2017-12-01 Buildings Debut

Details about updates to Shores of Hazeron

Re: 2017-12-01 Buildings Debut

Postby Haxus » Fri Dec 01, 2017 9:59 pm

I observed mixed results as people tried making these new buildings today.

I noticed the ones that worked were all on worlds that had an old style city. The ones that failed were on worlds with no cities.

Perhaps this will be helpful to people playing with new buildings over the weekend, if there turns out to be a positive correlation.
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Re: 2017-12-01 Buildings Debut

Postby Minty » Fri Dec 01, 2017 10:19 pm

this rocks, i can't wait for more added functionalities in the coming weeks (:
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Re: 2017-12-01 Buildings Debut

Postby TestAccount » Fri Dec 01, 2017 10:55 pm

Ok, one major issue, the buildings when trying to place them will check for collision every single frame. So the game slows down to a crawl...I think its doing something like checking the vertices of every single building for some reason.
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Re: 2017-12-01 Buildings Debut

Postby Xsnip3rX » Sat Dec 02, 2017 12:04 am

Haxus, i captured one of your Atlantis class ships and destroyed all others in orbit of your capital planet. i will continue until i conquer your entire empire, or Martok is freed from limbo.

This is a courtesy.
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Re: 2017-12-01 Buildings Debut

Postby Minty » Sat Dec 02, 2017 12:06 am

Xsnip3rX wrote:Haxus, i captured one of your Atlantis class ships and destroyed all others in orbit of your capital planet. i will continue until i conquer your entire empire, or Martok is freed from limbo.

This is a courtesy.

...and i helped!

(sorry haxus)
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Re: 2017-12-01 Buildings Debut

Postby Minty » Sat Dec 02, 2017 3:43 am

can confirm that new buildings can't be built on planets without old-style cities already there. i went to a gas giant and the building menu wouldn't work until I placed down a flag somewhere.

is it possible to have the old cities trade with new buildings? so far, I can't seem to find a way, and I'd really rather not build up an entire infrastructure from scratch just for the new ones.
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Re: 2017-12-01 Buildings Debut

Postby Haxus » Sat Dec 02, 2017 10:28 am

A lot is unfinished, including the transfer of goods between new and old.

I will soon post a fix for the existing city bug. It is caused by a cached value on the client side that needs to be tickled by the new building.
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Re: 2017-12-01 Buildings Debut

Postby 1Duane » Sat Dec 02, 2017 5:07 pm

Out of curiosity, Through what process are cities captured now? Is the planet considered liberated if you destroy all military buildings on a surface? How do you besiege gas giant planets? Is it feasible now to simply destroy all military buildings on a surface and "Capture" a planet without ever putting boots on the ground?
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Re: 2017-12-01 Buildings Debut

Postby TestAccount » Sat Dec 02, 2017 6:34 pm

1Duane wrote:Out of curiosity, Through what process are cities captured now? Is the planet considered liberated if you destroy all military buildings on a surface? How do you besiege gas giant planets? Is it feasible now to simply destroy all military buildings on a surface and "Capture" a planet without ever putting boots on the ground?

You would need to build your own military facilities on the ground.
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Re: 2017-12-01 Buildings Debut

Postby 1Duane » Sat Dec 02, 2017 8:15 pm

TestAccount wrote:
1Duane wrote:Out of curiosity, Through what process are cities captured now? Is the planet considered liberated if you destroy all military buildings on a surface? How do you besiege gas giant planets? Is it feasible now to simply destroy all military buildings on a surface and "Capture" a planet without ever putting boots on the ground?

You would need to build your own military facilities on the ground.

So military response now means that I have to buy the materials to build my specific faction's military base, and just carry them around? Do smaller building designs take less materials?
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