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  Mid Sea/Sea Bottom Platform
Posted by: Vectorus - 12-29-2019, 01:14 PM - Forum: Arena of Ideas - Replies (4)

The addition of platforms which you can build under the sea and on the sea floor would be really helpful. Given all the other platform and biodome types there's no reason they shouldn't exist. Or you could just allow existing aerial platform types to go into negative numbers, below MSL. 

They would be especially invaluable on gas giants, where you'd then be able to place airports with transporters within overlapping range at various heights within the deep sea. That would allow you transport from the core into orbit and vice versa by "island hopping" from one platform to the other.

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  Base time for processes displays incorrectly
Posted by: Vectorus - 12-29-2019, 11:30 AM - Forum: Prerelease Bug Reports - No Replies

When a process is in the "not ready" stage, it displays an estimated time to run.

This estimated time is currently multiplied by the number of workers working the process, which makes no sense because the actual run time always remains the same, irrespective of the number of workers. It should be changed to remain the same value as for one worker.

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  Reference Index for Processes
Posted by: Vectorus - 12-28-2019, 08:46 PM - Forum: Arena of Ideas - Replies (1)

The Building Code guide and Usage Tips are something I find really useful in the designer.

More reference material in the main game would really help with planning your empire. All the info is there in the code and databases, so I would really like to have a window where you can look up the material requirements, tools, modifiers and base time to run any given process. Perhaps you can check and uncheck modifiers to see their effect. It would really help with setting up larger scale production chains and broker shipments, and I'd use it a lot. 

Ultimately I'd also like to see an "empirical" usage chart which you can set up at a concrete city: i.e. you tell a city to "prepare detailed usage report" and it will log a power, food and resource usage flow chart for every building/home/process in the city over a standard period so you can identify bottlenecks and understand shortages at the source. It shouldn't add to the general strain on cities since it the info will only be logged when you request it in advance.

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Lightbulb [Website] SSL and Security Improvements
Posted by: Seathre - 12-27-2019, 10:31 PM - Forum: Prerelease Bug Reports - Replies (13)


  1. Please add SSL. Almost every website these days forces HTTPS, and it's easier than ever to get an SSL certificate. What's more, many programs and websites will default to https when a user types a domain without any prefix, which causes confusion when people click their link and receive a 401 error. By all means, use a free certificate from Let's Encrypt. It's so easy to install using the Python program Certbot, which you can install using APT on Debian and Ubuntu. They even have an additional program to automatically configure Apache and Nginx to enable SSL and configure your websites to use your new certificate.

  2. Upgrade PHP! Upon inspection, the version of PHP being used by the server is pretty out-dated. The longer this waits, the greater the chance some nefarious individual will get bored enough to launch an attack using one of the various vulnerabilities at their disposal.

Please set aside some time next month to do this. It's relatively easy, and terribly important. If I encounter any other potential vulnerabilities, I will try to be more discreet about it.


Much Love ♥,

Seathre

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  Ship Cannot Target Buildings
Posted by: Vectorus - 12-27-2019, 06:55 PM - Forum: Prerelease Bug Reports - Replies (2)

Today a ship would not fire on a military biodome - perhaps the targeting code doesn't know that certain buildings can now be military which were not before? Because all other military buildings were inside this biodome, the ship then couldn't fire on anything at all. Even in berserk posture, I think it tried to target the military buildings first.

One helpful improvement would be if ships, after unsuccessfully targeting  a given building or ship for a certain period of time (after coming to a rest, no more repositioning), moved onto the next available target in range (according to posture), eventually cycling round.

This would help all sorts of situations where an NPC crew becomes fixated on trying to destroy a currently indestructible target while ignoring dozens of perfectly vulnerable ones nearby.

Deantwo also made a good suggestion, I'll expand on it: A ship should fire even if its line of sight is obstructed. After a certain time, if it has not damaged *anything*, it should cycle to the next target (or stop if only one target remaining). If it has damaged something, even if not the intended target, it should keep firing. The only exception should be if the obstruction is an object belonging to an empire *other than the target*, i.e. you won't shoot a neutral ship to get at an enemy behind it.

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  Unable to Re-Targoss
Posted by: Deantwo - 12-27-2019, 11:07 AM - Forum: Prerelease Bug Reports - No Replies

Code:
10:02 UTC · Veil of Targoss
Jerald Lardle
Uh, I accidentally told Targoss I don't need him, can I get him back?
Is this maybe something we can get by now?
It would be very helpful for new players and returning players alike to be able to summon Targoss for a refresher course.

On that note I would still prefer that city building tutorial was done differently and separately than Targoss.
It is not that I have anything against your voice, just that city building is process that can take longer or shorter time depending on the player. And some players have even had issues with Targoss trying to follow them onto their shuttle, which then prevented takeoff.

See also old thoughts linked to here: (Update thread) RE: 2018-10-08 Server Lock, Broker Ship Category, Targoss Rewrite

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  Missing War Policy: Spacecraft Damaged
Posted by: Deantwo - 12-23-2019, 04:51 PM - Forum: Prerelease Bug Reports - No Replies

Currently war policy only allows automatic war declaration if a spacecraft is destroyed. This means that a non-enemy attacker can destroy a spacecraft without retaliation before automatic war declaration is triggered.

Event: http://hazeron.com/mybb/showthread.php?t...14#pid5414

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  Limit Homes in Use
Posted by: Vectorus - 12-23-2019, 04:38 PM - Forum: Arena of Ideas - Replies (1)

You can limit the number of workshops actually used, when a building has more than you need. This allows you to balance productivity where it is needed without having to redesign buildings each time.

You can't do this with homes - often you will overshoot your target population and incur all sorts of morale penalties unless you solve the puzzle carefully beforehand.

E.g. You have a city with 88 residents, needing 1 cantina, but the public cantina design you use has 3 homes, putting you into the range where you need 2 cantinas.

It would be much simpler and make the design exchange more useful if we could just tell buildings only to use a certain number of their available homes. Just say the government is using its arbitrary power to declare some unfit for habitation or something.

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  Blueprint Filter: Jobs
Posted by: Vectorus - 12-23-2019, 04:08 PM - Forum: Arena of Ideas - No Replies

Add an option to the blueprint filter to allow us to limit the design list to designs with a minimum or maximum number of professional jobs.

When not designing my own buildings, the single most important factor in browsing the exchange is number of jobs and hence fitness for the city size I have planned. This option would be a welcome addition to both the main exchange window and the F11 construction window.

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  Avatars Count as Multiple Workers
Posted by: Vectorus - 12-23-2019, 12:15 PM - Forum: Arena of Ideas - Replies (2)

With old buildings, you could click "run" on every process housed in that building regardless of whether citizens were available to help. So your first stone mine could run 4 processes, 40 units of stone each time you visited it. 

Nowadays, when your city is brand new and underpopulated, it is extremely slow to get going because you can only run 1 process at a time by hand, reducing your output by about 4 times for mines and 8 times for other buildings.

Allowing hand-run processes to count for either 4-8 production lines OR the actual number of workers present, whichever is greater, would massively speed up that phase of your city building when you're doing most of the work yourself or waiting a long time for people to immigrate.

Obviously, that's the first phase of the game most people experience so making it less painful (at least no more than how it used to be) would be a gift to them.

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