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  Non-Mayor can uncheck Employ Citizen at Construction Sites
Posted by: Deantwo - 12-29-2018, 08:49 PM - Forum: Prerelease Bug Reports - No Replies

Avatars with no permission over the city (from other empires even) can uncheck the "Employ Citizen" at checkbox at construction sites.

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Information Building numbers
Posted by: Etgfrog - 12-28-2018, 03:26 AM - Forum: Design Studio - Replies (2)

I figured I would post these numbers.
Arena
5000 M3 per 1
Auditorium
1132 M3 per 1
Battery
7.25 M3 per 1
Storage
0.085 M3 per 1
Generator
2265 M3 per 1
Large Home
228 M3 per 1
Medium Home
114 M3 per 1
Small Home
57 M3 per 1
Lounge
637 M3 per 1
Office
34 M3 per 1
Shop
91 M3 per 1
Store
566 M3 per 1

Field
4000 m2 per 1

Requirements for harsh enviroments. Both framework and armor counts for the % required. The number in the ( ) is what you multiply to the total volume of a building to allow it in that environment. Life support is per job or house.
 Airless
0 %
1 m3 Life support
Frigid
5 % (1.053)
3 m3 Life support
Inferno
11 % (1.124)
4 m3 Life support
Sea Bottom
15 %  (1.177)
0.5 m3 Life support
Frigid Sea
20 % (1.25)
2 m3 Life support
Gas Giant
25 % (1.334)
3.5 m3 Life support


As an example on how to use this. Say you want to have a 10 slot cantina on an inferno planet.
First you add 1 office. +34 m3 = 34 m3
Then you add 10 lounge. +6370 m3 = 6404 m3
Add some commodity storage. +100 m3 = 6504 m3
Add life support. +44 m3 = 6548 m3
Mulitply by the framework requirement and round up. 6548 * 1.124 = 7359.952 = 7360 m3

Now this does mean if you want universal buildings then its 4 m3 of life support per job/house and a multiplier of 1.334.

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  All button on the filter list
Posted by: Etgfrog - 12-27-2018, 10:11 PM - Forum: Arena of Ideas - Replies (6)

[Image: P56tSbj.png]
That list on the right, the filtered blueprint list, it would be nice if there was an all button to enable or disable from all authors. That way you can go back and forth between seeing everything that is available and seeing what one person has. The amount of authors are only going to increase with time, which will require each one to be individually unchecked.

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  Fix Aircraft Flat-Earther Logic
Posted by: Deantwo - 12-25-2018, 01:43 PM - Forum: Arena of Ideas - Replies (4)

One Flat-Earther theory is that the world isn't round because aircraft don't fly straight off it when flying.

In Hazeron aircraft do fly straight off the planet rather than follow the curve of the world. I would like it if they followed the curve of the world while inside the atmosphere.

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  Petition to Re-Add Tech Level
Posted by: expert700 - 12-23-2018, 10:36 PM - Forum: Cantina - Replies (36)

I recently started playing Hazeron again, and as I've been rebuilding my empire, I've realized that there is barely any progression in Hazeron anymore. There are patents, but those take insignificant amounts of time to create and are entirely passive. Not every resource is available in every system, but it's now trivial to set a basic shipyard up and go out to find them. It seems to me like a group of experienced players could go from nothing to Warp 9 ships in a matter of days at this point, and that is a problem.

To that end I am suggesting, as you may have guessed from the title, that we put the old tech level system back in. Expert, you might ask, why put that system that we all thought was an inadequate progression system back into the game? Well, reader, because when we were hating on it through the years, the general assumption was that something else would be instituted in its place! What we got was the even more passive year long wait to reach max quality, and then that was removed, with nothing at all put in its place! Most of us that discuss Hazeron's mechanics on these forums already have established empires, and we rarely hear from people who are only just establishing their empires. Because of that, I feel like we've overlooked the progression of the game too much as of late.

I think we all acknowledge that some level of gating is necessary, but have disagreed on the level. I hope we can all agree that patents are not a good form of progression. In other games, built up groups that have been around for years have not only the advantage of being spread out and experienced with the game, but are also protected by progression systems that impose constraints on new players. In Hazeron, at the moment, the only two differences between well-established empires and brand new ones are their patents and the number of systems they're spread out across. With the highest quality effect being 2.5x, the biggest gap separating old empires from new ones is really just that the older empires have hidden shipyards in the middle of nowhere that allow them to wage war without concern for their industrial base.

Was the old 32 tech level system perfect? No, it was by no means a perfect solution, and we all know that. It was, however, better than nothing. Most importantly,  it prevented brand new players from rapidly acquiring ships capable of everything that a ship made by a well-established empire was. We all know that it was often circumvented by gifts of money and technology from friendly empires, but other empires could at least try to threaten people into not giving technology away to new players. I'm not suggesting that we bring tech levels back to stay, but rather as a stop-gap solution. Right now, Hazeron's progression is simply far too shallow. We could do nothing about it, with the Steam release rapidly approaching, or we could put a band-aid on it, something to tangibly improve the game experience until a better and more permanent progression system can be implemented.

I recognize that there's probably a very slim chance of this actually happening, but if nothing else I hope we can get a discussion on a proper progression system going again.

Running List of Supporters:

  • Myself
  • Celarious
  • nightslay
  • Mortius
  • VhwatGoes
  • Minty

Running List of Opponents:
  • Anr
  • Deantwo
  • Ikkir
  • pizzasgood
  • Resonkinetic
  • martianant
  • Phenoix
  • Spacegeek
  • Norway174

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  Multiple New-Style Building Sizes
Posted by: Minty - 12-23-2018, 02:46 AM - Forum: Arena of Ideas - Replies (8)

In the old-style of cities, it was very easy to make buildings larger, just by adding on new floors.

In the new-style, you have to either find a different building that meets your needs, or publish multiple larger versions of the same building and tear down the old one. It would be nice if you could make multiple size versions of buildings in the editor, then save them to one file that supports multiple size 'versions', and all you need to do to make them larger is either make it larger from the start using the scroll wheel to select a larger size, or click on the building again with the same building, much like the old-style way of adding floors.

This would lower the eventual amount of nearly-duplicate buildings in the blueprint exchange for people who want multiple sizes of the same buildings, and since most buildings don't even come *near* the size limit (and those that do are likely too complicated for the player to make multiple versions of), you don't need to quadruple the file size or anything like that to accomodate it.

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  Enemy Troops don't Despawn
Posted by: Deantwo - 12-22-2018, 11:28 PM - Forum: Prerelease Bug Reports - Replies (1)

(This issue happened in an old-style city, but it is still an issue for new-style.)

Spacecraft berthed troops that are on the surface of a world are supposed to despawn when the spacecraft leaves the solar system.
This does not seem to be the case.

It is almost impossible to locate enemy troops or avatars on your world.
Ceruleas captured my capital city, yet again, and left some troops around on the military flags. A couple troops were also hiding some random place in a forest. But there are still enemy units on my world somewhere.

I would love it if police stations or maybe some military building would highlight locations of enemy units. This could be as simple as showing them on the world map, or have police helicopters circling over their heads with a spotlight pointed at them.
The highlighting could be delayed by 13 minutes or something, so an attacker can outrun it and try to keep ahead of defenders.

On the topic of defense, maybe a world with an active military base could spawn encounters for enemy units. Small squads of soldiers taken from the military base's barracks.
Related: (Idea thread) Empire Defense Fleet and Encounters

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  Selling at broker glitch
Posted by: Snowmantis - 12-22-2018, 02:01 PM - Forum: Prerelease Bug Reports - Replies (2)

Selling directly to a broker from your personal inventory does not work even when the prompts indicate the broker is ready to start a trade.    (even for free)

Take the same items, move to a ship ship parked on airport and you can successfully trade with the broker via the same COMM channel.


If we are not suppose to trade directly with Brokers then the prompts should be changed.   If we can trade with brokers (old style cities), then this appears to be a bug.

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  Star Effect Depth Error
Posted by: expert700 - 12-22-2018, 05:36 AM - Forum: Prerelease Bug Reports - Replies (1)

I jumped into a system, and thought for a moment that the planet generator had pooped out and put a planet inside a star:
[Image: 5TJG2Vw.png]
Upon closer inspection, the planet was actually behind the star:
[Image: lU59kQ2.png]

As can be seen in the first picture, the corona of the sun is being drawn behind the rings, when the rings are in fact behind the sun.

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  Make finalization screen-cap more automated
Posted by: pizzasgood - 12-22-2018, 02:28 AM - Forum: Arena of Ideas - Replies (2)

Currently, every time I want to finalize a design I have to move into position, disable the grid, hide things like hull voids and walk paths, remove my helmet, and disable the hud.  Then afterwards I have to remember to put my helmet back on, especially if I'm using a designer on a hostile world and entered the studio from outside.  (Oops.)

My proposal is to create a "Preview-Image Properties" window with options to define all of that stuff and save it with the design so that it can be applied automatically (and temporarily) during finalization. Settings should include the viewpoint (with a "save current view" option for defining it), checkboxes for stuff like the grid, skybox, ground, hud, and helmet, and a list of part categories that you want omitted.  The defaults should be such that most of the time we don't have to fiddle with anything but the viewpoint.  Saving the chosen settings on a per-design basis also means that re-finalizing something after making some quick edits takes zero extra steps unless you need to reposition the viewpoint due to rotating or reshaping the design.

This could even be bundled together under a "Preview Camera" object placed into the scene so that if we do a select-all and move or rotate everything, the viewpoint would get the same transform and not need manual adjustment.

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