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Ioplasma recipe missing i...
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Mission Order: Officer Sa...
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| 2023-12-19 Capitol Window, Mount Spins, Targoss Inaudible |
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Posted by: Haxus - 12-19-2023, 08:22 PM - Forum: Updates
- Replies (6)
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Capitol Window
The capitol window doesn't update when building construction finishes.
Capitol window now keeps itself in sync with the city buildings. This works well enough that the Refresh button was removed.
A nice improvement is that when the currently selected building construction is completed, the window tabs change appropriately. Previously you had to click a different building then click back to the one you wanted, which was a nuisance.
Mount Turns Fast
I grabbed a mount from one of my farms. It was fast and had fantastic stamina. Unfortunately I couldn't control the thing. Even the slightest tap on the turn button caused it to spin mostly around.
Mount turn speed is based on its own turn rate. This is sometimes too fast. That turn rate is now limited to a specific maximum when mounted.
Targoss Inaudible
I had not heard from Targoss for awhile. I found him stuck against a farm building. I could see his lips move but I could not hear him.
When story characters speak audibly, they now perform a test to see if your avatar can hear them, for any of many reasons. If the avatar cannot hear them speak, then the audible message is transmitted on the Hail channel instead, at Solar System range.
Targoss Deleted
Targoss got stuck against a farm building. I tried to save him by bulldozing the farm. Targoss also got deleted.
When bulldozing buildings, story characters are now rescued and placed where the building was removed.
Avatar Creation Haircut and Shave
When creating an avatar, I can choose their haircut and shave. These settings do not carry through to the avatar that is created.
Fixed.
Avatar Creation Snafu
Created an avatar. Returned to the avatar selection page. Deleted the new avatar. When creating a new avatar, the Enter game button was grey until I fiddled with the scenario selection combo box.
Fixed button enable/disable states when returning to avatar selection page.
Crew Orders
I switch to a different avatar while my ship was traveling through some wormholes. When I switched back, my crew was waiting to go through the wormhole until I got back.
The online game imposed restrictions on what an npc crew was allowed to do when no officer or avatar were aboard. All such restrictions were removed. The crew will now carry out their current order, without regard to who is aboard.
Wormhole Exploration
When a ship goes through a wormhole, the captain of the ship is credited with the exploration, regardless if they are on line. Previously, the captain had to be on line.
Story Indigenous Snafu
The Eden story started before the presence of indigenous life was established.
Fixed.
Citizens Block Takeoff
Citizens clustered around my spacecraft prevent it from taking off.
Citizens no longer spawn near you when you are standing in any kind of parking space.
This is not a perfect fix but it will reduce the crowds at the airport.
Persistent Sounds
I created a new avatar. Targoss arrived. I returned to the avatar selection page while standing near Targoss and I could still hear his torch at the avatar selection page.
Fixed a bug in the current item sound cleanup for npcs.
Hail Bug
My ship was parked near a wormhole to my home system. I was next to it in a different ship. On the Crew channel, I ordered my ship to go through the wormhole. After it went through, I heard the hail from the other system's space station. The message said it originated in my system, which had no developments of any kind.
Fixed a bug in the routing of hail range messages.
Crew Follow Bug
My ship went through a wormhole. A different ship that I was aboard had a standing order to follow my ship. The ship I was aboard did not follow my ship through the wormhole.
Fixed a bug in the navigator's logic when following another ship through a wormhole.
Story Start Delay
Upon completion of the Rocket Training story, the Undertow story starts abruptly without delay. It should give me a minute to collect my thoughts.
A new story chapter will not start within one minute of a previous story chapter ending, for any reason, including being dropped.
HTTPS SSL Certificate
We are still waiting. Network Solutions shows the certificate has been approved, pending delivery.
This inexplicable delay resulted in my previous certificate expiring before the new one was issued. That pissed me off and I canceled the order for the new certificate.
This time I will wait.
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| [ Future State ] - Game Events, NPC Dialog, diplomacy |
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Posted by: Rockinsince87 - 12-19-2023, 01:27 PM - Forum: Arena of Ideas
- No Replies
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Background: This was posted in another thread and it needed to be moved here.
Scope: This suggestion takes place during/after NPC empires and shows an example of what could be fun with game events, NPC dialog, a diplomacy system, as well as a trade dialog system based on empire relations.
Context: The original tread this was posted in covered using the spawned asteroid in the new empire that uses that scenario as a game event with NPC empires.
"Captains log...I have decided to forgo the prime directive and save this primitive species from utter doom."...
Seriously that is a good idea Deantwo. I've always imagined that when Haxus adds AI friendly/neutral/enemy empires to the game that "Quests/events/missions" could trigger. Something that is fun for all.
I warn the readers below, this example involves other systems of game play that have not been created yet or even approved.
Example: A planet is facing a horrible plague and reaches out to you when they detect you entering the system. You decide to return contact and speak with their leaders. (I always imagined a simple dialog system with the avatar bio picture or something similar to let you see who you are speaking to in dialog menus).
You pick from the menu the options to help them out of 5 options lets say. Options could vary between, just helping, extorsion, to flat out waiting until they all die to conquer them, and even just leaving them to their fate. Ok so you decide to help them, you provide them a quantity of the appropriate Q level medical supplies (Perhaps you have to make a special trip with medical supplies or send another ship).
I also imagined the diplomacy system when implemented would work on a point based system to determine alignment of the various empires. This being a quest, would have a significant boost that would give you a huge point bonus allowing you to ally if you decided to help vs extort.
Oh wow...this empire that you just saved manufactures high Q level oil. Now that you are allies, the dialog menu system has more options including investing in their planet and infrastructure. You ask them to invest heavily in their oil production by providing them a large sum of money to fund the investment. From the same menu system you could open the trade dialog screen and setup a broker connection. They most likely would want to buy stuff from you too, that would require negotiation. Not just for price but for quantity per shipment. You don't want someone to buy up all of your goods.
The asteroid event could be just another event on the list that leads to all of the above.
There is so much potential here it's staggering...Random events, trade, dialog, and more will make this a top tier space game and make the universe so alive. There are so many events you could come up with...just start ripping plot lines from star trek and your good
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| Stowaway Scenario Feedback |
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Posted by: Deantwo - 12-17-2023, 10:00 AM - Forum: Arena of Ideas
- Replies (4)
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I just completed the Stowaway start scenario. It took me three tries to successfully commandeer the spacecraft.
I wrote a wiki page for the scenario, with a basic guide.
See: http://www.hazeron.com/wiki/index.php/Stowaway
I figured I would share some feedback and issues about the scenario.
Issues
The first issue I found was lack of pistol ammunition. You need more than the one spare magazines you start with. I went to the troop quarters with the hope of finding more pistol ammunition, but the room didn't have the barracks cargo access. I also found that there is no room with cargo access on the ship, the few medical supplies in the cargo hold is inaccessible to the player also.
Second issue, while I was in the troop quarters, all the crew of the ship suddenly came to attack me. I assume the troop quarters are closer to the bridge and they could detect me there? I had no issue when finishing off the spare crewman in the crew quarters. Some sort of alarm about a detected intruder might be helpful here, even if it is just a message on the intercom comm channel.
The spacecraft has no food. This is even worse if the player is a herbivore.
Constant early game inventory issue. Carcasses are large, and new players won't understand this at all.
Feedback
I would suggest the new players at least starts with a Knapsack, so they can carry a little more. That way they could start with a few more items to help them, such as another pistol ammunition and maybe some food. Could also have them start with a piece of paper that gives a tiny story or some hints on what to do.
Fix the spacecraft blueprint. The troop quarters should have barracks cargo access, or make a tiny armory room next to it. A small room to access the medical supplies would be nice too. Access to the whole cargo hold could be nice too, but if it is easily accessible it would make this scenario a little too easy maybe.
Currently the intercom is very under used in general, everything is usually said on the crew channel. Crew and troops currently only announce encountering an enemy on the crew channel. For pirates it might be more fun if they did this on the intercom channel. Knowing when and how much of the crew is coming for you would be very helpful in understanding what is happening.
The scenario can be fun, but a lot of it is about luck. If you fail, it basically just starts you off on a habitable world with nothing special similar to The Savage State scenario.
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| Return of loading passengers into vehicles, and rewards to allow "freelancer gameplay |
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Posted by: Ivan - 12-16-2023, 06:20 AM - Forum: Arena of Ideas
- Replies (4)
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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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| 2023-12-14 Achievements, Service Panels, Blueprints |
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Posted by: Haxus - 12-14-2023, 09:10 PM - Forum: Updates
- Replies (3)
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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 |
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Posted by: Rashi - 12-12-2023, 06:25 PM - Forum: Bug Reports
- Replies (5)
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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 |
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Posted by: Kastuk - 12-11-2023, 11:46 AM - Forum: Cantina
- Replies (9)
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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 |
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Posted by: Ivan - 12-11-2023, 04:28 AM - Forum: Bug Reports
- Replies (2)
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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/filedetails/?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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