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How to modify a buiding ?
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Are NPC's allowed to pilo...
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Currently i have an issue...
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Ioplasma recipe missing i...
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No Record of Shipment Fou...
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Mission Order: Officer Sa...
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  Hazeron Play By Email (PBEM) Campaign
Posted by: Phoenix - 01-11-2026, 01:44 AM - Forum: Cantina - Replies (1)

This post is intended to chronical the Hazeron Play By Email (PBEM) Campaign set up by Player Lumin 

This initial post will serve as an introduction and brief description of the Arcadian Empire and hopefully a dramatis personae for the other empires as they post their Empire's background

The Arcadian Federation

[Image: MBobs1e.jpeg]

(Excerpt from the Intergalactic Guidebook: Peoples & Polities, 9th Edition — compiled by Archivist-Observer Keleth of the Glitter-cliff Monastery)

The Arcadians are a extremely reclusive near-human people whose true origins, territorial extent, and internal affairs remain largely unknown to outside observers. Contact is restricted to three state-regulated freeports (AF-2201 Helios, AF-993 Adelph Null, AF-111 Mu Cephei) where outsiders may trade, petition for services, or contract mercenaries. Beyond these hubs, Arcadian space disappears behind navigational secrecy and cultural reticence. No formal contact from the Arcadian Government has been made. All communication with Arcadian authorities is conducted via the "Arcadian Trade Authority," who claims to pass along relevant messages to their parent government. 

Arcadians are, however, indisputably industrious. Their trade hubs export an immense volume of spacecraft, industrial equipment, modular structures, and prefabricated habitats, driving entire colonial economies beyond their borders. Numerous frontier polities employ Arcadian-derived ship hulls, station components, and habitation designs exclusively, and such architecture has become so widespread that some analysts consider it a de facto standard in younger sectors of civilized space. In addition to material exports, Arcadian traders and mercenaries are frequently encountered abroad. They are generally recognized as elite pilots and proficient naval tacticians, though their performance in ground combat is regarded as merely adequate by comparative measure.


History

Arcadians rarely speak of their origins but various confirmed conversations make it clear that they believe they are not native to this sector of space. No confirmed historical record identifies the Arcadians’ cradle-world or the era of their great departure. Indeed Arcadians themselves have made comments indicating that they are not entirely clear on their own origins. Vague refences to a "primary artifact," have appeared in multiple locations and reference it's location in a temple of ancestor worship. A single image of this artifact was recovered from the doomed AMV Yukon, in the captain's quarters in a paper book. 


[Image: mF6JHSt.png]
(Attachment 1)  Recovered image of the so called "Primary Artifact,"

All accounts agree only that the Arcadian arrival to our sector predates current political epochs by centuries or millennia. Fragments of an educational broadcast recovered from a trade hub refer to vast colony ships arriving in the sector and establishing an initial infrastructure of spinning orbital habitats, asteroid refineries, and elevator-linked surface stations. Notably, these texts emphasize that planetary settlement came only after extensive orbital development, suggesting a cultural preference for artificial environments that continues in the present age. The subsequent expansion of Arcadian civilization is deeply obscure. 

No official star charts have been released, and all Arcadians encountered claim (even under duress, see interrogation attachment 3A)  that the routes to internal colonies are known only to state-approved navigators if they ever speak on the subject at all. 


Biology

[Image: Jec2ouV.png]
Typical Arcadian Spacers

Arcadians are near-human in baseline biology. Physically, they are typically taller and leaner than standard humans, with a consistently pale complexion possibly a secondary consequence of generations spent beneath filtered starlight. Bone density and overall strength seems lower than baseline human standards, although variations exist among the population. 

Arcadians appear to be a biologically immortal with no documented cases of death to old age. All Arcadians seen (aside from children) appear as Humans approximately in the mid thirties where their age seems to stabilize. This appears to be a technological achievement rather than a natural evolutionary development. The oldest Arcadian referenced with any certainty is alleged to be over nine hundred years old. This longevity seems to give the Arcadians a willingness to "wait and see," during many events. 

Despite these enhancements, Arcadians remain close enough to baseline human stock to reproduce with standard humans, and several documented hybrid births exist within frontier regions and mercenary communities. These cases further support the theory that their longevity is engineered rather than intrinsic.


Culture 

Reliable information on Arcadian culture remains scarce, as the people themselves are notably reticent on matters concerning their society and personal origins. What can be pieced together suggests that they overwhelmingly prefer life in space habitats, with planetary surfaces regarded primarily as industrial worksites or resource zones. A small minority is said to live on planets, though Arcadians encountered at the trade hubs speak of them with mild derision, implying a cultural bias toward artificial environments. Questions to individuals concerning population, internal governance, or colony locations are routinely met with polite evasion, claims of ignorance, or deflection. It is unclear whether this secrecy is cultural, legal, or both, but long-term observers suspect a mixture of state security practices and a deeply ingrained civil habit of discretion.

 [Image: wavjcE3.jpeg]
(Attachment 2) An image of a Small Arcadian Habitat found within the doomed AMV Yukon's crew quarters

Despite this opacity, foreign travelers and commercial partners consistently describe the Arcadians as energetic builders and explorers. Wherever they appear, they construct habitats, depots, or manufactories, (all within their own enclaves) and some frontier settlements seem to rely almost entirely on Arcadian engineering standards. Arcadian traders and mercenaries are also known for pursuing personal enterprise without seeking broader political influence, and they speak highly of personal liberty while refusing entanglement in foreign conflicts. Notably Arcadian military forces and merceries have failed to intervene when ships nearby were under attack of raiders, but outside the influence of their trade hubs.


Government

The Arcadians appear to be have an extremely decentralized representative government. External observers have confirmed the use of titles such as Senator and Legate at the trade hubs, but the precise functions of these offices remain uncertain. A distinction exists between civilians and veterans, with the latter enjoying greater participation in civic decision-making. This may suggest a citizenship model linked to military or civic service.

Known and Suspected Star Systems / Colonies

Note: All data listed below is drawn from intercepted manifests, stray mercenary testimony, mislabeled export documents, and spacer rumor. None of the colonies listed here has been verified by direct external survey.

Ozark System
  • Primary Colony: Salem (forested habitable moon)
  • Notes: Reference originates from the recovered ship logs of the doomed freighter AMV Yukon, which listed delivery of Listed among its inventory was a large amount of heavy munitions and chemical defoliants to Emerald Colony, Salem. Suggesting some sort of conflict. 
Appalachia System
  • Primary Colony: Blue Ridge Habitat Cluster
  • Notes: Deciphered trade hub communication list several ships “arriving ex–Blue Ridge." Believed to be an old and well-developed cluster of habitats based on fragmented reporting.

Kansai System
  • Primary Colony: Yamato 
  • Notes: The name appears in the journals of a spacer who claimed to have worked alongside Arcadian contractors on a frontier mining station. The authenticity of the journal is disputed.
Liberty System
  • Primary Colony: AEC Industrial Ring
  • Secondary Facility: Scioto Works (Industrial)
  • Notes: Export data for bulk reactor shielding indicates routing through “Scioto Works.” Unverified accounts from traders suggest a high density of shipyards in this system.


Military

Arcadians appear to maintain a capable military. At the trade hubs several distinct classes of modern warships have been identified, including strike escorts, carrier-analogs, and heavier capital hulls. These designs appear current by galactic standards and display high maintenance quality. Older variants of the same vessels have been seen in the hands of Arcadian mercenary groups operating abroad, implying either deliberate export or sanctioned auxiliary deployment.

[Image: LSKFnNQ.png]
Arcadian "Starseeker" corvette class vessel 

Evidence suggests that fleets and ground formations are raised and supplied at the colony or habitat level. Ships of identical design often bear distinct uniforms, insignia, and command protocols, further supporting the theory of localized defense forces. Coordination at the state level appears limited to deployment and strategic assignment; once committed to an operation, Arcadian units demonstrate notable discipline and tactical cohesion.

There has never been an overt military deployment of Arcadian Government forces. All evidence is based on mercenaries and Trade Hub defense units. 

Foreign Relations

The foreign posture of the Arcadian polity is difficult to characterize with confidence, as direct diplomacy is restricted to their three trade hubs and no Arcadian ambassador or envoy has ever been accredited to an external state. Most observers describe their stance as one of formal non-alignment: the Arcadians decline participation in alliances, treaties, or collective security arrangements, and their officials consistently frame foreign disputes as “internal to the disputants” with no bearing on Arcadian interests. Requests for military cooperation, mutual defense, or even basic political recognition have been declined without hostility but also without explanation.

In summary, the Arcadians appear content to trade extensively, wander selectively, fight for hire when it suits them, and otherwise remain aloof from the diplomatic machinery of the wider galaxy.


Trade Hubs

Arcadian trade hubs are the only sanctioned interfaces between Arcadian civilization and the larger galaxy. Each consists of an immense orbital station paired with a small outpost on the planetary surface, based around a massive orbital elevator complex. These ground facilities seem largely intended for resource extraction, apparently to provide capability to produce some products in situ. 

[Image: EDf49QX.jpeg]
F-993 Adelph Null Trade Hub, ground base of orbital elevator facility
All foreign trade passes through these stations under strict rules, and only designated commercial zones are accessible to outsiders. Arcadian personnel seem to ben drawn from multiple colonies and operate the facilities with polite detachment, declining to engage on questions about internal routes, populations, or governance. The hubs serve as both marketplaces and filters, allowing Arcadians to engage in commerce while exposing virtually nothing of their true infrastructure.

Much of the economic lifeblood of these hubs arrives aboard colossal super-container vessels whose cavernous holds are filled with manufactured goods of Arcadian origin. Carrying everything from starship hulls to habitat modules, industrial tools, and medical instruments. The majority of these goods are branded under the Arcadian Engineering Corporation, apparently a megastructure-scale enterprise (some reports indicate they operate an artificial ring surrounding an entire world) considered by Arcadians to be the gold standard for quality and reliability. Blueprints and fabrication patterns are also available for purchase, allowing foreign yards to construct Arcadian designs locally, a practice that has seeded entire frontier economies with Arcadian-derived technology.

Defensively, the hubs maintain a curious posture. In cases of pirate incursions or low-level raiding, Arcadian forces intervene swiftly, repulsing attackers and establishing a safety buffer with cold efficiency. However, when confronted by organized aggression from a sovereign state, the Arcadians have repeatedly chosen evacuation over confrontation. Personnel are withdrawn, facilities are stripped or sabotaged, and the station is abandoned to destruction. In the aftermath, the Arcadians simply declare the offender and any polity trading with them to be barred from all remaining hubs. 

--End Guidebook Entry--



Dramatis personae Dramatis personae Dramatis personae

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  How to modify a buiding ?
Posted by: netshaman - 11-28-2025, 02:42 AM - Forum: Cantina - Replies (2)

Hi, after consulting the wiki , it is said that there is a button called " buiding" that allow to load existing buildings into the editor to modify it .
But nothing like this in the game, the building blue button allows only to buid in game a building and produce items...
I looked into the editor and there is only a "load from library" option ( i guess it is the local library you have save before with blank discs ).
Then how to load the yet existing blueprints from Haxus ou Yano Gasai into the editor to modify them ( i want to add some interiors to them , especially the capitol from Haxus by adding a hull door and an average interior ).
Didn't found how to.
An idea ?
If only it was easier than with the starship library embedded in game !
Thx.

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Tongue Are NPC's allowed to pilot fighters ?
Posted by: netshaman - 11-09-2025, 05:51 PM - Forum: Cantina - Replies (3)

Hi, i'm wondering if NPC's are able to enter a fighter and pilot it to fight ennemies.
If yes , how to tell the crew to enter them and give the m orders in flight ?
When i see for example the Atlantis and all the fighters it have in its hangar , it is the first thing that shows to my mind.^^

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  Currently i have an issue with building a power plant
Posted by: netshaman - 10-15-2025, 01:27 AM - Forum: Cantina - Replies (5)

I want to build a wind power plant , it needs mechanical parts.
But to make them you need plastic or metal used by machine shop or plastic factory.
Plastic factory NEEDS glue gun  to build mechanical parts and machine shop NEEDS soldering iron AND glue gun to be built. ( weird )
Electronics factory makes glue gun and soldering iron BUT it NEEDS electricity !
And electricity can't be produced without mechanical parts made with plastic factory or machine shop...
Well , how to get rid of this mess ?
I'm completely stuck here...
An idea ?

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  Another Open Letter to Haxus: Inquiring of News, Well-Being, and Progress
Posted by: Yurk Embassy - 08-16-2025, 01:10 AM - Forum: Cantina - Replies (2)

Salutations!

I couldn't help but notice the forum had quieted substantially and I seem to have recalled words wiser than ones I would come up with on my own: "be the change you wanna see." Some of you know might remember me as Senok on the Discord (I'm one of the French ones; it seems we lots have a thing for open letters, after all).

First of all, hi Haxus, I wanted to preface this by saying I hope all's going well on your end and this year has been a good one. It has obviously been a while (a year, give or take), and I figured one does not invite contact with silence, so I chose to instead write a little something. A bit of a personal recap regarding my personal sentiments and opinions on the game's state and the project's evolution thus far, that anyone reading is free to agree or disagree with.

In a general sense, however, I believe I can speak for quite a few of us when I say we're very curious to know of the progress there might have been since the last update you made. Hazeron Starship has undergone a level of fixing and polishing that's probably unprecedented for a while, until last year's summer, and I personally wish to inquire if your silence was due to you focusing onto the more challenging aspects of it (I seem to remember AI empires were a bit of a challenging prospect?), or if the hard work over the previous months has left you needing a break?



As far as my personal views on Hazeron's state are concerned, I'd have to break that down in a couple of parts, and I'd be curious to read what everyone else thinks on the matter.

As always, this is meant to be constructive, so I couldn't in good conscience only stick to the positive aspects. But positive aspects there are. Clearly Hazeron is a game that's hooked quite a few of us to its uniqueness from the get-go. Personally, I remember finding the graphics hard to move past, at first, when I first tried the game in 2011. But let me tell you, as soon as I delved deeper and started experiencing its more distinctive features such as city building and (relatively) seamless space travel in fully-custom ships, I was SOLD. I knew I was in for a ride, and what a ride. I think everyone's heard it time and again, how no other game has ever emulated the same gameplay values Hazeron pushes. I mean... I'm literally still here writing about it. It's gotta mean something, right?

Where I grieve, however, is precisely in that the game is amazing but has become so much harder to truly appreciate with the lack of an online feature. Simply put, and once again I'd love to hear everyone else's take on that, but I feel the community lacks the means to create proper engagement within the game, through the means of proper multiplayer, beyond Discord discussions, design sharing and, in rarer cases, turn-based multiplayer with one shared save which is probably the most exciting prospect currently, but that just doesn't hit the same and severely limits the amount of interaction and freedom you get when playing like that. Multiplayer in the MMO version, brought along a variety of concerns: resources, ship types, colonisation, diplomacy, war, and so on. It drove, in a way, the growth of empires who wanted to survive and thrive. The galaxy was completely and purely wilderness with the exception of the mysterious, abandoned Ringworlds, and players got to carve its known History from those interactions. Sure, it wasn't perfect, but it brought a layer which I believe to be an essential difference. Solo play has the experience somewhat... eroded. It is amazing that we got to keep this hidden gem of a game as an offline mode after the servers' end, but it does feel like it lacks something that made such a massive part of the experience to me. No one will ever find what you made, whether someone from your empire traveling from place to place, a neutral explorer, or a hostile-minded player vying for your riches. Not even the safe encounters you'd get in the neutral galaxy, are made possible here. This, I believe, is such a shame, because there is so much agency in what you can build out there for someone else to discover.

Haxus, I remember you saying back in December 2022, that LAN or peer-to-peer multiplayer would be an easy feature to add!
( https://hazeron.com/mybb/showthread.php?tid=2825 )
And I couldn't advocate more in favour of it being added as soon as time and schedule permits, should you still be working on the game. That is merely my two cents, I guess, but I firmly believe it to be the better way to sustain the game's life and community, until proper AI a la Spore may be added for proper PvE (if that project is still on the table). Because even though I would absolutely love to be able to play online and build an empire with the boys against AI empires in a PvE-oriented fashion, I would, personally, absolutely prefer the immense and endless possibilities which online play brings, over an implementation of AI on it own with no multiplayer capabilities. I do think NPC empires, have immense merit to what it can bring to the game, especially if they're procedurally spawned in a Spore fashion, but I cannot see anything beat how infinitely superior the potential of once again allowing several players to play together, is.

Hence it would be a feature that, once added, would pretty much let the community play itself and, hopefully, require little to no additional input, as the hosted servers would be entirely player-dependent. The whole thing would give to us the ability to team up to build our empires collectively (and perhaps against one another, depending on whom you ask), which I cannot stress how much it changes the way one plays the game, and what they play the game for.



With that being said, allow me to renew my well-wishes to you. I don't know if you're still working on the game by that point but I do hope you're doing OK, considering how long we haven't heard from you. I also want to invite engagement from any and all still browsing around the forums. I'm genuinely curious to see how active the place turns out to be still, and I'd love to see what was quite a hot topic back in 2022, be debated once again here.

Have a good one,
Targoss guides.

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  Ioplasma recipe missing in rafinery
Posted by: Xantheose - 07-26-2025, 04:32 PM - Forum: Bug Reports - No Replies

Ioplasma recipe doesn't show up on a refinery built on a gas giant.

- The gas giant does have Ioplasma
- The refinery is built on top of an aerial platform
- It is able to retreive other uncommon gas like Borexino Precipitate


[Image: 17535470942499898243.png][Image: 17535472914096518646.png]




I can send the save file if needed.

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  No Record of Shipment Found
Posted by: Vectorus - 05-05-2025, 07:09 PM - Forum: Bug Reports - No Replies

A space station was ordered to fill two continuous shipments. It filled both simultaneously, but one of them never seemed to enter transit, or arrive. I attempted to delete the defective shipment and recreate it.

Upon pressing delete, the game said: "No record of the shipment was found. How odd." 

Odd indeed!

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  Mission Order: Officer Save Game
Posted by: Vectorus - 05-05-2025, 06:47 PM - Forum: Arena of Ideas - No Replies

Sometimes, I order my ship to make a long journey, or perform a complicated mission. I leave the computer for a while. Lieutenant Sundiver valiantly completes nine tenths of the mission, then the desire to sunbathe overcomes him, or the game crashes, costing hours of progress.

I know he is only an NPC, but it would be nice if, after completing a long voyage, the officer could take a moment to save my game before continuing...A mission order to that effect would be welcome!

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  System map does not refresh after travel
Posted by: GaelicVigil - 04-28-2025, 03:59 PM - Forum: Bug Reports - No Replies

When traveling between one system to another, the system map screen does not refresh, you will simply continue to see the system map you left instead.  It doesn't happen all the time, but most of the time in my tests.  

Could have something to do with warp drive as that is where I see it occur most often.  Only way to get it to refresh is by restarting the game.

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  Minor bug: In exported save images in designs are not saved.
Posted by: Ivan - 03-02-2025, 03:29 AM - Forum: Bug Reports - Replies (2)

I exported a save, formatted pc completely and now after importing said save, the images that said "Park" and "Zoo" are replaced by an image of the character creator/character selection screen.

I guess I would have to subscribe to my own designs again to fix this, but that would create double designs. So I would then have to go to every hazardous environment city to replace every zoo and park with the new version. Then finally I would have to remove the old designs from the library.

Not a big deal, but just thought I should report it.

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