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| April In Review |
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Posted by: Oggal - 05-02-2019, 05:19 PM - Forum: Cantina
- Replies (1)
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I'm always wanting more Hazeron news so here it is, a monthly news post about Hazeron.
Shores of Hazeron : April in Review
Updates:
The month of April for Hazeron has brought us a number of changes. Many small some large.
Starting on the firsts there where two updates posted, and though one was a cruel joke from Deantwo, we did a true update in the first of mostly bug fixes. From here a theme of Bug fixes continued through most the month removing bugs new and old such as the Patent Bug, which caused patents for gathering from atmosphere to be very skewed, and the 'Hulls in Hulls' Exploit that allowed ships to have more volume than reality and appear "bigger on the inside."
Moving into the middle of the month we started getting some new content, Roads gained measuring tools, TEUs could be picked up from brokers, buildings got displayed on helmet radars, and buildings started getting working stations. Along side this we saw a massive cut of old content as old cities where removed from the game. Some where able to be replaced with new style roads and capitals but many vanished completely from the game's universe.
Closing out the month was My personal favorite of the updates, and the one I'm rewarding as Update of the Month for April, City Status Report Icon. A small change in such a vast game, but a long needed one. Allows you to at a glace see the status on any city or base. This minor feature is a major change in managing a large empire.
State of the game:
Shores of Hazeron has suffered from low populations for quite some time averaging about 5 players over the month and maxing at 10 April is looking up from the max of 8 last month.
Unfortunately for most of the month mail servers where down which made tactical reports unavailable as well as captain logs. On the flip side of that news, Mail servers are back up and functional at this time.
On the political side of the game the top 5 for the conflict zone remain unchanged for the month, with the month ending with Reaume del Seint Graal at 5th with 49 worlds, Foxtail with 51 worlds at 4th, Solstice holding 100 worlds in 3rd, Sith being 2nd with 134, and lastly at the top of the leader board with 16 galaxies, 276 sectors, 456 solar systems and an amazing 1,060 worlds we find Weltreich in 1st.
That's about all for this month. Fell free to add anything I may have missed below and I'll try to get any changes in those areas out next month.
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| Recall Home Issues |
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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 |
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Posted by: Vectorus - 04-30-2019, 06:24 PM - Forum: Prerelease Bug Reports
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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 |
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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 |
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Posted by: Haxus - 04-30-2019, 03:45 PM - Forum: Updates
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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 |
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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.
![[Image: FiTPa5a.jpg]](https://i.imgur.com/FiTPa5a.jpg)
The bridges have 3 parts: The interior (room), exterior (hull), and the window
![[Image: 7pcE1mT.jpg]](https://i.imgur.com/7pcE1mT.jpg)
An example of parts put together (without a hull)
![[Image: dcez0qj.jpg]](https://i.imgur.com/dcez0qj.jpg)
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