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  Incorrect resource output calculation
Posted by: Vooker525 - 01-19-2019, 10:45 PM - Forum: Prerelease Bug Reports - Replies (1)

First screenshot shows usual amount of workers and resource output
   
On second screenshot i hit Run button, this lead to increase in number of wrokers and unusually high output
   

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  Weird citizen calculation
Posted by: Vooker525 - 01-19-2019, 10:37 PM - Forum: Prerelease Bug Reports - No Replies

When i was trying to fix citizen work issue, i noticed another thing.
-Boarding and debarking cryo travellers weirdly calculates, it is possible to board almost whole city population.
-City report shows incorrect value of departed citizens.
   
-When city has almost no citizens, production lines continue to work and attract new workers.
   
   
This mostly happens on moon colonies

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  Rocket training mission won't start
Posted by: Prokhor Zakharov - 01-19-2019, 01:55 PM - Forum: Prerelease Bug Reports - No Replies

I never did it before, I completed Targoss tutorial and he told me to get hydrogen, armorer for EV suits and a space rocket.
I have all those things but the mission won't start and I see no new NPC trying to interact with me.
It's been like this since yesterday.

[Image: image.png]

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  Citizens refuse to work
Posted by: Vooker525 - 01-19-2019, 09:09 AM - Forum: Closed Bug Reports - Replies (8)

City has more citizens than jobs but they dont join in manufacture lines
   

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  Avatar list not updating in-game.
Posted by: Minty - 01-19-2019, 08:09 AM - Forum: Closed Bug Reports - Replies (2)

When you give birth in-game (and presumably in any other circumstance that would give you extra avatars), the little avatar list on the sidebar doesn't update to include the character. You have to exit the game entirely to get to them, which can be annoying. (Also, am I just blind, or is there not a 'quit to menu' button anywhere?)

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  Leather defence stats do not update in production
Posted by: Vooker525 - 01-18-2019, 02:13 PM - Forum: Prerelease Bug Reports - No Replies

Was producing leather clothing from animal with 1% 3hp defence. Found an animal with better stats (5% 5hp). Brought its DNA on farm, started producing animal carcass using silage to increase Q with DNA of that animal. Bought all existing old leather, animal carcass and leather clothing from system and jetissoned it. Resulting leather and leather clothing is still being produced with old stats (1% 3hp)

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  Indigenous and quest NPC's prevent building on world
Posted by: Vooker525 - 01-18-2019, 02:04 PM - Forum: Closed Bug Reports - No Replies

Completed relic quest. Ended up in my home planet. The Elder is invincible, counted as enemy and do not despawn, preventing any building on my home world

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  Slow commodity import
Posted by: Vooker525 - 01-18-2019, 02:00 PM - Forum: Prerelease Bug Reports - Replies (3)

Warehouses do not store commodities (slowly import instead) even if production building's inventory is full, making large scale production useless.
Military buildings import things really slow, my soldiers still wearing EVA suits and some metal power armor helmets even when city has lots of vulcium power armor suits.
New cities instantly import things at construction sites, but slowly import into overall city inventory, leading to starvation and suffocating of first citizens coming to city.
Some cities lack of alcohol even when main city has full inventory of it.
Huge sheds are useless as they import commodities at rate of 1-10 items per hour.

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  Can't Build Capitol?
Posted by: Heron - 01-17-2019, 06:53 PM - Forum: Cantina - Replies (8)

Hello all.  I've been a Hazeron player on and off for a number of years and just recently came back to see how things have been progressing. I paid the $5 bucks for 15 days and I like what I see - excited to get back out to the stars.

Anyway, I've started as a new emperor and have managed to build some unincorporated buildings in order to produce raw materials and such. I'm ready to found my first city but I can not find the capitol building anywhere in the build screen. I also don't see the police station as an option.  I took a deep dive into the wiki, tried youtube, briefly searched the forums, and then did all those things again. I just can't seem to find the answer.  I guess I'm missing some information somewhere... 

Could someone please instruct me on what needs to be done to place a capitol and found a city?

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  Empire Detection Mechanics Rework
Posted by: SpaceGeek - 01-17-2019, 01:21 PM - Forum: Arena of Ideas - Replies (1)

After discussing a bit with Dean on Discord, I had an idea to split up empire detection mechanics to be more logical and allow specific forms of detection, allowing an empire to place more deliberate focus into empire detection as an attainable goal. It would utilize Dean's suggestions as posted in his Fog of War and Deep Space Radar threads.


Radar Detection

Airports and Military Radars have different purposes. Airport radar is for tracking and identification while Military Radar should be dedicated toward threat tracking and targeting. I propose that Airports be able to show any vehicles within their range while Military Radar must exist in a city in order for defensive systems to target hostiles that aren't hovering directly above a city. In addition, airports and military radar will have a power consumption rating which determines their range. Airports will have a maximum rating lower than military radar, allowing military radar to be set to a larger potential coverage area. Detecting an alien ship within range would reveal the existence of the empire and its name, but not their planets or claimed systems until they are detected by one of the proposed Observatory types below.

As with Dean's idea, underwater cities would be undetectable by radar and any radar built underwater would have a nearly nonexistent range. This makes it effective for people wanting to hide a city from radar without giving them the unfair advantage of being able to detect others themselves.


Optical Detection & Fog of War

Observatories can detect the basic parameters of solar systems and planets at range, but the fidelity of reports depends upon the tech level of the blueprint for them. To see the status of a solar system, it must be within range of an observatory otherwise the system report reflects only the information available the last time it was in detection range or was last visited. Observatories can detect the optical effects of civilization upon a planet, but it takes time for these signs to become apparent (reflecting the time it takes for light to travel from the source to the observatory). The existing System Emission mechanic can be used for this.

Detecting cities via optical means will only reveal that an empire exists there, but no other details about it.

Unlike Dean's idea, I believe probes should not communicate with an observatory but with a new building type.


Radio Observatory

Radio Observatories detect transmissions coming from empire cities and ships. Detection of cities over long range occurs the same as the System Emission mechanic, but the lower threshold of detection is more relaxed: radio emissions can be detected much earlier (at a lower power rating) than by optical means. This reflects the real world potential of an alien civilization detecting our radio transmissions long before optical evidence of our cities is apparent. The existence of a Mass Media building would increase the time and range at which its planet is detectable. Detecting an empire via radio would reveal its name and any cities in a solar system.

Ships can be detected well outside of radar range, but the detection and ability to track the ship is not immediate and would depend on the ship, its crew, officer or captain communicating via the comm or by hailing. This makes it possible for a player to specialize in stealth by building cities underwater, utilizing mission disks and keeping communications to a minimum.

Wormholes should only appear in remote system reports if they are within range of a Radio Observatory. Considering that wormholes are ship-sized and they show visual radiation, it would make sense that radio emissions may be part of their nature. Perhaps polarities are detectable at higher TL blueprints.

Remote probes communicate via radio signals and would require a radio observatory to receive.

Hails and communications performed between ships and cities within the same system would not contribute to detection.


I believe there would be a more detailed progression to detection types with these ideas, increasing with tech level. As a civilization ramps up, it will gain the ability to use new types of detection while potentially making itself detectable to them and granting the potential to limit their vulnerability as well. Likewise, a civilization will be able to specialize in a specific area to have "optical stealth" or "radio stealth" on an empire level. It also reflects the realities astronomy in all its flavors. Optical astronomy has the longest range but is passive and will not reveal much about any empire detected with it other than the fact that they exist. Radar is short-range, immediate and reveals many characteristics but is not useful for long-range astronomy or remote detection of anything. Radio astronomy balances the middle-ground between Optical and Radar detection by revealing partial details at long range while making it possible for careless empires to reveal themselves from farther away.

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