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How to modify a buiding ?
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Currently i have an issue...
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Mission Order: Officer Sa...
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| Make finalization screen-cap more automated |
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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 |
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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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| Room Ideas |
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Posted by: Deantwo - 12-20-2018, 07:11 AM - Forum: Design Studio
- Replies (6)
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Saw some discussion on the Discord about there not being a lot of rooms types to fill a large spacecraft with. So I went about to make a small list of ideas and felt it was a good idea to share it here. You can all comment with your own ideas, but even more so if you have more rooms that actually serve a purpose as opposed to simply vanity rooms.
Purposeful rooms: - bridge
- cabins/berths
- engineering
- medical bay
- transporter room
- spacecraft hangar
- ground vehicle hangar
- external door access
Possible vanity rooms:- commissary room
- observation deck
- military strategy meeting room (long map table)
- engine room (flashy warp core)
- captain's quarter/cabin
- trophy room
- barracks
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| Loudspeakers |
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Posted by: Mr. Mortius - 12-19-2018, 08:46 PM - Forum: Arena of Ideas
- Replies (3)
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It might be difficult to add, but some way to play sound clips from spacecraft would add some atmosphere to the game. Maybe this could be done in a similar way to picture frames?
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| Improved Citizen Permissions |
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Posted by: Mr. Mortius - 12-19-2018, 06:14 PM - Forum: Arena of Ideas
- Replies (5)
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Looking forwards to the Steam release, there will be more players in-game than there have been since the free-to-play era, possibly more. I would like to suggest improved permissions for new empire citizens to better promote cooperation and multi-player empires. I've been thinking about what it'd take for me to consider accepting players into the Weltreich empire, and I thought it'd be good to start creating a list.
Some key features that'd make a large difference:
-Limit starmap data to administrative domain. This would prevent sensitive intelligence from leaking out, sort of like varying levels of clearance in the US government.
-Allow the selection of an empire city to spawn at other than the empire capital. Similar to the above, and would allow a starter system to be created. This could be a huge help to new players once custom stories are added, and could contain small starter ships.
-Allow the creation of default permissions for new citizens. This would make things much easier on any top empire officials.
-Define systems/sectors a citizen can access and take possession of empire fleet spacecraft for personal use. This is related to the starter system idea.
I'll add more as I think of them, and discussion on this is encouraged!
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| Texture error for most phylums |
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Posted by: pizzasgood - 12-19-2018, 02:41 AM - Forum: Prerelease Bug Reports
- Replies (1)
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When I use the character creator on the Mint, Ubuntu, or Debian build, the textures for all phylums but Amphibian and Glabrian are plain black (not loaded at all, I assume), and I get a bunch of the following error in the console:
Code: libpng error: IDAT: chunk data is too large
They display properly in the Fedora build, though it does output a warning:
Code: libpng warning: iCCP: known incorrect sRGB profile
Unfortunately, the Fedora build renders the mouse pointer in monochrome, as I reported on the old forum. That's probably an unrelated issue, but it does make me reluctant to use the Fedora build as a workaround.
Poking around a bit with ldd, it seems that the Fedora build only looks for libpng16, but the copies of libQt5Gui.so.5 in the Mint, Ubuntu, and Debian builds look for libpng12 (the rest of their libraries are looking for libpng16 like the Fedora build). If I copy libQt5Gui.so.5 from the Fedora build into the Mint built, I get the best of both worlds -- the sRGB profile warnings still happen, but both the textures and the mouse work. So it looks like maybe libQt5Gui.so.5 is being built against the wrong version of libpng in Mint, Ubuntu, and Debian.
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| Changing nose doesn't update model |
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Posted by: pizzasgood - 12-18-2018, 07:09 AM - Forum: Prerelease Bug Reports
- Replies (1)
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In the character creator, changing the nose type doesn't update the preview model on its own. The model stays the same until you change one of the other attributes.
This behavior is present on all Linux builds. I haven't tried the non-Linux builds.
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