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  I'm here, and I'm watching
Posted by: Kipx - 11-29-2018, 12:38 AM - Forum: Cantina - Replies (2)

Hey!

Just wanted to pop in and say I'm impressed with how many updates this game still gets. I played for a while back when input lag was still a thing, and Syndicate was ravaging the only universe that existed at the time. Left for a while after getting ravaged and came back when the input lag was removed, had a good time, got ravaged again, and went on my merry way... but this game never left my mind.

This is truly one of the most unique games I've ever played, and it amazes me how it's primarily only been worked on by one person. However, it pains me to know how truly lovely a game is and how fantastic it can be, but also how little people are on most days. I understand sometimes it's better to have a small community for a game like this, and I almost agreed when there were 50+ avatars on daily, but now it's uhh... like at most 4? I mean who knows, I may have no idea what I'm talking about, but I do check regularly... because I want to play more but can't really justify spending money personally... until I get TRULY desperate :P.

Really I just want to engage with the community I had so much fun with before. My screen name before was Psyker and I was like... mildly active, though I doubt some of you remember me. Either way, I may not be playing, but I am watching. 

Thanks for reading, and have a good day!

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  2018-11-28 Refit Q, Open From Gear, Station Resupply
Posted by: Haxus - 11-28-2018, 05:28 PM - Forum: Updates - Replies (2)

Refit Q
Refitting a ship is difficult unless you have all the materials needed, due to Q requirements.

Refit now allows you to specify the minimum Q of parts to be used. Any system whose volume increases due to the refit will have its associated module quality reduced to the minimum Q, if its module Q was higher.

Refit UI shows an icon next to each slider, to indicate what system's module will be affected. The tool tip on that icon states the current system module Q.

Open Blueprint From Gear
Open a blueprint from a storage device in your gear fails. Open a blueprint from a disk or paper design in your gear works fine.

Fixed open from gear code to handle storage devices. It was not updated when storage devices were introduced.

Added thought messages to report the result of opening a blueprint from your gear.

Delete Kills Guards
I deleted a guard post. The guards were killed, their bodies strewn about.

Changed demolish code to not use the building destroy code.

Paint Colors
When applying paint to faces in the designer, it would be nice if the color selector remembered the colors I already used.

Paint color selector now fills the custom color boxes with paint colors that are already in use in the drawing.

Align to Roads
When placing a building, it is nice to align to roads using the space bar. However, with the addition of street lights, it can be difficult to align to a road because the building placer wants to align to the street lights.

When placing buildings, the space bar now toggles between searching for roads and searching for buildings. Both will now be highlighted, when a road and a building are found. If the first press of the space bar doesn't align to what you want, press it again.

Align to Buildings
When placing a building, it used to align to other buildings when I press space bar. The alignment is not correct when I align to a new style building.

Fixed alignment angle when aligning to new style buildings. The alignment is based on your cursor's position relative to the center of the obstructing building's site.

Building Environment Error
A building that reports enough structure for harsh environments cannot be built there. A message says armor level is insufficient.

Fixed a bit of code that was not considering the new allowance for structure, instead of armor.

Electricity Stall
Power plants in a city filled their batteries full but no buildings in the city reported having any power. They were all interconnected.

Fixed power plant supply bug.

Fall Into Building Site
I walked up to a giant wind power plant and fell into the ground on top of an underground block of the building.

Fixed terrain altitude error when on the site of a building with underground parts.

Trees on Bridge
I built a bridge across a river. One end of the bridge is on a farm where some trees are specified to grow according to the landscape of the site. The trees appear in the middle of my bridge.

Fixed bridges so they remove orchard trees and farm shrubs that land on their site, after any other building sites add them.

Terrain on Bridge
A dune of sand spills out onto the pavement of the bridge, at the end that is in the farm site.

Fixed terrain altitude calculation error in building site "cut" and "fill" modes.

Fixed placement of site meshes in the 100m highway bridge. Republished the design.

Road Precedence
The road that crosses the farm site to connect with the bridge does not sound like a road when I walk on it. It sounds like dirt.

Roads now have precedence over building sites.

Station Resupply
Stations do not get crew or supplies from new style cities.

Stations now board crew and troops, load cargo and ammunition, and get repairs from new style cities.

This was finished at the last minute. It has not been tested yet.

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  Returning Empire
Posted by: Nikeo309 - 11-27-2018, 06:54 PM - Forum: Cantina - Replies (3)

Hey guys, glad this game is still alive! New forum looks cool, building without roads made the game more fun for a solo player like me, love that!. Still learning the new patent system but i think i got the gist of it. Il be spending more time in the gathering stage this time around, sailing and making smaller towns, taking screenshots. Any tips on defending low tech settlements from getting captured? What else is new? plans for the future?

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  Stasis Message Misleading
Posted by: Vectorus - 11-26-2018, 02:53 PM - Forum: Prerelease Bug Reports - No Replies

When hailed on the crew channel, your ships will always report ready to be recovered.

Attempting to actually do so reveals this to be inaccurate.

[Image: PxqRHBB.png]

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  Starting Sector -
Posted by: Snowmantis - 11-23-2018, 01:58 PM - Forum: Cantina - Replies (2)

When a new Empire is created isn't there was some formula that keeps your starting sector some distance from another claimed sector?

It is quite disheartening to spend literally days making a new Empire only to be next door to the most powerful Empire in the game?  Understandably a long lived empire would have far reaching "probe" territory, but landing next door to such a power on the outside fringes of the galaxy just sucks.

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  2018-11-20 Sticky Roofs, Broken Floors, Ghostly Walls
Posted by: Haxus - 11-20-2018, 04:52 PM - Forum: Updates - No Replies

Sticky Roofs, Broken Floors, Ghostly Walls
The work on stick roofs created more problems than it fixed.

I think the problems with sticky roofs, falling through floors, and ghostly walls are fixed.

I could not eliminate the need for a hull void on top of areas where vehicles are intended to operate. That includes on top of the road span of bridges and the landing pad at the airport. The void nullifies the obstruction margin that normally exists around hull parts. The void only has to be about a meter thick; more is ok because it is ignored outside the obstruction margin.

I updated the Airport Terminal, Colony Airport Terminal, and Highway Bridge blueprints. I unpublished the other bridges until I have a chance to work on them.

Server Crash
A couple of servers crashed in the past few days.

Fixed an error that happened when a passenger used a turbo lift while someone aboard was in a designer instance. This was positively identified as the cause of the crash in both cases.

Street Lights
I keep going to the roads page to find street lights.

Street lights button moved to roads page on the construction window.

Street Lights in Top Down
In top down view, street lights show an icon in the buildings overlay. They can be overpowering when there are lots of them.

Street lights and bridges were moved to the roads and landscaping overlay in top down view. This is consistent with their placement on the roads and landscaping page of the construction window. Street light icons are now 1/2 the size of road and bridge icons.

Grass on Roads
Sometimes my roads have grass on them in front of buildings, if the building site overlaps the road.

Grass is now removed from roads, even if they are overlapped by building sites.

Finalize Bug
Get a copy of a design from the exchange. Go to the designer and use the open from gear option. The design will not finalize after you tinker with it. Save the design to a file and reload the file and it finalizes ok.

Fixed architect id error.

Boat Scrape Bottom
Sailboats and submarines should make a scraping noise when they rub against the bottom.

Sailboats and submarines now make a scraping noise when they touch bottom while moving.

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  Turret CTD
Posted by: Vectorus - 11-20-2018, 04:49 PM - Forum: Prerelease Bug Reports - No Replies

Firing a turret on a spaceship causes a crash to desktop for me.

Gathering more information. First noticed aboard an old-style.

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  Troop Posts in Civilian Buildings
Posted by: Vectorus - 11-19-2018, 07:41 PM - Forum: Arena of Ideas - No Replies

There are some cases where you'd want to posts guards at what is technically a civilian building. You might want soldiers at an airport or a dock, or guarding your capitol, bank etc - even your avatar's private bedroom.


Right now, you have to somehow splice in a guard post site, which can be difficult, especially if the target location is on an upper floor. Could guard posts, as well as being a standalone building, become a mechanism by which troops are drawn from the military population just as citizens are for citizen posts - to any location? You eradicate all military presence by destroying the military homes, so I don't think it affects balance at all.

You can already do this on ships, more or less - would it be hard just to extend the system to all building types?

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  Sinking into ship floor as of latest client patch 11/17/18
Posted by: Snowmantis - 11-18-2018, 03:46 AM - Forum: Prerelease Bug Reports - No Replies

I am now sinking into the floor of my ships since the latest client patch today (11/17/18).   Tested on a  simple "Rocket box" and the Haxus Scout (refitted with PNN module).  

If you go prone or recall (no bed), you see through the bottom of the ship into the ground, or when its flying it is like your a stuck bug on the bottom of the ship.   (LLKTXND  and KFRIVND)

Not sure if this is related, but also experience two teleports to the bottom of the ocean while trying to move in a ship when I was sunken to my waist into the hull.

Update from global:
01:19 UTC · Shores of Hazeron
Haxus
I also realize what made the floor break.

01:23 UTC · Shores of Hazeron
Haxus
I will log off here and debug the floor problem when I log back on Monday.

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Exclamation Linux version of Hazeron Launcher lacks libraries to run on Ubuntu 18.04
Posted by: SunnyDrake - 11-17-2018, 09:58 AM - Forum: Closed Bug Reports - No Replies

Hi all ::)
To launch  launcher and game parts i need to link libpng12 from VMWare install: 

Code:
sudo ln -s /usr/lib/vmware/lib/libpng12.so.0/libpng12.so.0 /usr/lib/x86_64-linux-gnu/libpng12.so.0 

There is no package for libpng12 only libpng16 on ubuntu 18.04
It's better to be shipped with hazeron launcher.
Tryed to place this file in hazeron folder - problem is Hazeron and other parts of it seek it only in /usr/lib/x86_64-linux-gnu/

Best Regards SunnyDrake aka EL

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