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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.

Thoughts?

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Exclamation Full throttle crash while entering orbit
Posted by: jakbruce2012 - 12-05-2019, 02:17 PM - Forum: Prerelease 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:

Code:
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
Commander,
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
SPACECRAFT DESTROYED
Disintegrated by extreme hull stress.
EVENT LOG

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

DAMAGE REPORT

Fuel Cell, 99%



 Plastic
1132 needed

 Electronic Part
1140 needed

 Metal
22805 needed

 Mechanical Part
1169 needed
Gravity Drive, 68%



 Electronic Part
21999 needed

 Mechanical Part
66630 needed

 Metal
66555 needed

 Plastic
22017 needed

 Grav Coupling
22002 needed
Hold, 99%



 Electronic Part
241 needed

 Mechanical Part
264 needed

 Metal
4870 needed

 Plastic
242 needed
Hull, 99%



 Metal
335495 needed

 Mechanical Part
16808 needed

 Plastic
16781 needed

 Electronic Part
16869 needed
Power Plant, 68%



 Electronic Part
19543 needed

 Mechanical Part
9796 needed

 Metal
9777 needed

 Plastic
4866 needed
Capacitor, 67%



 Electronic Part
52069 needed

 Metal
25984 needed

 Plastic
12963 needed
Sensor, 71%



 Electronic Part
4867 needed

 Mechanical Part
1623 needed

 Plastic
1618 needed
Shield, 67%



 Electronic Part
6599 needed

 Plastic
1327 needed

 Cryo Heat Sink
1314 needed
Weapon Bay 85, 90%



 Heavy Weapon
956 needed

 Electronic Part
943 needed

 Mechanical Part
1911 needed

 Metal
1913 needed
Weapon Bay 86, 83%



 Electronic Part
2312 needed

 Mechanical Part
2302 needed

 Metal
2307 needed
Weapon Bay 387, 58%



 Electronic Part
1931 needed

 Mechanical Part
1924 needed

 Metal
1929 needed
Weapon Bay 408, 19%



 Electronic Part
2223 needed

 Mechanical Part
2220 needed

 Metal
2239 needed
Weapon Bay 409, 28%



 Electronic Part
1985 needed

 Mechanical Part
2003 needed

 Metal
1992 needed
Weapon Bay 88, Inoperative



 Heavy Weapon
1146 needed

 Electronic Part
1150 needed

 Mechanical Part
2306 needed

 Metal
2295 needed
Weapon Bay 388, 21%



 Electronic Part
1850 needed

 Mechanical Part
1857 needed

 Metal
1871 needed

 Tesloid Dissipator
932 needed
FTL Drive 78, 78%



 Electronic Part
269 needed

 Metal
48 needed

 Plastic
89 needed

 Lumenite
43 needed
FTL Drive 79, 80%



 Electronic Part
223 needed

 Metal
38 needed

 Plastic
73 needed

 Antiflux Particles
73 needed

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

Air
55809 Q215
Crystals
10148 Q230
Electron Beam Lens
4000 Q225
Minerals
10180 Q212
Oil
30096 Q221
Ore
50032 Q234
Stone
50327 Q227
Viathol
10080 Q237

MISSION
Active, Do Once



Orbit BVO'FCV'R'a II.

ROSTER
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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  2019-12-04 Land, Abandonment and Decay
Posted by: Haxus - 12-04-2019, 03:25 PM - Forum: Updates - Replies (28)

Land
Avatars now have land associated with them, in the form of solar systems. Land is an important factor in the next topic Abandonment and Decay.

The solar system that contains the avatar's home building is automatically part of their land. The solar system is not protected from abandonment if the home building is destroyed. The solar system remains protected even if the home building is destroyed.

In addition to their home system, each avatar may designate up to ten solar systems to be their land. The land designation is arbitrary. Any solar systems can be chosen.

This does not claim those solar systems as property. There is no way to know if a solar system is already part of another avatar's land. Any number of avatars may designate the same solar system as their land.

Land is shown on a new Land page on the Bio window. There, land can be removed and the current solar system can be added to your land.

Land can also be added using the Cities and Bases, System Scan, and Star Map windows. The cities list supports multiple select, so you can do a bunch of them at once.

Abandonment and Decay
The previous update produced some good ideas on this topic. Here are the new rules for abandonment and decay, with some clarifications.

Abandonment
A building can become abandoned.

  • Building abandonment begins three days after: 1) an avatar on line was last present in its solar system or 2) it stops being protected by the land designation of an avatar.
  • Buildings in the land solar systems of an avatar are protected from abandonment while the avatar's account remains active.
    • Buildings do not have to be part of a city. All buildings in land systems are protected.
    • Empire of the avatar and the buildings is not a factor.
  • Abandonment appears as a negative morale modifier on the city report. The negative modifier is the number of days since the building began feeling abandoned, up to -1000.
  • Land may take up to 24 hours to register the change of an avatar's account status, whether active or inactive.
  • Solar systems may take up to 24 hours to be notified when they become land, to gain that protection.
  • There is no extra benefit to overlapping the lands of multiple avatars.
Decay
Once a building is abandoned, it is subject to decay. Decay is disabled in this update. Decay will likely be enabled Friday.
  • Up to three abandoned buildings in a city will decay at each city report cycle. Decayed buildings are listed on the city report.
  • Unincorporated buildings on a world will decay. This goes unreported.
  • When a building decays due to abandonment, it is completely destroyed.
  • Probability of decay increases as the negative abandonment modifier increases.
  • Decay conforms to city build rules so bases will decay before cities, on any given world.
  • A city report with decaying buildings is marked with a highlighted icon.
  • The final city report from a decaying city does not expire in the mail queue. It is marked with a highlighted icon.
Buildings on Empire Standings Pages
The empire standings pages show counts of various things in the universe but it does not include buildings.

Buildings are now shown on the empire standings pages, currently at 124,000!

I am eagerly looking forward to seeing a reduction in that number, soon. With a universe reset on the way, and servers blinking red, I'm not feeling particularly patient. How does Friday sound, to enable building decay?

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  Resource Quality bug has returned
Posted by: jakbruce2012 - 12-03-2019, 11:41 PM - Forum: Closed Bug Reports - Replies (6)

I'm experiencing another instance of the old scan quality vs harvest quality bug. 
AFAIK this had been fixed once before.

The issue occurs on Hub System 01 Beta Ia(YP,RSF,MC,c Beta Ia)

I'll leave Impel(WLEFXKB) on site if you want to have a look.

Buildings in Zone 3 are harvesting crystals and minerals, scan report says Q236 crystals, and Q212 minerals
Mines are harvesting Q99 crystals, and Q50 minerals.

Gathering by hand gets the same results, Q99 and Q50.

Edit: It seems this is affecting multiple systems, number of bodies listed, as well as types is not always correct either.

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  2019-12-03 Abandonment and Decay
Posted by: Haxus - 12-03-2019, 02:41 PM - Forum: Updates - Replies (62)

Abandonment and Decay
Some kind of decay is needed for the new style buildings. The data load keeps getting bigger and heavier, with no relief. Also, it is possible for one person to maintain a ridiculously large empire, something that was expicitly not supposed to happen. If possible, the mechanism for decay should not penalize players who cannot log in for a while. Something must be done; the smaller servers are getting overwhelmed.

There is a finite amount of server resource available. It must be managed and shared by all players.

One way to keep the servers running smoothly is to eliminate data that nobody is using. A big contributor is buildings that get constructed then forgotten or abandoned. Those buildings chug away, doing their work forever, even if their emperor never comes back.

Several strategies have been tried over the years to do this in a way that is fair and works with the way people play the game. We are about to experience the carnage of yet another attempt. If anyone is going to rage quit, now is as good of time as any.

This is how buildings will decay, once this code is fully enabled. The update today does not destroy any buildings due to abandonment. Abandonment will be reported in city reports as a negative to morale, to give people time to make adjustments.

Buildings that are not incorporated into a city are subject to abandonment and decay, the same as buildings in cities or bases. There are no reports to show the abandonment status of unincorporated buildings.

Abandonment
A building can become abandoned.

  • Building abandonment begins three days after an avatar on line was last present in its solar system.
  • Exception, every building is immune to abandonment, in the supersector (3x3x3 sectors) centered on the home building of any avatar on an active account. Empire of the active avatar is not a factor. This is only signaled once per day so don't bother running around declaring new homes everywhere.
  • An avatar whose account status changes, becoming active or inactive, may take up to 24 hours to register the change of account status.
  • There is no extra benefit to overlapping the home supersectors of multiple avatars.
  • Abandonment appears as a negative morale modifier on the city report.
Decay
Once a building is abandoned, it is subject to decay. Decay is disabled in this update.
  • Up to three abandoned buildings in a city will decay at each city report cycle. Decayed buildings are listed on the city report.
  • Unincorporated buildings on a world will decay. This goes unreported.
  • When a building decays due to abandonment, it is completely destroyed.
  • Probability of an abandoned building decaying increases as the negative morale modifier increases.
  • Decay conforms to city build rules so bases will decay before cities, on any given world.
  • A city report with decaying buildings is marked with a highlighted icon.
  • The final city report from a decaying city does not expire in the mail queue. It is marked with a highlighted icon.
Before deciding that the space allotted to each avatar is too small, consider that the six avatars on an account can keep up to 162 sectors from decaying. That is easily more than 5k solar systems.

Cosmopolitan
Buildings get a morale penalty after no avatar on line has visited their system in a while. Shouldn't they be happy when an avatar comes to visit?

Cities get a morale boost when their system is visited by an avatar on line. For one day after the visit, a '+1 Cosmopolitan' morale boost will appear on the report.

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  2019-12-02 Servers Crashing and Burning
Posted by: Haxus - 12-02-2019, 03:14 PM - Forum: Updates - Replies (1)

Servers Crashing and Burning
The Thanksgiving break did not go as smoothly for the servers as I hoped it would. A problem appeared that results in death of the manager server and subsequent death of the entire grid. This happened several times recently and seems to be slowly increasing in frequency.

This one had me stumped because there was never anything left to trace. One or more servers were usually uncommunicative, requiring remote hands assistance from the computer center to reboot them. The rest were all dead.

Sunday morning, yesterday, I checked the server monitor only to see red text and flames from a few servers that weren't completely dead. The rest were gone.

I got to work cleaning up the zombies. Most of them needed a slight wave to send them on to the promised land. One of them wasn't dead! It wasn't deadlocked either. It was using 37GB of memory! What could it be doing?

I got to work sifting through the call stacks of its thirty plus threads. This revealed a world suffering the effects of an asteroid collision. The world was destroying all of its buildings. One building was stuck in an infinite loop trying to destroy itself. A peculiarity of its tiny design caused it to fail.

Once understood, the bug was easily fixed. It was also fixed in similar code copied from spacecraft, though the condition could never logically occur in a valid spacecraft design.

Four days of time were added to all active accounts, to make up for the server down time.

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Heart How to skyrocket the playercount and get this game out of financial downward spiral
Posted by: DickRichard - 11-29-2019, 08:10 AM - Forum: Arena of Ideas - Replies (13)

1. Make the game free to play again, possibly with buyable cosmetics/whatever, as long as it doesn't affect the gameplay whatsoever.
2. Make a patreon, add a link leading to it to the launcher.
3. Get sseth to review it.[url=https://www.youtube.com/channel/UCD6VugMZKRhSyzWEWA9W2fg][/url]
4. Wait.
5. Watch as servers crash due to new players, which quite possibly will donate on patreon. (which they have link to on a silver platter)
6. Upgrade the servers from patreonbux allowing more players to join, creating an infinite money-upgrade loop.

I've seen the playercount and it's what, less than 100 at any given time these days? Heartbreaking. Entire universe to explore, but for who?

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  2019-11-27 Patents
Posted by: Haxus - 11-27-2019, 08:27 PM - Forum: Updates - Replies (3)


Wormhole P FTL Drive Patent Time
The time to develop the first FTL drive seems a bit long.

Reduced the time to develop the Wormhole FTL Drive patents.
  • Wormhole P = 1 hour
  • Wormhole PN = 1 day
  • Wormhole PNN = 2 days
Processes currently developing these patents will have to be recreated, to pick up the change to the development time.

Patents Limit Quality
Someone asked about upgrading the quality of their warp 9 patent. They were concerned that every warp patent would have to be upgraded, from warp 1 all the way up to warp 9, due to the quality limiting effect of patents that are required by a process.

Patents do not limit the quality of output of patent development processes. This is not a new change but it was not clear either. There was no indication of the patent's quality limiting effect at all, which added to the confusion for people who did not know patents did that.

A new modifier icon was created for components that are required and also limit the quality of the output. i.e. patents in non-patent development processes. It looks like this.

[Image: mc_RequiredQ.png]

The tool tip on the icon says the component is required and it limits the quality of the output.

Processes currently configured will have to be recreated, to pick up the change to the icon. They will function correctly without updating, regardless of the icon, because the underlying logic did not change.

Patents Easy to Steal
When an enemy captures a city, they get every patent in town. Buildings keep a library of every patent they might use, making the problem worse.

When the empire of a building changes, the building now discards all patents from its library that are not in use by its processes. If the building is destroyed/ruins when its empire changes, all of its patents are discarded.

Cannot Take Static Item
I placed an item on static display on a building. When I selected it, the Take button did not work. I could not take it off the building. I tried shooting it off and the building lit on fire.

Take button should be fixed now. Needs testing.

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  gen IV creature designer appreciation thread
Posted by: Minty - 11-27-2019, 06:14 AM - Forum: Cantina - Replies (1)

we can't even make anything other than glabrians and yet the new creature creator is the best video game thing ever made. i genuinely think it is incredible! post your fancy guys and your freaky guys and your spindly lil rat bitches



here is my contribution i made it to show it off to the peasants without their own subscriptions, who did not believe it could be intuitive.

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  Make research more hands-on
Posted by: pizzasgood - 11-27-2019, 02:47 AM - Forum: Arena of Ideas - No Replies

Currently, most patents just require chronos, some materials, and time.  This is boring.  The need to go out and manually mine new ores before we can research how to mine them properly is pretty cool, though.  Very hands-on.  We need more of this.

So for example, let's consider the wormhole drive patents.  Researching the P drive should require us to fly up next to at least one positive wormhole and "gather data" for a bit.  Perhaps we'd even need to visit the specific negative wormhole it's connected to and gather data on that end as well, requiring us to deadhead to another system at least once before we can build wormhole drives of any sort.  Then once we have the P drive and start wanting the PN version, we'd need to go collect more data on wormholes, this time by traveling through them, so that we'd have an incentive to actually use the damn thing instead of just spending the next 48 hours screwing around in the ship designer while our grad students slave away to invent the PN drive without us lifting a finger.  The PNN, of course, would similarly require actually visiting a neutral wormhole to gather more data, maybe this time launching some kind of sacrificial probe through it.

Unlocking the submarine should require spending a certain amount of time sailing around on boats and diving sufficiently deep underwater (perhaps while carrying some sort of sensor device), and submersible ship hulls should require gathering data from deeper yet by using the submarine.

Aircraft should require gathering data from high altitudes, whether by flying with your own wings, climbing a mountain, or building and ascending a tower.  Environment suits would require data from even higher altitudes.

Plastic explosives should require some experience with dynamite.

Obviously not everything will make sense to have a hands-on component, but I think enough things do that it's worth adding where appropriate.

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