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Latest Threads
2019-12-12 Officer Trade,...
Forum: Updates
Last Post: Haxus
5 hours ago
» Replies: 7
» Views: 253
Fleet Organization and Gr...
Forum: Arena of Ideas
Last Post: martianant
6 hours ago
» Replies: 3
» Views: 42
Asteroid Impact Effects
Forum: Arena of Ideas
Last Post: martianant
6 hours ago
» Replies: 5
» Views: 56
Beware of Asteroids!
Forum: Cantina
Last Post: Deantwo
7 hours ago
» Replies: 7
» Views: 139
2019-12-11 Lag Spikes
Forum: Updates
Last Post: Haxus
8 hours ago
» Replies: 5
» Views: 545
2019-12-09 Abandonment De...
Forum: Updates
Last Post: Haxus
Yesterday, 05:35 PM
» Replies: 19
» Views: 880
Unable To Enter Game
Forum: Bug Reports
Last Post: jakbruce2012
Yesterday, 02:51 PM
» Replies: 10
» Views: 44,854
MacOS - UI Glitches
Forum: Bug Reports
Last Post: FinalGen
12-11-2019, 09:00 PM
» Replies: 0
» Views: 35
How to skyrocket the play...
Forum: Arena of Ideas
Last Post: DickRichard
12-11-2019, 01:03 PM
» Replies: 13
» Views: 442
Full throttle crash while...
Forum: Bug Reports
Last Post: jakbruce2012
12-08-2019, 04:29 PM
» Replies: 2
» Views: 98

  2019-12-12 Officer Trade, Server Deadlock
Posted by: Haxus - 8 hours ago - Forum: Updates - Replies (7)

Server Deadlock
A server deadlocked last night while a world was being destroyed by asteroids.

This was a great bug to flush out. The relevant code hasn't changed in years but the flurry of activity involved in hitting a world with all those asteroids made the deadlock situation happen. It's a good day.

Officer Trade
Officer could not buy tools at an airport.

Fixed numerous bugs that were preventing this from working.

Request Cargo Bug
Landed at airport in ship without transporters. Requested cargo for sale. No answer.


Trade With City On Road
Ship cannot trade with a city while sitting on a road of the city.

Fixed. The ship has to be on a road. The location of the ship must be within the city limits, as defined by its capitol and police station jurisdictions.

Government Target Value
Government target value was used as the basis for assassination mission payments. It was multiplied by an empire reward value that no longer exists. The result is that the payment for assassination missions is very low.

Government target value is now expressed in cronos. It will appear on the avatar's web page that way. That is the amount that the payment for assassination missions will be.

Conditions Error
An error message keeps appearing while loading avatars from the database. Something about a bad condition.

Fixed an error reading pregnancy conditions that were stored before the DNA change.

Founded City Stats
Someone suggested that showing all the cities founded by every avatar was giving away too much information about them.

Removed city stats from avatar web pages. Also removed solar system name containing their home building, which appeared there briefly.

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  Fleet Organization and Grouping
Posted by: Mr. Mortius - Yesterday, 06:56 AM - Forum: Arena of Ideas - Replies (3)

I have some suggestions for an improvement to how spaceships and fleets are handled. Most of this focus is on the current follow command.

The goal: Be able to form groups of ships with each performing a specialized function. This could include, for example, a fleet consisting of a heavily shielded command ship, an atmospheric harvester for remote refueling, an orbital bombardment ship, and an anti-ship craft.

Key components:
-When going to warp and a follow ship command is active for a ship within a certain distance that belongs to the same empire, fix the ships relative to each other so they stay together during warp and system transition.
-Include a "Follow at relative position" command. This would allow a ship to always be positioned in a formation.
-Allow "Fleet" mission orders to be issued at once. For example, a mission disk that tasks ships 1-3 to orbit above a planet 120 degrees from each other while ship 4 harvests hydrogen then transfers this fuel to ships 1-3 in order.

Together, this would allow much better coordination of groups of ships for military or harvesting missions. Discussion would be helpful.

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  Asteroid Impact Effects
Posted by: martianant - Yesterday, 02:34 AM - Forum: Arena of Ideas - Replies (5)

First, this is amazing. The asteroid impact you recorded haxus, truly breathtaking. 
Now on to the suggestion, currently it seems the results are:
Whole asteroid -> world destroyed
large chunk -> world destroyed
small chunk -> city wipe

I'd like to suggest a slight change:
Whole asteroid -> world destroyed
large chunk -> world transformed into lava world
small chunk -> city/life wipe

Inspired by real life, a simulation of a 500km asteroid hitting earth.

For reference the asteroid that caused the mass extinction event that wiped out the dinosaurs (and most life) was 10-15km in diameter... I know scale is 'wonky' at times, but I think this change would be more interesting, imagine you are exploring and find a lava world in the habitable zone. You then realize, it used to be someone's home. The poor buggers.

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  2019-12-11 Lag Spikes
Posted by: Haxus - 12-11-2019, 09:22 PM - Forum: Updates - Replies (5)

Lag Spikes
Servers are getting hit by crippling lag spikes that last for minutes at a time.

Found/fixed a problem when stacking items that have DNA. They weren't stacking, resulting in inventories at meat packing plants with tens of thousands of discrete items. This was causing a huge lag spike during a periodic maintenance function.

Avatar Page Cities
How do I know the current status of my cities that I have lost?

Cities founded by an avatar are now listed on their individual avatar web pages.

Empire Standings
The empire standings page shows a big confusing table of numbers.

Reworked the empire standings page to simplify the information and freshen the appearance.

Made links of avatar names.

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Video MacOS - UI Glitches
Posted by: FinalGen - 12-11-2019, 09:00 PM - Forum: Bug Reports - No Replies

  Model Name:    MacBook Pro
  Model Identifier:    MacBookPro15,1
  Processor Name:    Intel Core i9
  Processor Speed:    2.3 GHz
  Number of Processors:    1
  Total Number of Cores:    8
  L2 Cache (per Core):    256 KB
  L3 Cache:    16 MB
  Hyper-Threading Technology:    Enabled
  Memory:    16 GB

Intel UHD Graphics 630:

  Chipset Model:    Intel UHD Graphics 630
  Type:    GPU
  Bus:    Built-In
  VRAM (Dynamic, Max):    1536 MB
  Vendor:    Intel
  Device ID:    0x3e9b
  Revision ID:    0x0002
  Automatic Graphics Switching:    Supported
  gMux Version:    5.0.0
  Metal:    Supported, feature set macOS GPUFamily2 v1

Radeon Pro 560X:

  Chipset Model:    Radeon Pro 560X
  Type:    GPU
  Bus:    PCIe
  PCIe Lane Width:    x8
  VRAM (Total):    4 GB
  Vendor:    AMD (0x1002)
  Device ID:    0x67ef
  Revision ID:    0x00c2
  ROM Revision:    113-C980AL-075
  VBIOS Version:    113-C97501U-005
  EFI Driver Version:    01.01.075
  Automatic Graphics Switching:    Supported
  gMux Version:    5.0.0
  Metal:    Supported, feature set macOS GPUFamily2 v1

This is a brand new macbook with very little installed running macOS 10.14.6 (18G1012).


For some reason the UI flickers between what looks like 2 different resolutions. You can see the first res during app launch. If I try to full screen using the in game button, the app will just hang and I have to force quit.

As you can see at the end, the system is running the game off of the Radeon and not the Intel.

Any ideas?


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  2019-12-09 Abandonment Decay, City Founder, Empire Policies
Posted by: Haxus - 12-10-2019, 02:48 PM - Forum: Updates - Replies (19)

Building Decay Enabled
Building decay due to abandonment was implemented in the last update but the actual decay of buildings was delayed through the weekend, to give people plenty of time to tag the systems they wanted to keep

Buildings and cities will begin to decay in this update. The rules posted in the previous thread apply.

A lot of buildings are going to disappear soon after the servers wake up. The current count on the empire standings page is 124,044.

City Founder
Someone suggested that the founder retain some level of control over their cities.

This was an interesting idea that has several effects:

  • City founder is now in the chain of command of their own cities, if the founder is in the same empire as the city. No government office is required.
  • Government office can add other people to the chain of command of a city.
  • Cities are surrendered using the Cities and Bases page of the Governance window.
  • Cities can only be surrendered by the founder, unless the founder is not a citizen of the empire. In other words, the emperor can't give away cities founded by citizens but it can give away cities founded by non-citizens, such as cities it captures or cities surrendered to it.
  • This enables the founder of a city to transfer their own cities before changing empires, unless the cities belong to another empire, in which case they aren't listed on the Cities and Bases window.
  • City founder permissions were removed from empire policies. No office is automatically granted to the founder of a city. No office is needed.
  • Founder of a city never changes, even if the city changes empires. However, you must be in the same empire as the city to be in its chain of command and to surrender it.
  • Founder relationship to city empire affects morale.
    • 0 if founder is not in any empire
    • 0 if founder is dead and gone
    • +2 if founder is in city empire
    • +1 if founder is in friend empire, based on founder empire's stance toward the city's empire
    • +1 if founder is in vassal empire
    • -1 if founder is in neutral empire
    • -2 if founder is in enemy empire
Empire Policies Nerf
While removing founder permissions, it seemed that some of the other policies could be removed also. They either don't apply any more or they are confusing and unnecessary.

Removed empire policies.
  • Right To Found Cities - All citizens can now found cities on any world in their chain of command and any world they claimed. That means a citizen with no government office can only found cities on worlds claimed by them.
  • Zone Build Permissions - Removed zone build permissions because they were no longer compatible with new city build rules. No code was using zone build permissions any more.
  • Trespass Policy - Trespass policy was removed. A Trespass diplomatic incident is logged when a neutral city or station is detected within sensor range of an empire station; that is their ADIZ. Cities are also supposed to log an incident but they aren't currently doing it; it's on my to-do list.
  • Rewards - Rewards page removed from empire policies.

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  Beware of Asteroids!
Posted by: Dragonly - 12-07-2019, 02:37 AM - Forum: Cantina - Replies (7)

So I heard mention of asteroids not too long ago and blew it off, it being many many months since I last played. 


Logged in today to find my homeworld destroyed and only one small moon base remaining. Guess I should have listened closer!

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  2019-12-05 Land Bug, Respawn, Building Limit Reduced
Posted by: Haxus - 12-05-2019, 10:26 PM - Forum: Updates - Replies (11)

Land Bug
Land designations are lost if you teleport.

Fixed. This is the reason for the server update today. Otherwise things were chugging along just fine.

Respawn Broken
The respawn sequence is broken. You can't recall to a building.

The problem was caused by some validation code checking your spawn city, which might not be a "city" these days, if it was just a random building. Recalling to a city only worked if you were tied to the capitol building, due to some obsolete logic. Now you can tie to any building, even unincorporated buildings, which was the original intent.

This is the spawn sequence.

  1. Arena exit if you are in an arena.
  2. Berth aboard your ship. Ship must be private or you must be a passenger or you must not be an enemy.
  3. Home building. You must not be neutral or enemy.
  4. Galaxy capitol of your current galaxy. Building must belong to your empire.
  5. Capitol of a random city on your current side of the discontinuity. Building must belong to your empire.
  6. Empire capitol. Building must belong to your empire.
  7. Current habitable world. Must be suitable homeworld. Must have no buildings other than empire 0 or your own empire.
  8. Habitable world in current system. Must be suitable homeworld. Must have no buildings other than empire 0 or your own empire.
  9. Newly generated homeworld.
Respawn Ship Life Support Down
You can't respawn to your ship if the life support system is not working. Is there a way to know this is why it failed?

You will now sometimes get a thought message when you cannot recall to your berth due to the life support system being down. You get the message if the ship is in your current solar system. You don't get the message if your ship is farther away than that.

Also, if you hail your ship or ask for a status report, they will report if the life support system is down.

Respawn Close Helmet
When I respawn into a harsh environment, it would be nice if the visor on my helmet closed automatically.

Helmet visor now closes automatically if you spawn into a harsh environment. Helmet must already be on your head and its seal must not be broken.

Take Item Snafu
I placed an item on static display on a building. I couldn't take it off.

Fixed an error when removing items placed on buildings. This may have already been reported, pending testing. It's been tested now.

Land Systems Decay
Land solar systems should be protected from overall system decay, the way buildings are.

Land solar systems no longer decay when empty and abandoned.

500 Buildings, Lamp Posts and Fences is Too Much
The construction limit of 500 buildings, lamp posts and fences is too much. There is no conceivable need to have that many buildings on a world, especially since buildings can individually be very large.

World building count limit reduced from 500 to 250. This will cause a negative morale penalty on worlds with too many. They won't be deleted. This does not affect abandonment. The low morale won't cause buildings to decay but it will affect migration of citizens.

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  Teleport Invitation
Posted by: Haxus - 12-05-2019, 07:55 PM - Forum: Arena of Ideas - Replies (18)

Players can invite other players to teleport to their location.

This teleporting is kind of an exogame activity. Its intended purpose was to enable friends to easily join up with one another. Without it, players who start far apart might have a hard time getting together.

I would like to make changes to reduce its usefulness as a convenient form of transportation.

One simple change would be to permit teleporting be used only between two avatars in the same empire.


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Exclamation Full throttle crash while entering orbit
Posted by: jakbruce2012 - 12-05-2019, 02:17 PM - Forum: Bug Reports - Replies (2)

I just watched my crew dive straight into a habitable world instead of going to orbit.
I was not able to catch it in time.  Instead of slowing down as the ship got closer to the planet the AI seemed to go to full throttle. Huh

This was on a 14 day build ship.

Haxus please...

Officer's final log:

12/5/2019 9:10 AM
ENS Loybe
Flying over BVO'FCV'R'a II at 17.64°E 31.70°N.
Order of the Crimson Fang Reclaimation, OCF Cutlas PROTO2 class Submersible Starship, Q236, 17,956,086m³, 35,685,202/36,103,018 hp
BVO'FCV'R'a II, Planet 11,400m dia, BVO'FCV'R'a, Habitable zone
BVO'FCV'R'a (1.1, -4.7, 1.7)
Sector (100, 143, 0)

Captain's Log, Final Entry
My ship, Order of the Crimson Fang Starship Reclaimation, has been destroyed. All hands were lost.
I was deployed from Ageless Forge Alpha III in Ageless Forge Sector, Shores of Hazeron.
In memory,
ENS Loybe
Disintegrated by extreme hull stress.

12/5/2019 9:06 AM
Traveling through solar system. BVO'FCV'R'a (1.1, -4.7, 1.7). Sector (100, 143, 0).


Fuel Cell, 99%

1132 needed

 Electronic Part
1140 needed

22805 needed

 Mechanical Part
1169 needed
Gravity Drive, 68%

 Electronic Part
21999 needed

 Mechanical Part
66630 needed

66555 needed

22017 needed

 Grav Coupling
22002 needed
Hold, 99%

 Electronic Part
241 needed

 Mechanical Part
264 needed

4870 needed

242 needed
Hull, 99%

335495 needed

 Mechanical Part
16808 needed

16781 needed

 Electronic Part
16869 needed
Power Plant, 68%

 Electronic Part
19543 needed

 Mechanical Part
9796 needed

9777 needed

4866 needed
Capacitor, 67%

 Electronic Part
52069 needed

25984 needed

12963 needed
Sensor, 71%

 Electronic Part
4867 needed

 Mechanical Part
1623 needed

1618 needed
Shield, 67%

 Electronic Part
6599 needed

1327 needed

 Cryo Heat Sink
1314 needed
Weapon Bay 85, 90%

 Heavy Weapon
956 needed

 Electronic Part
943 needed

 Mechanical Part
1911 needed

1913 needed
Weapon Bay 86, 83%

 Electronic Part
2312 needed

 Mechanical Part
2302 needed

2307 needed
Weapon Bay 387, 58%

 Electronic Part
1931 needed

 Mechanical Part
1924 needed

1929 needed
Weapon Bay 408, 19%

 Electronic Part
2223 needed

 Mechanical Part
2220 needed

2239 needed
Weapon Bay 409, 28%

 Electronic Part
1985 needed

 Mechanical Part
2003 needed

1992 needed
Weapon Bay 88, Inoperative

 Heavy Weapon
1146 needed

 Electronic Part
1150 needed

 Mechanical Part
2306 needed

2295 needed
Weapon Bay 388, 21%

 Electronic Part
1850 needed

 Mechanical Part
1857 needed

1871 needed

 Tesloid Dissipator
932 needed
FTL Drive 78, 78%

 Electronic Part
269 needed

48 needed

89 needed

43 needed
FTL Drive 79, 80%

 Electronic Part
223 needed

38 needed

73 needed

 Antiflux Particles
73 needed

 0¢ Ship's Fund
 0¢ Fleet Tax Collected
 Hydrogen 21683290 Q138 in 70629332 Fuel Cells
 Electricity 305864 in 306095 Capacitor
Hold Space 5885777

55809 Q215
10148 Q230
Electron Beam Lens
4000 Q225
10180 Q212
30096 Q221
50032 Q234
50327 Q227
10080 Q237

Active, Do Once

Orbit BVO'FCV'R'a II.

4 Officer Berths
18 Crew Berths
18 Troop Berths

ENS Loybe

Jack Katogh

SN Abut

SN Avesheg

SN Awuczay

SN Cijo

SN Dimtidi

SN Elkaeyot

SN Fahuw

SN Fidlil

SN Gaxaloxom

SN Gyusti

SN Ihdozpol

SN Lafreg

SN Neha

SN Ohawasik

SN Ribuk

SN Terag

SN Weteek

SN Yiciuy

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