "Bad Decisions By Eleon Cascade Into Bad Scenarios and Streams." I was there when the Eleon devs fell to the Dumb side... and took their community with them. Eleon was supposed to bring balance to the Game, not fall to the Dumb side!

      All they needed to do was mimic Space Engineers and add Single Player content like NPCs and missions. That would have been the definitive space builder game of all time. The Deus Ex of space builders, or the KotOR of space builders. The one ingredient they still needed in order to make Empyrion Galactic Survival great was and is and always will be PHYSICS. They already had a functional placeholder for everything else. They had NPCs. They had Single Player content to spare. Their weights and measurements were great immersive additions. But Eleon was still desperate for the main gameplay elements.

      They wasted year after year expanding the grind more and more through gimmicks such as doubling the amount of resources in the game, thus doubling the mining time if you are dumb enough to actually do that in the game with its current state. This is because in their ignorance Eleon had failed to make the physical interactions of the game enjoyable. First they shot their own foot off by disabling CV turrets and drills on planet. That eliminated all CV to Base combat content. Just like that. Half of the attraction to a game like this disabled.

      Combat was just not fun. Especially before shields. And forget drilling with an HV. Missed specs of dirt still remain hovering in the air and your HV can not move them. You will constantly get pinned into the hole you are drilling by those specs. Only flying interactions have any appeal, but they are literally operating close to an Atari 2600 standard. Only by building ships like mine and flying them the way I describe can you have some decent space or planet combat. It is NOT POSSIBLE with CPU compliance and IMPOSSIBLE in Reforged Garbage. Fly my Reaper Destroyer SV and you'll see what I mean. That SV will not fly without an Advanced Core with CPU enabled.

      Just imagine how that would have changed if Eleon had implemented physics. Every physical vessel interaction would suddenly become fun. When combined with the game as a whole, the scope, the missions, the many types of activities, the FPS combat, it would have made every physical vessel interaction extremely fun. Mining would have become fun. No more specs of floating dirt blocking your tank. Imagine mining an asteroid and getting careless and bumping into an asteroid which then gets knocked into a new orbit and then inspecting the huge crater in the side of your ship?

      Imagine having your SV or CV engines shot up on planet and fighting non responsive controls and insufficient lift as you spiral your way down while flaming pieces of your ship are falling off around you leaving a trail of flaming, smoking debris. And then smashing into the ground as your ship breaks apart into deformed chunks of flaming debris and you go flying with it. And then walking through the totally realistic wreckage, reprocessing the debris into parts with your Multitool to build a new SV to get back to base in. Every time you crash. On all those different terrains, planets, moons etc.

      Imagine smashing your CV into a Zirax Space Station, right through the wall, and then fighting your way through the wreckage into the base to take it over. In Single or MULTI PLAYER. Cooping against Zirax or PVP.

      Imagine unloading a volley from my Sovereign-Class Reaper onto a Tovera wing and watching the wing break off and go spinning away into empty space, leaving a spiral trail of smoke, as the Tovera steering degrades sharply, and a trail of burning debris is steadily spewing out of the gaping stump that used to have the wing attached to it. You might even see some Zirax or other Players being sucked out into space and left behind by the Tovera.

      That's what happens in Space Engineers. That's what physics adds to a 3D game.

      But imagine it with all the lush Single Player content that already exists in Empyrion. The NPCs and the lore and the many well developed activities. Every physical action would suddenly become addictively fun to do, independent of the game as a whole. But the game as a whole is already addictively fun to play. It would have been the pioneer of a new mainstream genre of game.

      The physics was the biggest hurdle. With the boost in players that physics would have brought to Empyrion, upgrading all the graphical cosmetics would have come easy. So within a year or two it would have looked like a 2022 game.

      But they chose to blow their year's wad on CPU instead of physics. They chose to dismiss the implementation of physics altogether!?!

      It all started 3 years ago during the Dark Winter of 2019. Empyrion's Eleon had been basking in the warm summers that had nourished them since their 2015 debut of the original Alpha version of Empyrion. Eleon started out as a part of Keen Software House working on the development of the great space building game, Space Engineers.

      Space Engineers is a very well built and polished space building game that covers all the bases except one. It has no Single Player content worth mentioning. Other than that, it's way better than Empyrion. Extremely realistic physics, walking on moving ships, deforming blocks that break off into debris and float away. Scalable gravity blocks. Wheels. lol I could go on and on. Spectacular AI. You do fight hardcore AI controlled CVs and SVs, which fire their mounted weapons at you to great effect, but there are NO NPC avatars and thus no Single Player missions worth a damn. But if you only play Multi Player, you should not be wasting your time in Empyrion. It is much more fun to build in Space Engineers.

      The ships you can build, the weapons you can build, custom missiles with custom gravity (Antigravity Block) propulsion systems, custom long range as in 10+ km range guidance systems for in game built custom weapons, etc… are way out of Empyrion's league. Kinetic missiles! You can blow huge holes through large dreadnaughts from 10+ km away. They never see you coming. LOL BOOOOOOM. You can watch from the Camera Blocks that you guide them with at 10+ km distance. I've done it. REAL space action. Straight out of "The Expanse." But alas, it has NO SINGLE PLAYER CONTENT worth mentioning. And Keen Software House officially declared they would never add any!

      The Eleon development team developed a conflict of vision with respect to where Keen Software House was taking Space Engineers. This culminated with Eleon going their separate ways and releasing their own space building game called Empyrion Galactic Survival on 5 August 2015. The game got steadily better year after year as the sun shone down on them. At the beginning of 2019 they had a regular player base of 10,000 + with spikes to 50,000. Many great ships were being built. Project Eden had just came into existence. And then came the Dark Winter of 2019!

      I originally assumed that Eleon's disagreement with Keen Software House was about the obvious need for Single Player content. But sadly, in the Dark Winter of 2019 I and everyone else with a brain learned this was not the case. It’s still not clear exactly what Eleon's vision actually is, but it’s definitely not good. The best we can speculate is that Eleon has some type of nihilist obsession with artificial scarcity and endless, repetitive grinding that involves mining ground deposits with HVs with no physics, so that you get stuck on a floating spec of dirt. "Unfortunately, no one can be told what the Eleon Vision Matrix is. You have to see it for yourself." Then came the Fall of 2019.

      The summer was unusually short that year. As the Fall arrived, we were routinely soaked by endless unprecedented thunderstorms and drenching rains. Ominous dark clouds had rolled in and replaced the usual clear skies and they looked determined to stay. One dark day that Autumn the Empyrion Homepage announced that the next update, I think it was Alpha 9, would include CPU! The unusually ominous and forebodingly cold and stormy Fall season turned out to be a bad omen after all.

      They said that CPU would be a way to "reduce lag" and "force build specialization." Their big plan was to combat the lag of large ships by forcing the player, in single player, to build multiple CVs for "specialized" tasks, and then dock them all together in an ugly gaggle that would somehow reduce lag. So instead of having one ship with 50,000 blocks, you would have 5 ships with 10,000 blocks each all docked together in an abomination of a gaggle that looks absolutely ridiculous. Sadly, the devs never bothered to consider that docking 5 CVs together is laggier than spawning one big ship that does it all. The "Storm of the Century" had hit. Croatoan.

      The battle raged in the forums. The intelligent players all stated the obvious points over and over again. Points such as the fact that Empyrion needed optimization. It had none. No distance scaling. At that time, the game spawned the full textures and models of all assets at all times. lol Very laggy. And the point that CPU would ruin building. Eleon ignored reality and implemented it anyways. It took them a whole year of updates. They wasted a whole year embedding their CPU code into EVERY OBJECT, creating all this new useless code that your CPU now has to process and your RAM now has to hold.

      The intelligent players basically consolidated their position down to two points. Empyrion does not need CPU, it needs optimization and physics. It was during this time that Eleon officially declared they would NEVER implement physics! To make a long story short, all the intelligent players abandoned Empyrion, and what was left was about 2,000 circle jerkers. And that is now their entire player base. They lost 4/5 of their regular players. And this is when Vermillion made his move with Reforged Galaxy.

      Vermillion began posting about how CPU should be mandatory but it isn't implemented right. lol He said you should be able to reduce CPU to 0 but not with an Advanced Core, with scores of Quantum Cores instead. Not that it would do any good because he nerfed EVERY THRUSTER to 1/3 of its power. He even nerfed the Rocket Turrets.

      This illustrates how the bad decisions by Eleon cued the dumbest players to rise to the top of the circle jerk and take their illogic to new heights and scopes of train wreck. Even Ravien succumbed to this phenomena and began implementing more and more lame artificial scarcity and demented endless grind in his Project Eden scenario. The Pentaxid scarcity, the ridiculous high cost of all his custom devices like the Bastion Shield and the Antimatter Warp Drive, and the fact that you basically have to finish all of Project Eden's custom missions before you can build any of his custom devices which makes them unnecessary all illustrates this Eleon inspired race to idiocy. By the time you can build a Bastion Shield there is nothing left to do. And just like Vermillion's custom weapons, they are way too expensive resource-wise to be auto repaired. What is the point? Just use the Item Menu.

      Why couldn't they just make them have normal resource requirements so they work with Repair Blocks? It’s the Eleon inspired Circle Jerk Cult. It has permeated their entire remaining player base. All 4 of the English streamers that get any views are infected with it. It’s irreversible at this point. Just go to the Steam Workshop and all the builds are CPU garbage and most of them are also built for Reforged Garbage. This means none of them can go fast enough to make shields useful.

      The Circle Jerk Cult got used to building giant armored behemoths before the shields were implemented around 2018 and they are unable to adapt. Because of the short ranges and simple mechanics of the Empyrion ship weapons you need top speed to be able to get in and do enough damage and then back out of range again to make shields useful. And the 10 minute shield recharge times? Totally unplayable. No shield in Empyrion should take more than 60 seconds to recharge. What kind of idiot sits around for 10 minutes twiddling their thumbs waiting for a frigate shield to recharge over and over and over and over and over again? There are no words to describe it.

      The Circle Jerk Cult members actually brag about putting 1,000s of hours into this game. Thousands of hours of grinding in an HV with no physics, getting trapped in a hole by a floating spec of dirt, waiting 10 minutes for a shield to recharge, trying to remember which CV in that gaggle of docked CVs is the one you need for your mining task, or your cargo task, or your combat task, or your exploration task, or your Hi-G task. And then after they waste all that time getting ready to have a big space battle, they park their behemoth next to a Tovera and just trade blows.

      And then they spend 48 hours repairing their behemoth on a Repair Bay or at a Repair Service Station, unless it’s set to Instant Repair. And after you beat that Tovera, you can't core it and claim it and fly it. If it’s a reinforcement it will despawn before you can loot it. And the CV you beat it with will not be able to carry all the loot, you'll have to go back to your 5 CV gaggle and get your slow defenseless CPU compliant "Cargo" CV. The ultimate anti-climax.

      And you can't use CV turrets or drills or mounted weapons on planet. And there are no AI SVs or HVs to fight. And when you attack a base that is operating just fine while it is shooting at you, the moment you core it with your Player Core, all the generators blow up because CPU. And this Circle Jerk Cult literally see's red if you criticize any of this garbage gameplay. It’s irreversible. Not one of them dares deviate from the Reforged Eden CPU "divine" dogma. You will be excommunicated if you dare question any of their established idiotisms. A lot of players were banned for questioning CPU in the Empyrion forum in 2019 while all the Circle Jerk Cultists were dogpiling onto their posts with the usual loser insults.

      XCaliber's streams are a good place to see this multi, docked CV, gaggle phenomena. XCaliber is what you would call the poster child of Empyrion's Circle Jerk Cult. He still routinely preaches his Reforged Garbage, CPU, artificial scarcity religion like a TV evangelist. If you check his streams you will see that he consistently takes the idiotic train wrecks that the devs work hard to produce to the furthest extremes possible. He loves minimalist builds. He hates shower curtains. Don't ever put the shower curtain device in your builds or he will chastise you thoroughly. They started out just docking 5 to 10 different looking CV's together to create some of the most impressive CV gaggles ever streamed. Eventually even they realized that it was impractical to work with these giant, asymmetrical docking gaggles.

      So he went full retard with the multi CV gaggle docking approach. His crew built a CV that looked like a square space station and could barely move with "standardized" docks around the perimeter called the Helios. Then they built a whole bunch of slow, useless "standardized" modular shuttles that look blander than the Eagle Transporters from Space 1999. Then they spent years slobbering each other's knobs about how great a job they had done at cucking to Eleon's CPU train wreck. And that remains the theme of the show to this day. They all compete to see who is the biggest cuck to Eleon's CPU train wreck and Vermillion's Reforged Garbage abomination. They have contributed thousands of crappy, useless builds to the Steam workshop that are unusable if you actually want to play the game.

      Fast forward to today and it’s the same story but it keeps getting worse. Project Eden gets worse and worse. It no longer has the vanilla missions. Reforged Eden continues to add more and more custom devices and effects which are nice but not worth all the artificial scarcity and nerfing to 1/3 power of all thrusters. All Vermillion had to do was improve the AI which involves only 1 file and add better devices with reasonable resource costs and custom weapon effects. Most of the mods in Space Engineers are custom turrets. That would have been so easy to maintain. But he had to nerf everything to hide how obsolete his Toveras and other ships are. He openly brags on streams that he loves going on coke binges while working on his Reforged Garbage scenario. Speed freaks always think their opinions are better than they really are. And they obsess about lame things that suck to any sober person.

      And how about new scenarios? Spanj just started a new play through and stop the presses! It's not Reforged Garbage! It's this new scenario called Star Salvage. I watched Spanj play through it to see if it would be worth playing. Wrong! Whoever made Star Salvage (can't be bothered to look it up at this point) found whole new ways to create artificial scarcity. Barf. So the idea is that you are supposed to salvage custom wreckages for resources instead of mining. And then you are supposed to use those salvaged resources to restore custom wreckages that are strewn about the planets. So how does this guy implement this into his scenario? Why forced artificial scarcity of course.

      He removed ore deposits so that there are only one or two small deposits on the occasional planet or in the occasional sector. He jacked up the price of ingots from the traders to thousands of credits. And he made most planets SV access only. No CVs allowed on planet! No thanks. All this guy had to do was add his custom wreckages to the vanilla game in much lesser quantities. In his strange scenario every planet is just covered in way too many custom wreckages. Then it would have been a great alternative to mining. But you would still have the mining option. And then you would still get all the old classic pre Weights and Measures builds being restored for the current game state and Blueprinted. But thanks to his Eleon inspired forced artificial scarcity approach, his scenario sucks. I won't ever waste the time it would take to try it.

      And speaking of Spanj and his streams. Remember how I predicted he would get stuck in a hole in his Reforged Stream and then 30 days later he did? Well I have another prediction. So in his Star Salvage series he recently restored a CV in order to be able to accumulate lots of salvage. Then he discovered CVs are banned from most planets. lol And he eventually concluded that his small SV was not going to be much use as a salvage transport, what with its 5 or so kSU of storage. So he decided to build a large SV to solve that problem. For some reason he decided to restore a space station wreckage and build the SV there. The space station hangar looks just like the hanger in his restored CV, but it’s much bigger.

      For some reason Spanj decided to build his large cargo SV in the larger restored space station hangar. The SV is not finished yet, but I would say there is an 80% chance that his new cargo SV will NOT fit into his CV hangar. He's done it before. Why didn't he just build it in the CV that will be transporting it? Or at least measure the Hangar Door? It's precisely this kind of nonthink that causes these streams to be so terrible. Spanj has a great persona and is very good at FPS action. All things being in equilibrium, he would be very watchable. But not when he constantly streams CPU/Reforged Garbage train wreck after train wreck. It’s always the same lame predictable story. His HV will not have enough thrust to move. He will not have enough firepower to beat that Tovera. And then he builds a slow lumbering over armored Vermillion style hunk of junk and parks it next to a Tovera and streams 70% of it getting destroyed. And then he mopes about how it takes so long and so many resources to repair it.

      - Of course the Cargo SV did not fit in his restored CV. He docks it on the CV's roof. And not only that, but Spanj also built another absolute bare bones HV in Reforged Garbage and this time got stuck in multiple gorges and gorges within gorges. It's pure Deja Vu comedy from Jan. 9, 2023. Watch it from 4 hours to 4 hours and 30 minutes. Can't wait to see him try to open his first POI locked door and use a Teleporter.

      This is the essence of the cascading idiot effect that Eleon incepted into their base when they rolled out CPU. Ask yourself this? Why doesn't Spanj just use my Sovereign-Class Reaper, or its design equivalent, in a stream? Why doesn't he just follow my piloting instructions and stream a proper Empyrion space battle? Why doesn't he film the whole thing in 1st person with a buddy in Invisible Mode filming the action from outside? Then he could combine the footage into state of the art action sequences, where you see him strafing into 900 meter range and firing off a volley in first person, then you see the Tovera firing its missiles from the outside view of his buddy, then you see Spanj's volley hit the Tovera to devastating effect, and then you see Spanj back strafe my Reaper out of range just in time as the Tovera rounds dissipate just a few meters in front of my Reaper Bridge. IT WOULD BE SO EASY TO DO!

      And it would be so AWESOME to watch. That is the biggest draw of any space game. SPECTACULAR SPACE BATTLES! If Spanj just figured out the duh of Empyrion space combat, his streams would be much more popular than they are now, and he would attract viewers from other games, because the type of action you can have in my Sovereign-Class Reaper is AWESOME, despite all the efforts of Eleon to destroy their own game. And now with my Reaper Destroyer SV, which can also kill Toveras all by itself, the awesome space combat and planetside combat options are many.

      As it stands currently, the only attraction that Spanj's streams have are the inevitable constant CPU/Reforged Garbage train wrecks. In other words, people who are not part of the Circle Jerk Cult of Idiots only watch his streams to see him fall flat on his face over and over again, as is always the case with anyone that streams CPU/Reforged Garbage or any artificial scarcity scenario content. And why does Spanj refuse to reject the Circle Jerk of Idiots consensus and just stream Empyrion the right way? The reason is obvious. $

      Spanj and XCaliber and the other two are afraid that if they go against the Circle Jerk Cult of Idiots grain and call out CPU and Reforged Garbage for what it is their viewers will abandon them and they will lose their Add Revenue. That is the sorry state of the Empyrion community in 2022. They are too stupid to understand that great content translates in to massive views. They fail to realize that the opinions of 2,000 circle jerk idiots do not matter one bit.

      So long as they pander to those 2,000 circle jerk idiots they will never attract the millions of game stream watchers out there that want to be properly entertained by excellent gaming action, not constant screw ups. Which is why I have given up on this game. What a waste of time. It’s DOA. When I look at how many downloads you STILL get for one KotOR mod vs how many you get for the cuckiest most circle jerk builds and scenarios in Empyrion (the most popular to the circle jerk base), I just gasp. The ratio is millions to a couple thousand. These morons have a false sense of legitimacy and consensus. It will be up to a heretofore unknown developer to bring us the proper, definitive space builder game that we all want. And that game will be a top hit while these 2,000 idiots are still cranking out Reforged scrap metal.

      The reason I have given up on this game is that the persistent bugs have become so numerous that the game really has become unplayable. And then there are the bugs that Eleon actually create on purpose. The last several times I tried to play this game everything was going well. I had found a system with some promising POI planets, and I had parked this Sovereign-Class Reaper 1000 meters above atmosphere facing the planet. Then I flew my fully loaded Reaper Destroyer SV out of the hangar and down to the planet in the hunt for some strong Zirax POIs. I was very pleased to find an actual Zirax Headquarters POI. I have noticed that it’s harder and harder to find the big POIs or two Tovera fleets in Project Eden since 1.5.

      The Zirax Headquarters had an elaborate turret grid that I had to negotiate carefully despite my Augmented Shield. After a tough fight I finally destroyed all the turrets and external Sentry Guns. As I descended to land inside the POI I noticed Zirax troops coming out the woodwork on the ground. So I went to work on them and their visible spawners. Finally I was able to safely land and jump out to engage in some ground combat FPS cleansing of the base. I had just entered the base on foot when I noticed it. The exponentially snowballing lag POI bug. Have you encountered this bug? You can't miss it. It affects about HALF of the POIs! I first noticed it in 1.5. I was playing 1.7. lol

      You see what this bug does is it starts spamming CoQ errors as soon as you trigger the POI NPCs to start spawning. Now before you say, "But you can turn off CoQ messages in the console with the tilde `. There is a check box," let me say I KNOW. I ALWAYS turn that sucker off. Have you ever played a fully released game where you have to go into the console and TURN OFF CoQ POPUPS? It doesn't matter if it’s off. Half of the POIs start spamming so many CoQs that if you don't get out of spawn range of that POI within a minute or less your lag will increase until you can't even move. lol The only way to fix it is to restart the game and hopefully not corrupt your save. So much fun. And this is with CoQs turned off.

      So I decided to try to figure out what was causing it. Now I was playing Project Eden, and I did replace the AI file with the Reforged Eden AI file. But the odds of that causing it are extremely remote. All the NPC names should be the same. After an extensive dig into the internet, because lord knows Empyrion has no easily searchable technical info on their proprietary platforms, I discovered the cause of this terrible lag bug that afflicts about half of the POIs. And I found posts confirming that this happens in Vanilla.

      So this is the cause. Eleon, in their never ending quest to "improve" their game, updated all their small arms models and types around the beginning of this year. Many rifles were removed from the game and replaced with new ones with new names. Unfortunately, Eleon never bothered to go through all the POIs in their game and take out the references to the now nonexistent rifles. So the POIs are spawning Zirax NPCs that reference rifles that do not exist in the config files. And this is triggering torrential CoQ errors that overwhelm your Ram in minutes. Breathe. Relax. Aaaaaaah. Can you smell the Eleon?

      This recent complaint from the Steam v1.9 Patch Discussion Comments sounds like it is actually this very problem.

      Throm the Ungarian has Empyrion - Galactic Survival 21 Dec @ 7:02pm
      "How do I roll this back V1.9 since this pre-bata does not work. 1.8 has NEVER said "Empyrion Galactic Survival Has Stopped Working" yet this does every 15 to 20 mnutes. It also lags out out on single player mode now. where it runs 20 seconds and then stalls for 4. Please tell me how to roll this back to a working version. Thank You."

      And once the NPCs start spawning, within two minutes you will see frame rates stop completely every 20 seconds or so, just like Throm says. lol This is why you risk corrupting your save when you attempt to exit out in this state. People are afraid to complain on the Empyrion Online site due to risk of getting banned but there are tons of complaints on the Steam pages. It is definitely worth monitoring the Steam v1.9 Patch Discussion Comments because it is loaded with game breaking bugs. I could double the size of this post with all the complaints of this frame rate dropping, show stopping lag and other bugs. Apparently there is also a disappearing fuel bug that has been introduced with 1.9. And a game breaking teleport bug that was introduced with 1.8, and of course made it through to 1.9 intact, for the edification of the player base.

      If you go to Youtube and search for "Empyrion bug" you will get a lot of results. Here are some recent ones.

      Empyrion Galactic Survival - Teleporter bug end results - Self Explanatory

      Empyrion - Galactic Survival; Why am I here? - "Annoyingly, Empyrion likes to randomly teleport the player far away, when following the STORY." When the Keeper of the Imperial Archives of the House of Abyssal in the Archive Room downloads the full archive of the Staff of Guidance, you are teleported about 300 meters away from the asteroid and then you get the message that 10 enemies are trying to destroy the Archive Room and you need to destroy them.

      Empyrion Galactic Survival - Flickering circular shadow patterns around your character - Self Explanatory

      Empyrion Shield Bug - This is actually caused by the constant extreme lag that plagues multiplayer Empyrion. Did you know that Space Engineers now supports 30 players on a standard server with NO LAG?

      The new Hoverbike on Empyrion Galactic Survival - This one is funny. This guy drives the new Hoverbike up a hill and it launches all the way into space. In orbit the Hoverbike disappears and the player jetpacks back into atmosphere where he falls to the surface and breaks his legs. But the Hoverbike cannot hover over
      water. Helleon and every update in a nutshell.


      Watch From 23 Minutes to 38 Minutes
      Spanj learns to do the new Hoverbike Jitterbug in v1.10.1 - After much braying about how great the new Hoverbike is, Spanj discovers the random jitter bug and how annoying it is, as well as how the "hoverbike" doesn't hover over water, but instead kicks him off and launches itself across the lake.

      Empyrion Galactic Survival - Pilot Seat BUG - In this one the pilot exits from on open Pilot Seat inside a vehicle and winds up outside the vehicle, over and over again.

      [BUG] Empyrion — invincible tree and flamethrower grinding - The Survival Tool cannot damage the tree but the flamethrower yields logs with every shot without damaging the tree.

      interesting bug - Empyrion galactic survival - In this one you exit a vehicle and your character has the no animation cross position and then proceeds to twist faster and faster into a deformed shape that reminds me of getting deformed by a Griefer in Second Life. Now we know the origins of Eleon.

      Bug Free! - Empyrion Shorts - Rakoona exits his Scarab SV and it instantly begins spinning around in the air.

      Empyrion Galactic Survival color replace bug - "Video capture while reproducing the color replace bug results CoQ, and upon reload, partially replaced color. Supplementary info : Upon loading the same file the color replacement took place but partially."

      Empyrion Galactic Survival v1.9 "Bug Report" Ramps - Now when you retract Ramps the bounding box remains extended so that you cannot pass through. It's like an open door that is not open, but instead has an invisible barrier preventing you from passing through.

      And last but not least, we have the new CV Tool Turret will not swivel bug that Spanj discovered mid stream on July 28, 2023, just yesterday.

      Watch From 6 Minutes and 40 Seconds to 11 Minutes
      Spanj discovers that CV Tool Turrets no longer swivel and are thus unuseable in v1.10.1 - He spends one and a half minutes of the stream giving a turorial on how to install the Ilmarinen Tool Turret onto your ship so you can quickly salvage it, and when he tries to use it, it won't move at all.

      But Empyrion is a fully released game, don'tcha know. I mean all the Circle Jerkers on the official Empyrion site will scream it in your face if you dare to point out these bugs. And they will flood you with hate mail, even to your personal E-Mail account. Just look at this Review from the Steam Community.

      Also, do not go near Empyrion's own forums. I did not join myself, but I did read many posts in my search for answers. The game's site seemed to harbor a zealot community of salty, old (60-something?) die-hard, fans. Asking about or pointing to significant game issues would get you double barrel hate mail from their AOL accounts. In short, they already know about the issues, so don't bother repeating the many bugs and issues. Just go the F- away.

      Here is a Review from a former Eleon Discord and Server Staff Member.

      Great game has far to many bugs , let down by a Management team that could not find their ♥♥♥♥♥♥♥♥ with a map, does not care about existing customers ,only wants to sucker new ones into it with shiny crap that does nothing for game , lets scenario makers from Reforged Eden dictate how things are done.

      Also Community Manager Hummel is two faced and not fit for job.

      Reason i am posting this is Eleon cares more about reviews than it does it Discord and Server Staff of which I was :)


      This Review states that because this game's Save System is constantly writing 3 to 6 MB per minute it is damaging your NAND Flash on your SSD.

      The game constantly writes to your primary user folder, which is usually on your C:\ drive, for constant saving, instead of just letting you save when you want, With no option to turn this off either. Depending on your cluster size your looking at 3-6mb a minute of writes destroying your NAND flash on your SSD for no good reason at all. This is a Destructive mistake by the developer and they don't seem to care and it should be fixed especially with how bad modern SSD's have become with their endurance.

      And another warning that this game will do even more damage to your SSD if you play Multiplayer.

      - Game keeps rewriting save data. if you are playing in a coop-multiplayer and the host restarts the server. you need to download the whole save folder. every time the server restarts it saves, each save is at least 200mb. by the time you are done with this game you will need a NEW SSD. if you really must play, make sure you play on a HDD.

      This Review illustrates how everyone with a brain can see Eleon's "let's destroy our own game" vision.

      Everytime I come back to this game it sucks just a little bit more. Now you can't find cobalt, not enough to do anything with. Why do the devs keep making this game harder to play instead of actually entertaining? F#$%ing annoying.

      This Review sums up the spirit of Empyrion.

      It's like the developers purposefully designed this to just to make the player suffer. It makes me question if they even played their own game.
      ...
      I've been trying to power through the game but every time I encounter something new, I also encounter a flaw that really sucks the fun out of it.


      It is DEFINITELY worth reading the Steam Community Reviews of the last several months. There are more negative than positive Reviews and more people find them helpful than the positive ones.

      Getting back to the exponentially increasing lag bug, I am not sure if this is a problem caused only by Eleon vanilla or only by Project Eden or both, but I have seen it happen in vanilla and custom POIs so I think it’s both. More or less half of both Eleon vanilla and Project Eden custom POIs still have references to no longer existent NPC weapons. But that's just one of LEGIONs of persistent, ancient bugs. Then there is the other kind. The bugs that Eleon creates on purpose. Case in point Doors and Ramps.

      They used to close and if you got in the way they would push you out of the way. Eleon, in their consistent great wisdom, decided that this mechanic was not something. Who knows what? They decided that Doors, Heavy Doors, and Ramps should abort their closing action if they detect that you are in the way. So they implemented that change. And never gave it another thought.

      So I updated to 1.7 and toured my Sovereign-Class Reaper to see if anything had been broken by the update. I walked through the Brig and had no problems until I was exiting the last Heavy Doors. Up until 1.7 the Heavy Doors would close and push me out if I was too slow. But now, thanks to Eleon's Finger F*#$ing, the Heavy Door detects that I am not 100% out of the way and CANCELS THE SIGNAL LOGIC CLOSE COMMAND so it STAYS OPEN. Signal Logic BROKEN! Of course it would never occur to Eleon that if they are going to cancel a close command to a Door or Ramp, THEY NEED TO STORE THAT COMMAND AND REISSUE IT AFTER A FEW SECONDS OR AFTER NO OBSTRUCTION IS DETECTED.

      For this and many other reasons not worth mentioning because if you play the game for 10 minutes you will run into many of them, I decided to not even update to 1.8 or 1.9. You know it’s a lot more fun to replay KotOR for the 20th time than it is to play Empyrion these days. In KotOR EVERYTHING WORKS. No need to waste time actually updating the game and playing it. I just check the Empyriononline Update Announcements and their comments, as well as the Steam v1.9 Patch Discussion Comments and the Steam Empyrion Discussions Tab and News Tab.

      You can learn everything you need to know from these; however, the Steam comments will be much more honest because Eleon can't ban you there. Eleon also doesn't respond to all the negative comments and complaints on the Steam site. So you can complain on Empyriononline and get banned, in addition to having the likes of Germanicus ask how dare you criticize Eleon, don't you know they only have ten people, and declare he can't afford a new computer so he doesn't want the game to get really updated because his old PC will not support it, or you can join the sea of complaints on Steam and get ignored.

      And Speaking of Germanicus, here is a recent example of him attacking Ronewird for posting a legitimate complaint and then Taelyn backing Germanicus up by completely dismissing Ronewird's complaint. This is from the Empyriononline v1.9 Update Announcement.

      "Ok, but not good for people playing on modded servers. As is not possible for us to keep playing on the server till the mod is not update to the last version. The combination of steam autoupdate ( not avoidable ) and empyrion developer refusing to make downloadable the previus version of the game is always bring me to disappointing. You guys should learn from games like minecraft, where the whole library of version is always downloadable and you can play with the version you like. Ofc no one is asking for that, just for the last versions of the game, so we can revert is someting go wrong or our server is not updated. I have spend hours to check online to previus version and empyrion last time and i have find nothing. So my last chance is just tostress here as this problem get solved."
      #3
      Ronewird, Dec 20, 2022

      And Germanicus replies with a derisive, condescending, dismissive tone.

      "Holding on, desperatly, to old stuff represents stagnation and not progress. The Devs continue to develope their game and do not have to bother themselves with upholding older versions for players or modders.
      This is STILL Version ONE (V1.x).
      Alpha 10 is the last Version.
      Nobody keeps increments alive.
      Not even Game Companies which are a thousand times bigger then ELEON.

      Merry Christmas (too) :newrollingeyes:"

      Exploration is in our nature. We began as wanderers, and we are wanderers still.
      We have lingered long enough on the shores of the cosmic ocean.
      We are ready at last to set sail for the stars.

      - Carl Sagan
      #4
      Germanicus, Dec 20, 2022

      How dare you expect to be able to connect to your server after a forced, inadequate, bug ridden update, Ronewird? You are a desperate, stagnant loser Ronewird. This is not version 1.9 (actually it's 13.9), it is version ONE! lol There are no other versions but ONE! Who cares if you are locked out of your server? Everybody else does things exactly like we do. Be a winner like me and post how Eleon should not truly update the game because I can't afford a new computer and I won't be able to play anymore, you desperate, stagnant loser. And now Taelyn joins the dog pile to shut down Ronewird.

      "We want that players play the current version of the game, and not the older versions. If a particular server is not updating you need to take that up with the Server Owner and tell him to update.

      Regarding Custom Scenarios, EXP lasted for a couple of weeks we gave Custom Content Creators more then enough time to make the required changes on time.

      We are not responsible for it if they dont do this. But non of the updates since Alpha 12 are Save Game Breaking. So it should work fine on a older SaveGame"

      Developer / QA / Community Manager / Server Owner for Eleon Game Studios
      Server Owner of the Eleon Game Studios - Official Servers

      Website | Forum | Discord | Steam | Youtube | Reddit | Facebook | Instagram | Twitter
      Term of Service (EULA) | Community Rules | Privacy Policy | Server Monetisation Rules | Video Policy
      #5
      Taelyn, Dec 20, 2022

      We want players to do all our testing work for us. Just shut up and update your server and start filling out those bug reports for this "fully released" game!

      Custom Content Creators had a two week window within which to guess the day and hour that we would force out our inadequate, bug ridden update.

      We are not responsible for it if they didn't guess the time correctly; therefore, that is their problem. The update "should" work fine on an older game save. Please test it for us and let us know by filling out our formal bug report form. Only then will we lift a pinky finger to attempt to fix any reported bug, but only if you can tell us how to trigger our bug on our fully released game.

      This is the Eleon Empyriononline Circle Jerk in a nutshell. Some naive noob posts a legitimate complaint on Empyriononline, Germanicus is usually the first one to attack them, but there are other super turds that live on that site. Germanicus outright lies about what they are saying and says it's all their fault and they should shut up and stop complaining. Sometimes Eleon will immediately jump in to dog pile the noob. If the noob continues to argue with usually Germanicus but sometimes the other idiots, that noob gets banned and then all the turds that live on that site post their crows about how powerful they are and how they showed that "idiot" what's what.

      The Eleon atmosphere is literally one of the worst Circle Jerk examples out there. I can't think of any other developer that literally has a gas lighting brigade whose purpose is to discredit and ridicule and bully anyone who complains about their garbage game and its abysmal direction and unplayability. If you just go read the comments and replies from Keen Software House or Egosoft you will see that they are actually intelligent, normal devs who are trying to make their games better.

      Unfortunately this is not the case for the Empyrion gaggle. Here is just one more current example from the v1.9 Experimental I Announcement on Nov.23, 2022 on the Empyriononline site:

      “Still can't be bothered to fix the game breaking teleport bug I see.”
      #12
      ZeroCool, Nov 25, 2022

      And the response from Eleon.

      “Its not about being bothered or not, We need a use case. A way to trigger it in our Development Envoirment
      We are fully aware of the bug and how annoying it is”
       
      Developer / QA / Community Manager / Server Owner for Eleon Game Studios
      Server Owner of the Eleon Game Studios - Official Servers

      Website | Forum | Discord | Steam | Youtube | Reddit | Facebook | Instagram | Twitter
      Term of Service (EULA) | Community Rules | Privacy Policy | Server Monetisation Rules | Video Policy
      #13
      Taelyn, Nov 25, 2022

      How dare you think you can just play our game without problems, ZeroCool? It's your fault for noticing it ZeroCool. How dare you not figure out how to trigger OUR BUG in OUR GAME? Try actually playing the game, Taelyn. All you have to do is play Empyrion for 10 minutes Taelyn, and major bugs will emerge. The Steam v1.9 Patch Discussion Comments pages are filling up with complaints about this teleporter bug. And the disappearing fuel bug. And the inability to stay on an older version for multiplayer servers. And the mystery frame stopping lag bug (that is not so mysterious). And the locking sensor when 2 or more vessels are docked bug that has been around since 1.0. And the light being moved to the forehead and only working with the helmet on. And the removal of sprint with the Jet Pack on planet. And so on and so forth. There are more than 60 complaints out of 100 posts within a couple of days of the patch release on Steam! But these "The Mist" sized BUGS are barely mentioned on Empyriononline because anyone who posts there like they do on Steam gets BANNED!

      Here's an idea Taelyn. Verify that the game breaking teleport bug is happening on top end pcs. Verify which teleporter types have triggered the bug. Load a game in your "Development Environment" and spend 10 minutes teleporting from those teleporter types. If it doesn't happen in 10 minutes do it for an hour. If it still doesn't happen move somewhere else and teleport back and forth for another hour. Just pretend you are engaging in the very same pointless, time wasting, endless grinding that you expect your players to accept as the main content of Empyrion. Eventually IT WILL "TRIGGER."

      Enough of these deflective "We need a use case. A way to trigger it in our Development Envoirment" excuses. Start testing your own game. Actually undertake to remove the bugs. It's clear you don't even test your own game. You only look at problems that players formally file in your bug report system, even though just playing a fresh start for 10 minutes would trigger obvious bugs every time. We shouldn't be expected to report bugs that happen to everyone who starts a game. These bugs should be removed BEFORE you FORCE your inadequate, bug ridden "updates."

      I've never even encountered this "game breaking teleport bug" but it is definitely a real thing since Taelyn responded the same day. This "game breaking teleport bug" must have been added to the game by Eleon as part of their 1.8 "Update," which would explain why I never had the joy of losing hours of gameplay from it. I simply never played 1.8. I will also not play 1.9. Nor will I play 2.0 or 2.1. I won't play 2.9. I also won't play 12.9. And when they reset the count back to 1.0 again for the second time, I won't be playing that either.

      You see, every update that Eleon has ever made for Empyrion from 2015 to 2022 minus CPU of course should have been included in Update 1.1. And then some. They refuse to get the necessary staff to actually make any real progress. They are content to rely on waiting for the Unity Engine updates to provide them with default Unity features that they can hack into the game with the minimum of effort, rather than undertaking the necessary work and planning to build these features themselves, the way every real development team does. Keen Software House built their own physics and block deformation system from scratch. So did Egosoft with their X4: Foundations awesome game. Every real improvement that has come to Empyrion was just the result of a Unity Update including some generic barebones functionality that used to have to be created by the developers alone. The optimization and the better block deformation are examples of this.

      And then there are the things like when you spot a sector called UCH Headquarters and you waste the time to fly there only to find out it’s an Admin Core and all the doors are locked. No way in without Godmode. No traders. Nothing. It’s a decoy. lol Unfortunately it’s much worse than that. That is an example of Eleon placing an incomplete POI in the game that they have no intention of finishing for years. Think about that. They lack the wherewithal to figure out that you may get annoyed from travelling to these unfinished POIs everywhere for years. They claim Empyrion is no longer Alpha or Beta?

      So you can see that you should not hold your breath for flight model updates and HOTUS support. HAHAHAHAH. You have better odds of your dog developing HOTUS support for Empyrion than Eleon doing it. If you still have hopes for Empyrion the only thing you should call for them to do is implement physics. Their capabilities are very limited.

      Totally Overhauling a game that is still in its Alpha stage with constant endless updates is pissing in the wind. And it is for that very reason that no Nexus Vortex solution is possible for streamlining scenario feature plug and playability. VulcanTourist had the great idea of using Vortex to enable us to pick and choose mod features on the fly through its file merging capability in order to strip out only the good changes from Reforged Eden, for example. But the amount of work you would have to do to update Vortex after every endless update makes it just as futile as these Total Overhaul scenarios, which are now becoming more and more bug ridden and less and less functional for this very reason. Ravien and Vermillion simply can't keep up. Pissing in the wind.

      With respect to my ship design, it is the best approach to combat in Empyrion with the current weapons and mechanics. If you are still playing Empyrion you should try to invent a design that implements forward mounted offensive turrets on the same Z Plane with a much smaller profile than my Sovereign-Class Reaper. If you are into multi-player, you would get a lot of fun out of a CV with 56 forward mounted Rocket Turrets on the same Z Plane that was small enough to be spawned on a Project Eden PVP Server. All you would need is one Advanced Core. Or a Server with CPU turned off. Then you would be able to DESTROY EVERY OTHER PLAYER... without taking damage. Let that sink in. Get a crew. Build a fleet of them. Put the EMPIRE in to Empyrion. LulZ

      As it is, my Reaper Destroyer SV should be ok for most multi player servers. It will kill all their garbage CVs. It kills Toveras. Gracefully. Without taking any damage at all. The only issue you might have is with the shield recharge rates. Ideally you would find a server that at least shortens the CV shield recharge rates as its much less of an issue with the SV shields because their vanilla settings are already pretty fast, although not fast enough. It will take a lot longer to win without damage with the retarded vanilla CV shield recharge rates. But if you can fly like an ace the way I explain you should still have no problem wiping out these garbage slow moving rear mounted turret builds.

      Placing the Bridge above or below or on the side of the turret cluster would allow you to shrink the size drastically. But the most important thing is to think of an unconventional design that allows you to have 56 turrets on the same forward most Z Plane and still look good. One possibility is multiple nacelles. You could place 4 turrets around the fronts of each nacelle. You would need 14 nacelles which could be distributed to the sides and top and even the bottom but it’s nice to be able to land too so think about landing gear positioning and player access to ground level. This way you would have the mass of the ship distributed to these slender nacelles instead of the massive hull of my Sovereign-Class Reaper. You could even have Forward Thrusters inside the fronts and Rear Thrusters inside the backs of the nacelles that the 4 turret clusters are attached to. You just need to follow the 3 rules.

      1. Speed: 100 m/s Acceleration in all 6 directions with the cargo necessary to operate for a long time. No Compromise.

      2. Forward Mounted Turrets: Ideally the offensive turret batteries will be the literal front of the CV on the same Z plane for 100% forward line of site and simultaneous fire and minimal time in range.

      3. T2 Vanilla Shield or better: I recommend mastering the flying technique with the 36,000 HP T2 Vanilla shield, and then installing the 100,000 Hit Point Bastion Shield.

      Whether you want to be unbeatable against AI or other players, and not take any damage, this is the only way.

      It is also a lot of fun to use my huge Sovereign-Class Reaper in multi-player with a crew. It’s actually very doable if you have 4 or more players contributing to the work necessary to spawn it and keep it armed. And it can carry 3 Reaper Destroyer SVs in the Hangar Bay so with a crew of 4 to 6 you could be the terror of the galaxy if you could actually find a PVP server that lets you spawn it in. But you could do the same with your own smaller build if you adhere to the 3 rules.

      As far as alternatives, the current best space game is X4: Foundations. While not a block building game, you do have to build stations and configure your ships with their components, and your choices matter. X4: Foundations is the space version of Total War: Rome 2. Complete with the powerful map. The only two things that X4: Foundations lacks are FPS shooting, although you do walk around inside ships and stations and interact with loot and traders, and planets you can land on. It has planets but they are just sky boxes. They look much more real than Empyrion’s planets however. But as far as what X4: Foundations does do, it does it excellently.

      In X4: Foundations you can fight extremely realistic battles with hundreds of ships. It could easily be called "The Expanse," because it is exactly like parts of the TV series. It even has the Rings. It's better than any Star Wars space combat game. Nexus and Steam have the great Cheat Menu Mod which is essential to save time. And Captain Collins, the best current X4: Foundations streamer, has all the tutorials you would ever need to quickly learn the very complex commands and systems within the game on his YouTube channel. It might as well be called "The Expanse: Total War" because that's what it is.

      One thing you have to keep in mind with all these Early access games and especially all technical games is that the devs all share the misnomer that players have unlimited time to waste on their time filling/wasting grinding gimmicks. So cheat often, but not in a way that breaks the immersion. Cheat in a way that eliminates wasted time on garbage gameplay, and spend most of your time enjoying the gravy gameplay.

      Let me know how your antics in Empyrion work out. Will you indoctrinate the Circle Jerk Cult into the way of the Reapers, one destroyed PVP faction at a time? Time will tell. If only someone would make videos of my Reapers or any similar ships in action. It would be so much more entertaining than any of the videos that Spanj and the others are making.
  3. Serilius
    Serilius
    • member
    • 1 kudos
    I just encountered a Corrupted Dreadnaught. That is the most powerful Tovera in the game with the high hit point shield and the fast moving Ion Cannon rounds with at least 1,300 meters of range and the green glowing balls that chase you really fast if they get near you with a range of 2+ km. It was a hell of a fight.

    I had to use all my skills and Sovereign's assets, as well as push the envelope. It took an hour to get the shield to zero the first time.  This is impossible with a T2 Vanilla Shield. I had to install the Bastion Shield. I had to forego my usual "don't let the shield drop below 75% rule.

    With the Corrupted Dreadnaught, because of the range and power of its weapons, you have to make maximum use of the Bastion Shield. You have to do as much damage as you can each time you enter range. This means riding the Bastion's hit points down to 25%, at which point its time to strafe run out of range, which is 2 km and the green balls still intermittently shoot at you. The first 10 times or so that you get the Corrupted Tovera's shields down you will only have that range cycle to do damage, so make the most of it. Ride the Bastion Shield''s hit points down to the lowest safe point possible.

    You have to avoid those green balls. The best angle of attack is from above or below and behind. Attacking it from the front or sides will get those green balls firing at you. They are a real threat at close range. They devastate your shields. You have to chip that massive Corrupted Tovera shield down to zero. and then stay on it with each range cycle. Each time you come back it will be back up to 10%. The best way to do it is to get it down to 3% or so and then make sure you hit the Corrupted Tovera from above or below and behind. Stay in that sweet spot as long as you can, but it will turn to face you and then the green balls will start firing. You cannot afford to be hit by the green balls. You can handle the rapid moving Ion Cannon rounds for at least 10 seconds. But if you get stuck less than 1000 meters away from the Corrupted Tovera and a bunch of those green things get near you and start speed chasing you, then you will lose your shields.

    I lost my shields twice, but it was right on the edge of range, because my experience ensured that I didn't push the envelope too far. I lost two Rocket Turrets and the Bridge was not breached. I never lost pressurization. All I got was some cracked glass.

    Don't play games with the Corrupted Tovera. Set Turret Battery A to target Generators exclusively. Once I got the shields down to zero, I destroyed the Corrupted Tovera in around 25 minutes in single player. It was spectacular. Epic game play.