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Picture Thread 2.0
Forum: Cantina
Last Post: Rockinsince87
11-19-2024, 10:19 PM
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How to load an old save ?
Forum: Cantina
Last Post: Deantwo
11-12-2024, 09:25 AM
» Replies: 1
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Drop menus in design stud...
Forum: Bug Reports
Last Post: Deantwo
11-12-2024, 09:12 AM
» Replies: 1
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How to smelt ore manually...
Forum: Cantina
Last Post: netshaman
11-12-2024, 02:25 AM
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add an " add item" button...
Forum: Arena of Ideas
Last Post: Deantwo
11-11-2024, 01:39 AM
» Replies: 1
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Old assets please ! Brin...
Forum: Cantina
Last Post: netshaman
11-07-2024, 02:46 AM
» Replies: 2
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Spacecraft: No parking sp...
Forum: Bug Reports
Last Post: Deantwo
11-05-2024, 08:00 AM
» Replies: 5
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Aircraft Factory No Parki...
Forum: Bug Reports
Last Post: netshaman
11-05-2024, 01:05 AM
» Replies: 2
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favorite or funniest mome...
Forum: Cantina
Last Post: Xantheose
10-01-2024, 11:08 AM
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Multiple vehicles on 1 pa...
Forum: Bug Reports
Last Post: Ivan
09-23-2024, 01:33 AM
» Replies: 0
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Recall Home Issues |
Posted by: Deathbane - 05-01-2019, 08:35 AM - Forum: Prerelease Bug Reports
- Replies (4)
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Not sure if its a bug or a PEBKAC so apologies in advance if so.
One of my friends joined my empire and i invited him to teleport to my location to see my city.
Problem is, either his home teleport doesn't function correctly or he never set one properly so its spawning him in our empire capital.
Our colonies are on opposite sides of the galaxy and we don't have the tech yet to send him home on a ship.
Is there anything that can be done? I had thought about setting the distant planet as our empire capital etc but it seems you have to be physically present at a capitol building to change this.
I feel that this is kinda a gameplay loop 'bug' in a way. If you can accept an invite to teleport you should be able to teleport back to your last location / at least get a very big warning its one way. I know this could open up potential exploits, but i dont think it would be too unfair to allow also remote declaration of capitals.
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Turbolift door shut on arrival |
Posted by: Vectorus - 04-30-2019, 06:24 PM - Forum: Prerelease Bug Reports
- No Replies
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As the title says, recently I've found that when the turbolift arrives at a stop, the door sometimes stays shut. This is new, I think, and often a little inconvenient, as the hitbox for the door switch may be very close to you and hard to find.
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Pirate Plunder Value |
Posted by: Vectorus - 04-30-2019, 06:15 PM - Forum: Arena of Ideas
- Replies (3)
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Pirates supposedly spend their whole day pinching other people's best stuff. When you actually climb aboard and try to redress the balance, however, they hide it all under the floorboards. You're left with some ammo and a Q32 glass of water.
When you attack a pirate ship that has been plundering Q255 Antiflux shipments, it would be rewarding and fitting to find large caches of Q255 Antiflux, and other materials based on what's actually found in empire buildings and ships within that sector, or being shipped through it. A bit of proxy warfare, setting up pirate bases in enemy sectors, then creaming off their profits, might emerge, all for the sake of Fun.
This applies even more to pirate bases, which should be heaps of treasure once you manage to fight through. Right now I'm not even sure that you can take from their inventories? Certainly not their military inventories.
Some suggestions for rarer loot from the discord chat have been:
-Preons to systems with other actual pirate bases from the same empire throughout the universe.
-System modules for ships.
-Ships in hangars.
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2019-04-30 Airport Transporter, Sensor Station, Mail Server |
Posted by: Haxus - 04-30-2019, 03:45 PM - Forum: Updates
- No Replies
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Airport Transporter
Airport transporter will not energize.
Airport transporter is now functional. I created an airport terminal with transporter design and it will be posted to the exchange.
Airport Transporter Operator
Beam options needed when in airport transporter room manned by AI
When in a transporter room in a building, an NPC worker will now appear at the station to operate it for you. They will only appear if the building has at least one worker. Beam options are available when an NPC is at the console.
Airport Sensor Station
Airport requires a sensor to have a transporter. The station doesn't work.
Airport sensor station is now functional.
Light Sprites Bug
Some of the street light sprites don't render when I stand near the guard post by the road in my city.
Fixed a bug caused by a shield base that was under construction. It was painting an invisible shield bubble that clipped the sprites that were painted inside of it, when the viewer was outside of it.
Moon Roads Bug
At a city on a planet, roads visible on the moon circle the moon, but they don't really do that.
Fixed bugs with buildings and roads that crossed the 180 degree E/W seam of their world.
Mail Server Down
Game mail server went down and it wouldn't come back up.
Extensive changes were required in the mail server due to some new requirements in Qt 5.12, related to multi threading and the SQL database.
Production Bug
For example, we have 1 production line with 1 active tool that add production bonus. It stops working when there are 128 workers. If we have 2 bonuses, then it stops working at 64 workers.
Fixed rollover of small integer data type.
Password Email
When you request new password for account, it can be seen through message preview. Would be nice to move string down a bit.
Rearranged password email so the new password appears later in the message.
City Status
And one more idea. What if add something like "morale status" icons for "Cities and Military Bases" window? So in cities list we could fast check if any city has negative morale/distress. Ill make a screenshot as example
Cities and Bases list now shows a status column. It contains a Red/Yellow/Green indicator and the last reported morale number.
Vehicle Hold Key Binding
The default key binding for Hold is not consistent between all vehicles.
All vehicles now use the H key as their default Hold key binding. H was previously the default binding in space fighters to select the next weapon. That was changed to J.
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Ship interior Prefab Kit |
Posted by: leadphalanx - 04-27-2019, 12:44 AM - Forum: Design Studio
- Replies (2)
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Designing interiors is a rather laborious and time-consuming process, even for someone with experience with 3d modelling tools. To save myself (and you) some time, I've put together a bit of a starter kit of interior pieces with which to build out the interior of a ship, similar to the parts from the old Garry's Mod spacebuild gamemode. Everything in the Blender file is on a grid, so it all snaps together nicely. Also included are some goodies like doors, 3 bridge models, and a few pieces to help you integrate the doorways and bridge models into your hull.
The idea is to get the interior rooms built up, then build the hull around them. Export everything to .3ds and you're ready to start putting in voids and such.
5/13/2019 - Added fighter/shuttle parts (no UVs yet). Fixed origin on hangar connector/entrance bits.
DOWNLOAD: https://www.dropbox.com/s/r1uhjeb5wln7ha...blend?dl=0
These parts are mostly intended to have a connector/doorway inbetween rooms, however many parts fit together without them.
The bridges have 3 parts: The interior (room), exterior (hull), and the window
An example of parts put together (without a hull)
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2019-04-25 Hospital, Server Deadlock |
Posted by: Haxus - 04-25-2019, 03:13 PM - Forum: Updates
- Replies (9)
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Hospital Medic Station
Hospital medic station not usable.
Avatar can now use hospital medic station to perform medical procedures on a patient, just like the sick bay of a ship.
Hospital Supplies Needed
Hospital medic station cannot function without medical supplies.
Hospital now imports supplies used by the surgery station. It also imports pharmaceuticals and a few foods. Its rate of import is the slowest possible but it will still eventually fill all of its storage space. Hospital designs need very little storage space.
Doctor Needed
Hospital medic station would be more helpful if it was operated by an NPC.
When you enter a room that contains a surgery station, a city worker will operate the medic station. It may take up to a minute for the doctor to arrive. A doctor will not appear if the building has no workers, as shown on the Building window.
Server Deadlock
Server deadlocked when someone picked up an item.
Fixed code that permitted a deadlock condition when picking up an item.
Buildings Strobe in Sync
All city strobes appear to be on the same timer.
Strobes at each site are now synchronous at that site but strobes are not synchronous between sites. This is also true of the rotation angle of beacons.
City Code
Now that the old style cities and buildings are gone from the universe, their code and resources can be removed.
This was a glorious task, dramatized in my mind by screams and the sounds of chainsaws emanating from my office for days, as I laughed maniacally, chopping at the giant tumorous growth of old city code.
Code grows continuously. It is a rare and joyous moment when you get to remove some. In this case, the raw line count went down by about 120,000 lines, a little over 9%, and the size of the overall program distribution dropped by 20MB. The abandoned code would print out to fill more than five 500 page books. Cha CHING!
Buttons and windows for interacting with old style cities were removed. References to old style cities in tooltips and other text were removed wherever I could find them.
Buttons to request spacecraft and building designs for sale were removed from the window for asking for things for sale. They only existed to support dialog with an old style design studio.
Large textures used exclusively by old style buildings were removed.
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Incorrect/unobvious job fill |
Posted by: Vooker525 - 04-22-2019, 03:45 PM - Forum: Prerelease Bug Reports
- No Replies
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City has more citizens than jobs, unemployment penalty.
Production lines fill with workers not parallel. Line that first in list has priority and fills first, other lines in the same building, but lower on list fills to ~1/10 of allocated jobs or dont fill at all until first line fills fully with workers. If increase number of jobs on first production line, workers will be taken from lower lines to fill gap. This all happens in single building. Other buildings do not or fill with worker much slower until first building fully fills with workers.
Again, this all happens when city has unemployment penalty.
Algorithm is either incorrect or hard to understand
https://youtu.be/yTr1z5_Zt70
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Help: Crew won't move |
Posted by: Cousarr - 04-20-2019, 11:31 PM - Forum: Design Studio
- Replies (5)
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I spent about a week making a design and the crew seem completely unwilling to move from their berths. It's not a room void issue as far as I can tell as I can walk up to them just fine. I've tried telling them to move from point to point in the same room as well as outside the room. What am I doing wrong? Do I need more walk paths than just those associated with the doors?
Edit: After further inspection, I can get a crewman in the designer to follow me to a station and man it. I was having an issue with getting the crew to do anything in the arena. This is probably an issue of me not understanding some nuance of the arena such as making sure I'm in the chain of command.
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