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  consoles in millitary buildings are unusable
Posted by: jakbruce2012 - 01-15-2020, 01:04 AM - Forum: Closed Bug Reports - Replies (3)

Both shield base and weapon base consoles do nothing in buildings, no buttons can be clicked.

Troops also do not spawn at troop berths in buildings, and will not man stations.

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  Removed one too many modules
Posted by: jakbruce2012 - 01-12-2020, 05:40 AM - Forum: Prerelease Bug Reports - Replies (2)

https://www.dropbox.com/s/ohwbev8t9yes3m...g.png?dl=0

You can remove more modules than the system has installed, and it causes that system to roll over backwards.
I have yet to test the implications of this on craft performance.

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  Civilian Buildings Block Weapon's Fire
Posted by: Deantwo - 01-12-2020, 01:25 AM - Forum: Prerelease Bug Reports - Replies (24)

It is possible to clip buildings into each other in the new building system. This is kinda of a feature, even if I think it is silly. But it has a big issue when it comes to blocking line of sight or projectiles.

For example, if you place a military building so it is surrounded by civilian buildings, or even inside civilian buildings. You can make it impossible for weapons to hit the target unless you are at that possible one exact angle to hit it, if there even is such an angle.

On that note I have even seen one farm building blueprint that seems to just block all missiles fired at buildings around it.

Code:
Farm
Weltreich
Blueprint: 3067507 10kFarm
Architect: Racer FMXFM

This is essentially the exact same issue is with the Underground Buildings Exploits, but a lot worse since civilian buildings can't even be blown away with explosives.

Suggestion: A civilian building that has had its health reduced to 0 should stop physically blocking movement and projectiles. The AI should also ignore civilian buildings when doing line of sight checks to see if they can hit a military target.

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  Client Installer and Microsoft Visual C++ 2015
Posted by: Snowmantis - 01-11-2020, 03:42 PM - Forum: Closed Bug Reports - Replies (5)

Installing the client is proving to be tricky on my new Windows 10 (home) version.     Specifically, the installation of Microsoft Visual C++ 2015 is failing while indicating a newer version is already installed.     I have also been unable to independently add it to my system as I get the same error (looking for work arounds now).   Is there a reason why the client can't use the latest MS Visual C++ distributions?.      Seems to me this could be a barrier to play for many if work arounds are required for client operation.


PS - I am assuming that the following client launch error is related to inability to use older libraries? (Shader linking error - image attached)  .


This error also freezes the client windows and requires entering Task Manager to quit the processes.



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  2020-01-10 Spacecraft Damage and Modules, Organ Models
Posted by: Haxus - 01-10-2020, 05:35 PM - Forum: Updates - Replies (31)

Spacecraft Damage
I have never been very happy with the way spacecraft damage is managed. Every bit of damage equates to a part that must be replaced.

Damage tracking was completely revamped. This affected both spacecraft and buildings.

  • All damage was removed from existing spacecraft and buildings. The old data was incompatible.
  • Damage is now separated into hit points of damage and parts that are broken.
  • Each system (hull, transporter, maneuver drive, etc.) has a total number of hit points.
  • Most damage is recorded as hit points, against that total.
  • Some damage is recorded as broken parts. A broken part equates to 10 hit points from the total.
  • Most damage is applied to the hull system, comprised of hull, hold, and fuel portions of the ship.
  • Critical hits may affect internal equipment systems: weapons, engines, etc.
  • Critical hit damage is distributed between hull and internal systems according to the ratio of hull damage to full hull health. Critical hits affect internal systems more as the hull becomes more damaged, not at all if the hull is undamaged.
  • Damage Report window changed considerably. It now shows hit points damage, broken parts, and other conditions such as fire and acid.
  • Request Repairs page of Spacecraft Services window changed considerably.
  • Repair shops can now assign multiple workers to a repair job to get it done more quickly, never less than 10 seconds.
  • Tools can be used to perform repairs by hand. If parts are needed, they are fetched from the hold when the tool is used. If no parts are in the hold, they are fetched from your gear. If no part is installed, whether not needed or not available, the tool repairs hit points of damage, the amount dependent on the quality of the tool.
  • Hull damage is always the hull material and internal system damage is always a module. The only tools needed to repair a ship are a hammer and a wrench (fitting wrench, pliers or wrench).
Spacecraft Modules
System modules for spacecraft seem to be only partially implemented. They aren't used to make a spacecraft but you need them to upgrade a spacecraft. What IS a module? A huge crate of junk that upgrades any system, no matter how big or small?

In summary, system modules are now treated like individual components, like an electronic circuit board, only specialized to their purpose. Ships are now built mostly of modules and some kind of metal.

Details:
  • Hull modules no longer exist as a commodity. They exist only for designating hull materials. Hulls are built of metal, magmium, vulcium, or adamantine.
  • System modules are manufactured at airport repair shops. That did not change.
  • System modules now require very few parts to manufacture. Previously they took lots.
  • System modules are installed and removed using a fitting wrench, wrench, or pliers.
  • When repairing a system, use the same kind of module as is already installed.
  • When all modules are removed or destroyed in a system, the first new module can change the system type, to perform an upgrade by hand.
  • When upgrading by hand, modules of a different system type are not grabbed from the hold automatically, only from your gear. To change a system type by hand, you must possess the first new type module that is installed. After that, additional modules can be acquired from the hold.
  • System Upgrades page of the Spacecraft Services window can be used to change the type of an entire system at an airport repair shop. All modules must be replaced. The number of modules needed to perform the upgrade depends on the system. Previously, only one module was required to upgrade any system.
  • Modules are used to manufacture spacecraft. This change reduces the construction time of spacecraft quite a lot. Atlantis went from 5 days 14 hours down to 23 hours. Basic Design went from 3 min to 1 min.
  • Modules can be disassembled using a screwdriver, the same way a carcass is butchered using a knife. 1/2 of the parts consumed to make the module are recovered (fractions are rounded up).
  • No patents are required to build any spacecraft. Previously, the module patents were required that would have been needed to make the various system modules. Now it is possible to sell/give/transfer modules to someone to build a spacecraft, without giving them the technology to make the modules.
  • Model of a module now looks like a small grey box with some wires, instead of a huge crate.
  • All modules weigh 1kg each, instead of whatever massive weight they had before.
Old Space Ship Nerf
Old style spacecraft did not survive this change. They are gone.

All code and data related to old style spacecraft was removed.
  • Textures were removed.
  • Shaders were removed.
  • Story lines were updated to use a modern spacecraft design.
Organ Models
When I butcher a body I get three grey boxes. They turn out to be heart, lungs and stomach. I butcher a head and one gray box pops out; it's a brain!

This was a lot more work than it sounds, mainly because I was determined to not do it using Blender.
  • Item Designer is now usable by me. It is disabled for everyone else.
  • Item Designer enables me to make item models for use in the game. No more Blender!
  • Brain and Heart now have 3D models, instead of the bolt cube.
  • Module model is a .SoH model.
Food Variety Bonus
Food variety bonus is different for carnivores because of the limited number of food choices.

The addition of more food choices edible by carnivores resulted in the food variety bonus calculation being unified for all ecological roles. It is +1 at 4-7 food types, +2 at 8 or more food types.

White Roads
When flying down to my city from orbit, all the roads turn white at the moment I enter the atmosphere.

Fixed fog calculation error.

Enter Primeval Designer
When I start up the solo designer, the options window says "Enter Primeval World".

Fixed dialog button wording.

Vulcium EV Suit Model
The vulcium EV suit gets a bolt cube model. It's been around forever. Isn't there a model for it?

Discovered the model was not being included in the distro library. It is there now but adding it broke the Windows 32 build due to a library that got too big. It can be fixed. Will delay today's post of the Win32 update.

Spacecraft Refit
Refit window is confusing if your ship has/had the bug that caused volumes to be incorrect. Nothing seems to fix it.

Fixed messages to update according to changes. It is now more clear when the problem has been corrected.

Butcher Icon
When in butcher mode, the knife shows two icons on the screen that are hard to understand.

Knife now shows one icon of a meat cleaver when in butcher mode.

Infinite Damage Bug
Ships sometimes seem to take infinite amounts of damage.

Fixed by the damage management changes.

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  Building Volume & City Reports
Posted by: Seathre - 01-09-2020, 05:53 PM - Forum: Prerelease Bug Reports - Replies (2)

I was doing some heavy building on a moon (1,800m) and was having trouble increasing population. I was trying all sorts of crazy things, but then I noticed something about "building volume" affecting morale. I was checking the city report pretty frequently, and this particular morale modifier would only show up if I checked at the exact time the population increased from 0 to 1. After I noticed this, I started doing some research on building volume, then ended up destroying a bunch of stuff. After this, I took a short break, but I returned to see my population steadily increasing, and that nasty morale modifier had not reappeared.

This definitely deserves more testing, 'cus something isn't right.

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Lightbulb "Asteroid Test" as arena mode
Posted by: DFDelta - 01-04-2020, 08:05 AM - Forum: Arena of Ideas - Replies (2)

Well, as the title says.

Some sort of "Asteroid test" mode added to the game modes of the arena.
It basically just spawns a system containing your selected ship, a single planet and an inbound asteroid with 1 hour or so left until impact.

So we can test if a given ship can deal with asteroids without needing to build it first / needing to find an asteroid first .

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  Quick / Not Responding Crash
Posted by: rjzvara - 01-04-2020, 12:21 AM - Forum: Prerelease Bug Reports - Replies (6)

Trying to stay in-game more than 2 mins results in a crash. Some times it is not responding, but most times it just crashes.

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  Asteroid Problems
Posted by: Seathre - 01-03-2020, 02:33 PM - Forum: Prerelease Bug Reports - Replies (1)

So, some suggestions, coming from someone whose homeworld was just destroyed by an asteroid.

  1. More Warnings!! I know the tribal stargazer says something, and I was told the Observatory can tell you something, but that's about all I knew. If there was some mail message or mission like the "Getting Started" mission to alert players to this imminent threat, I would have been much less surprised by this.

  2. Make the ETA for Asteroid visible somewhere. Maybe you can check it from the Observatory or Solar System map.
If I wasn't in the Hazeron Discord I would've had no clue about any of this. For the sake of new and returning players, let's make addressing this a priority please. ♥

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  2020-01-03 Old Style Space Ships
Posted by: Haxus - 01-03-2020, 02:29 PM - Forum: Updates - Replies (4)

Someone asked when I was going to get back to working on the game.

The short sarcastic answer is, "I never stop."

It was a valid question, none-the-less. The last update was posted before Christmas and I have not posted on the forum since then.

I am working on some changes to spacecraft that dragged me down a rabbit hole. That work should be completed in a few days. I expect to post an update next week, likely later in the week.

The changes may break old style space ships. The extra work to maintain the code is becoming a nuisance. The database shows over 1000 of them still in the game.

I urge everyone who is still using any old style space ships to abandon them as quickly as possible. They might not exist by the end of next week.

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