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Spacecraft unable to spaw...
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No Record of Shipment Fou...
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Mission Order: Officer Sa...
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System map does not refre...
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favorite or funniest mome...
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Picture Thread 2.0
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Hold access for void asso...
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Minor bug: In exported sa...
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Fix Aircraft Flat-Earther Logic |
Posted by: Deantwo - 12-25-2018, 01:43 PM - Forum: Arena of Ideas
- Replies (4)
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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)
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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)
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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)
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(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)
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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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Make finalization screen-cap more automated |
Posted by: pizzasgood - 12-22-2018, 02:28 AM - Forum: Arena of Ideas
- Replies (2)
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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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2018-12-21 Bounties, System Gen, Mating |
Posted by: Haxus - 12-21-2018, 03:27 PM - Forum: Updates
- Replies (18)
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Bounties on Web
It would be nice if bounties were shown on the avatar page on the web site.
The following information about bounties is now shown on the avatar web page. - All current bounties.
- Number of bounties collected.
- Amount of cronos collected from bounties.
- Number of bounties collected on you.
- Amount of cronos collected from bounties on you.
The amounts collected are currently zero for everyone. That information was not tracked prior to this update.
Bounty Hunter Jobs
Bounty hunter jobs are extremely rare and difficult to acquire. Does anyone know how it works?
Bounty hunter jobs were eliminated in favor of the following system:- The head you drop when you die is tagged with your highest current bounty, if you have one.
- Multiple heads can be tagged with the same bounty.
- A head with a bounty shows that information on its item name and in its description.
- A head with a bounty is redeemed using the gear window.
- If the bounty on the head is still active on the avatar, you will receive the money and a notification. The bounty is removed from the head.
- If the bounty on the head is no longer active on the avatar, you receive notification but no money. The bounty is removed from the head.
- If the avatar cannot be located, you receive no notification. The bounty is not removed from the head. You must try again later.
- You cannot redeem a bounty from your own head.
Solar System Generation
The suns and worlds in a solar system sometimes change when the system is regenerated. Resources and their qualities change.
The fix for this is imperfect, without a lot more work. It was intended to accompany a database reset but the solution was slightly better than the current condition.- Solar system contents in sectors generated after this update will no longer change when regenerated.
- Systems in sectors that currently exist could change one last time, if their sector gets regenerated.
Commander Submenu Items
Submenu items on the view buttons in Hazeron Commander are missing.
Commander view button submenus are now accessible using the tiny '>' widget at the top right of the buttons.
Gear Submenu Items
Maybe to be consistent with other buttons, the Gear button to also be as a sub-button of itself? not too important, just a note
Gear button now appears as a submenu button of the Gear button.
Mating
The procedure for mating is strange and weird. It is impossible to mate with a passenger, a town person, or an indigenous person.
Mating was reworked as follows:- A new body pose was added to become receptive to mating; crouching no longer works.
- You must be a naked adult creature to assume the mating pose.
- Default binding is Shift+X.
- The body lies on its back in the mating pose. Sorry dogs; its missionary or nothing.
- Male or female sentient creatures can initiate the mating pose. Animals do not mate.
- Mount a receptive sentient to mate, using the E key.
- Both participants must be fully grown adults.
- They must be of opposite gender.
- They must be naked.
- They must be conscious and alive.
- If the couple has compatible DNA and the female is not already pregnant, she is impregnated.
- To mate with crew or passengers, assume the mating pose and order them to mount you. You no longer have to undress them; they will undress while mating.
- To mate with NPCs in general, initiate a conversation by saying hello. Assume the mating pose and accept their response.
Blind Animals
Wild animals are blind inside spacecraft and buildings. They have no logic to find their way around. This makes monster encounters aboard spacecraft a sad task of simply dispatching the pathetic things.
Wild animals can now see, hear, and smell aboard spacecraft and inside buildings. They will seek food and prey and they will attack threats, just like in the wilderness. They cannot operate turbo lifts nor can they open locked doors or manual doors. Automatic doors will open for them. A flying animal might get lucky and fly up or down through a hatch if it was open.
Captured Vehicles
Vehicles do not switch to the conquering empire. So they count as enemy units on the planet, preventing military HQ construction.
All existing cities, new vehicles and new spacecraft now change empire when a world is captured. A world is captured when it is claimed and when a military HQ is built.
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