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Picture Thread 2.0
Forum: Cantina
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How to load an old save ?
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Drop menus in design stud...
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How to smelt ore manually...
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add an " add item" button...
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Old assets please ! Brin...
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Spacecraft: No parking sp...
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favorite or funniest mome...
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Multiple vehicles on 1 pa...
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Last Post: Ivan
09-23-2024, 01:33 AM
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  Return of loading passengers into vehicles, and rewards to allow "freelancer gameplay
Posted by: Ivan - 12-16-2023, 06:20 AM - Forum: Arena of Ideas - Replies (4)

Not an urgent matter, but imo, it would be cool if these would return at some point:

In the old city system you could load citizens and crew with vehicles like a space transport and SUV etc (possibly beause you could contact the city/buildings in trade channel without needing a spaceship)
From Wayback Machine, 2014 SoH game manual (Communication):
"Load Passengers
Offers empty stateroom berths or vehicle seats to passengers looking for transport. Loads Passengers while aboard a spacecraft. You must be an officer of the ship. Loads Passengers into a vehicle that has empty seats. Transmit on the Trade channel to initiate contact with a city."


- This allowed for Citizen players (non-goverment members) to make money by ferrying passengers to the moon with a spacetransport or even between two cities on your starter planet, with a helicopter/sailboat.
- Additionaly doing construction labour would net you some cash (I think maybe because of the reward system?). The emperor could also set rewards for exploration, founding cities and other things.
-The missions I already mentioned in another thread.


Why u ask, when we can take millions from the bank?

Well, when playing as a citizen character, instead of emperor, this allowed you to basically have this Freelancer/Elite experience, where u start small and then work towards a larger (private) ship, in the Hazeron universe. I started one such character today and noticed you can't really do alot anymore. Yes you can take a loan of 50k, but that allows you to only buy 2 ships currently available in the Workshop.( I could ofc design new ones). The only mission you get is "ship needs captain, take control of this huge ship without having any credentials whatsoever for free", which feels like cheating.


Also I noticed that my citizen character could buy things from a Retail Shop at a habitable planet, but not from a Retail Shop at the moon. (not sure if bug?)

Alot of this neat little details that existed before seem to not have been transferred to the new system. Yes ofc emperors don't need those, but it's sandbox and giving yourself a challenge without infinite money is fun (without using a free empire ship). You could basically create the world with your emperor(s), set up trade routes, passenger ferries, partols, ... . Then play around as a citizen/stateless trader, taxi, miner, bounty hunter, pirate & do missions in that universe you created.


Dunno if I'm the only one, but I think it would be nice to have this back in the long term.

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  To the Stars - Asteroid does not spawn / appear
Posted by: Rashi - 12-15-2023, 07:45 PM - Forum: Bug Reports - Replies (7)

So yeah, title, Asteroid didn't spawn.

Deantwo mentioned that you need to be online / have the game running 8 hours or so before the event, when the Asteroid is supposed to spawn.

This is still unreasonable and a bug.

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  Methods for upscaling game buttons
Posted by: Celarious - 12-15-2023, 12:55 PM - Forum: Bug Reports - Replies (1)

On the "Window" tab of the game settings, you can set the UI buttons to Tiny/Small/Medium/Large

I noticed most of the buttons' native size is "Tiny", so when the option is set to anything above tiny, they become blurry and look bad. I'm guessing the interpolation method being used for the scaling is either bicubic or bilinear, which "smooths" out the image, making a lot of the buttons look outright bad at larger sizes

It may be better to use nearest neighbour interpolation, if Qt (or whatever is doing the scaling) supports that, because it preserves the crisp details

I tested this with one of the Construction window buttons, I took its "Tiny" size, upscaled it by 200% using NN scaling and it came out perfectly:
[Image: ManufactureCategory.png]

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  2023-12-14 Achievements, Service Panels, Blueprints
Posted by: Haxus - 12-14-2023, 09:10 PM - Forum: Updates - Replies (3)

Achievements
Steam achievements don't seem to work correctly. Some show strange progress bars going to huge numbers. Some players may have achievements that were incorrectly granted during development and they are stuck with them.

Steam provides for the tracking of stats and the granting of achievements. Achievements can be defined as being driven by certain stats. I can't seem to figure out how this automated connection is supposed to be defined or how it works. So I abandoned the automated connections in favor of managing the dependencies between stats and achievements myself. Here is the result.

Achievements are reconciled against stats when you start the app. This only reconciles those achievements that depend on stats, which is anything that depends on how many times you did something. Some achievements are granted when an action is performed; those achievements are not altered when reconciling.

If something still doesn't look right with your Steam achievements after the app reconciles them, you can go to the Account page of the Bio window. There you will find two new buttons to reset your Steam stats and to reset your Steam achievements. These can thoroughly remove your stats and achievements so be careful. There are tooltips and dialog boxes of text explaining the details and warning of the consequences.

Service Panels
Service panels have an ugly graphic that incorporates English language text. Shame shame.

Service panels now use a nicer texture for the panel that includes a picture of the system represented but no text.

Story In Preview
I was previewing a blueprint in the designer when a story started to tell me about the advantages of colonizing my current world.

Stories no longer start while you are in a designer.

Construction of Quarry
Construction window should say something about why the Quarry by Haxus design only mines stone.

A note was added to the Construction window when building a Mine if the selected blueprint has no shop.

Similarly, a note was added to the Construction window when building a Bank to explain the effect of having a shop or not having a shop.

Blueprints Needed
There is no blueprint for a logging camp, design studio, or treatment plant.

There are now simple blueprints for a Logging Camp, a Design Studio, and a Treatment Plant.

Hazeron Web Site HTTPS
I have jumped through all the various hoops at Network Solutions to get a new SSL certificate for Hazeron.com. Status shows everything has been approved, pending delivery. It has said that for three days. 

Patience will win the day here. We must now wait.

Designer Confusion
While creating a Design Studio in the designer, it told me I needed auditorium space. I added an auditorium. Then it said my design was not useful for any purpose. It knew I was making a Design Studio. It should have told me I needed an office.

Fixed.

No Trees at Logging Camp
I designed the new Logging Camp building to have some trees on the site. Trees did not appear there when the blueprint was built in the environment.

Fixed a bug that prevented trees and shrubs in a blueprint from appearing on a site that did not alter the terrain at all.

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  Inferno Gas Giant Ressource Bug
Posted by: Rashi - 12-12-2023, 06:25 PM - Forum: Bug Reports - Replies (5)

I read something about earlier there beeing a bug that inferno planets had cryozine.

Apparently the fix didn't completely work.

I have an Inferno Gas giant that is supposed to have Ioplasma and no Cryozine, as per the System Survey.

In the Refinery I can select the Cryozine Process as a workshop, but it can't actually run.

The Iosplama Process is available from the selection in the Build Menu before placing the building, but is not actually selectable in the refinery (and is not present after building it, with ioplasma preselected from the build menu).

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  Roleplaying historical challenge start
Posted by: Kastuk - 12-11-2023, 11:46 AM - Forum: Cantina - Replies (9)

Planning how to start civilisation naturally with historically wise and smooth development by limitating myself with roleplay.
Use simplest equipment and building designs matched to technologic age. Do sort of technology research to advance.
Well, slow pace make it need to start without hurrying rock overhead.

Cannot use topdown resource map until you properly survey area by legs/ air/ orbital scanning.
Cannot use worldmap and compass either until you reach needful tech and global discoverings.
Navigate with sun, planets and landmarks. Construct your own, mark the earth!

Start as weak humanoid without abnormal abilities so you must use technology and allies to survive against wildlife.

Initial age of tribal camps is skip paleolitic, so start with sorta early Mesolithic settlements...

=Mesolithic age= (wood\straw buildings)
Nomadic tribe of hunters\gatherers wandering in the wilds.
Must not use universal stone constructions from very start, as it's too easy. Nor cannot settle in caves (unless got an blueprint for that).
Using campfires and tents to protect the settlement.
Gather most of resources manually, as early foragers, wandering around with torches and camping near good resource sources until it exhausted, then moving to new place.
Handcraft the tools or buy them from tribal camps (cannot make Boxes yet).
Trying to got nice spot with foodplants and water nearby to start a bunch of little temporary settlements.
Build small log or straw houses (need to design tribal style buildings pack), some of them may be combined use with logging camp.
May emulate hunting, gathering camps by low efficiency farms with need of wide area. 
Also fishing huts.
Cannot save too much of food without proper conservation yet.
Hunters start taming wildlife, can mount something fast to become proper mobile nomad tribe and carry more with you around.

=Neolithic age= (stone\clay buildings)
Got enough experience with primitive wood/stone tools, gathered materials and fire, so can advance.
Can dig up stones instead of clay and make clayhuts.
Hunters got tamed some wildlife, so you can got own meat farms. Gatherers got how to sow the plants, but need to collect enough to research how it must grow.
Got fired pottery, so food and cooking got improved, can save more and preserve longer to survive in permanent settlement without moving around.
Can burn that dangerous forest down to got more farming land and less of dangerous wildlife lurking around.

Life become much more stable with own producing food, which got so excessed that we can become lazy and got to drink alcohol and eat a lot of baked carbohydrates.
Well, alcohol bring up inspiration for new inventions... and fire up conflicts...
Do some megalithic projects instead!

=Bronze-Iron ages= (lumber and stone blocks buildings)
Fat population is growing, big people got need for new and rare resources, lands become limited, bigger conflicts arise...

As our planet haven't native metal nuggets and iron meteorites, we must advance by collecting various rocks and firing them with biggest fires. Then we got first metal and reach simple metal tools. So now we can cut down all that dense forest around into charcoal and smoking area with furnaces and blacksmithers.
Excess of logs can be multiplied into material-wise lumber planks, so can build complex structures now by mixing them with chiselled stones.
Multilevel towers and castles arise, lands got repurposed for mans sake. Ships is exploring the world and colonise other continents.
Got some epidemic outbreaks without proper medicine.

=Industrial age= (metal constructions, bricks buildings)
Science advancing! Hungry people seeking new and want to catch and bend all of nature laws!
Develop good and bad substances for experiments to find usefulness. Transform bad spirits into good medicines!
Every resource got use or can be used in the future after research with various dangerous experiments. Best resources all over the world is shipping to capital of fast-growing Empire!
Mines, refineries, factories, coal-powered industry, pipes everywhere...

=Space age= (concrete, plastic)
Research various fuel and power sources, capture nuclear power, evade self-destruction of the civilisation...

Explore stellar bodies from observatories.

Develop various tech for prosperity of civilisation to fight against sickness and boredom.

Crash a lot of testing air vehicles. Reach highest and deepest planet areas.
Try to colonise seabed to mine more of rare resources and develop space-related tech.

Send an satellite to orbit. Send a man.
Explore closest moon from orbiting ships. Project small station to be highest observation post of your homeplanet.
Send small expedition to the moon, bring back new unique resources.
Develop new tech with acquired knowledge, send bigger expedition and settle down up there. Build up regular transportation of materials and colonists. Develop local resources, reach self-sufficiency of moon colony. Evade separation of newborn nation...
Build up new complex ships to reach far and wide across your solar system.

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  Rocks in dense forest invisible in first person and top down view
Posted by: Ivan - 12-11-2023, 04:28 AM - Forum: Bug Reports - Replies (2)

EDIT while I still think this is weird, it did lead me to explore the planet on a sailboat and I eventually found a decent spot.

I know this was posted on Steam:

Quote: Wrote: Wrote:Origineel geplaatst door Haxus:
Areas of dense vegetation obscure the underlying mineral resources.

You can use a landscaper to clear the land. That could expose mineral resources.

However, I noticed that not only are stone icons not visible from top down, even the rocks themselves disappear in first person, when you remove the Defoltiate/clear Area surfaces. There is no tree where the rock was spawned. The rock should not disappear. This means likely it is a bug and not intended behaviour.

Rock is present with Clear Area:
https://steamcommunity.com/sharedfiles/f...3111218228
Rock vanishes when removing Clear Area:
https://steamcommunity.com/sharedfiles/f...3111218184

Top down view
[Image: ?id=3111157117]


https://steamcommunity.com/sharedfiles/f...3111157117

It just seems off to me, don't remember this happening before, that stones would not show if there are alot of trees. Even on dense vegetation, with leafs everywhere, you'd see Minerals, if I remember correctly. (EDIT Big leafs likely don't matter, just the number of trees per square meter)

It think it can also be very confusing to new players. "Go top down and find stone" , "but there is no stone?"

Also it doesn't make any sense: it is not like you are flying high in the sky and looking down, so the trees hide minerals. Top down view is some kind of a cheat/scanner mode that shows everything present. It doesn't make sense to hide minerals in this mode, imho. I mean it shows minerals underwater, even at the bottom of the ocean, but not under trees that don't even have leafs?

The fact rocks are also hidden in first person doesn't seem intended to me. (Deleted Arena of Ideas thread and moved to BUG reports.) That makes even less sense than in top down view. There is a rock between teh trees, but it is invisble because of a tree 5 meters away from it?


Mines can detect the rocks just fine, it only seems a visual thing It seems mines don't detect them either, it just seemed like this because i placed a mine near a defoiliated area. This makes it make even less sense.

EDIT The moving away to update the rocks after defoliating doesn't seem to be working enterily either. The rocks will not update regarless of how far u move. They only updated after first placing a few defoliate slabs, the after these were finished (for a while), the rocks appeared when I placed a single Defoliate area (but did not finish it). Then all the resource from the area that has "cleared area" that was finished long ago suddenly poped up.

You can try it yourself in Windows 10 at the following coordinates, just to see how frustrating it is.

Galactic coordinates 1690.7793, -3.6015, -0.1920

coordinates: 85.84°W 44.00°N IAZ'KB'C'h VI, Sector (169, 0, 0)

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  Tutorial should not keep spamming instructions and popups
Posted by: Ivan - 12-11-2023, 02:54 AM - Forum: Arena of Ideas - Replies (2)

After watching a video of a Youtuber about Hazeron, (who admittedly was a bit lazy and entitled, and didn't actually read instructions from teh tutorial), I started a new character and played the tutorial for a bit myself.

I must admit getting the constant popups and spam is a quite annoying. It might be better to just open one popup with more text and give pauses between every popup (which could be closable and re-openable), where u have to confirm before proceeding (like for the Stone Age). This would allow for people to actually try out what is described in the pop-up. 

Additonally getting the same spam message about constructing a Mine repeated infinitely until you finally construct one, is possibly even more annoying. People don't need the same message every 2 minutes. One single time will suffice (again best if the popup can be closed and re-opened at will, like some help menu, or Mission objective window.)



Even better yet would be if it was divided in simple missions, e.g. :
1. F4 opens your inventory > try this now when you are ready to proceed click next.
2. backspace switches to TD view. > switch to TD view.
3. \ and shift+\ cycle between different filters > try cycling the filter now until it shows only uncommon minerals > remember this for later.

Stuff like that would alot more pleasant than the constant spam/popups and the infinitely repeated messages.

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  F11 Cyclic Lag
Posted by: dracotonisamond - 12-11-2023, 01:02 AM - Forum: Bug Reports - No Replies

When i open the F11 building menu the game starts to hitch/lag every 1 second and doesnt stop until i restart the program.

here is a video demonstrating it.
https://www.youtube.com/watch?v=znX5ZYrYXE0

i can also upload a copy of the save if you wish.

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  Design studio along game
Posted by: Xantheose - 12-10-2023, 09:40 PM - Forum: Arena of Ideas - Replies (1)

Hi,


As-it, it's not possible to start Hazeron a 2nd instance of Hazeron to go in the designer while the 1st is doing things in-game.

I don't know why, maybe it's to be sure the game will not start itself a 2nd time to not corrupt the save, or it's a piracy protection, but maybe the designer can be exported in a standalone exe to be started along the game.

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