Not a member yet? Why not Sign up today
Create an account  

Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 1,238
» Latest member: UnregularSpace
» Forum threads: 1,565
» Forum posts: 9,485

Full Statistics

Online Users
There are currently 173 online users.
» 0 Member(s) | 169 Guest(s)
Applebot, Baidu, Bing, Google

Latest Threads
How to modify a buiding ?
Forum: Cantina
Last Post: netshaman
11-28-2025, 02:36 PM
» Replies: 2
» Views: 242
Are NPC's allowed to pilo...
Forum: Cantina
Last Post: AnrDaemon
11-13-2025, 02:52 PM
» Replies: 3
» Views: 387
Currently i have an issue...
Forum: Cantina
Last Post: Deantwo
10-16-2025, 03:19 PM
» Replies: 5
» Views: 990
Another Open Letter to Ha...
Forum: Cantina
Last Post: asphere8
09-03-2025, 05:03 PM
» Replies: 2
» Views: 4,181
Spacecraft unable to spaw...
Forum: Closed Bug Reports
Last Post: wad67
08-03-2025, 07:25 AM
» Replies: 9
» Views: 19,774
Ioplasma recipe missing i...
Forum: Bug Reports
Last Post: Xantheose
07-26-2025, 04:32 PM
» Replies: 0
» Views: 3,278
No Record of Shipment Fou...
Forum: Bug Reports
Last Post: Vectorus
05-05-2025, 07:09 PM
» Replies: 0
» Views: 3,568
Mission Order: Officer Sa...
Forum: Arena of Ideas
Last Post: Vectorus
05-05-2025, 06:47 PM
» Replies: 0
» Views: 4,707
System map does not refre...
Forum: Bug Reports
Last Post: GaelicVigil
04-28-2025, 03:59 PM
» Replies: 0
» Views: 3,279
favorite or funniest mome...
Forum: Cantina
Last Post: netshaman
04-16-2025, 08:09 PM
» Replies: 8
» Views: 12,272

 
  Looking to Co Found a republic
Posted by: Hannibal - 11-01-2018, 02:29 AM - Forum: Cantina - Replies (2)

Looking to Found a republic civilization with other players, the race would be human, and it would be RPish styled, if your interested let me know ::) peace

Print this item

  2018-10-31 Street Lights, Bulldoze Craters, Smoky Craters
Posted by: Haxus - 10-31-2018, 09:25 PM - Forum: Updates - Replies (14)

Street Lights
Street lights remain unfinished in new style cities.

Street lights can now be created in the designer.

  • To design a street light, change structure to Street Light on the design properties window. Unimplemented structures were removed from the Structure combo box, until they are ready.
  • Street light can have one light bulb that emits light, similar to the headlight on a spacecraft.
  • The number of street lights, headlights, vehicles, and other lights that illuminate the scene is controlled by a scene setting. Light sources are demanding. Only the nearest light sources to you emit light, up to the number configured in your settings.
  • Street light can have multiple light lens parts. Lenses do not emit light but each of them gets a light glow sprite, centered on the lens geometry. This sprite is visible even if the light limit prevents the light bulb from emitting light.
  • A simple street light blueprint was added to the blueprint exchange.
  • Street lights switch on automatically in the dark, if they have power.
  • Street lights do not consume power; they simply require it to be present.
  • Light bulb properties can be configured on the Properties menu. Headlight bulbs of spacecraft and street light bulbs can be configured. they are the same kind of object.
  • Light lens properties can be configured on the Properties menu. Light lenses in spacecraft and street lights can be configured. They are the same kind of object.
  • Headlight lenses in spacecraft designs made prior to this update do not store light color. They are identified as "Headlight Lens" where the new lens is identified as "Light Lens". Select a headlight lens and run the Make Light Lens command on it to turn it into a light lens, if a different color than carbon arc light is desired.
  • Street lights do not count against the 500 building limit on worlds. Their volume does count toward the building volume limit.
  • Street lights can be placed on existing sites and new sites can be placed that overlap them. When placed on an existing site, you might not be able to access the construction window due to ambiguity of which site you are in.
  • Street light designs will report commodity storage space, because that is the default for unused volume. Nothing will store anything there.
Ground Sound
The sound of walking on paved roads and at building sites is not correct.

Improvements were made to the choice of footstep sounds, based on terrain present at your location. This also affects your ground movement friction.

Bulldoze Craters
After a battle, it was a real pain to locate and clean up all the bomb craters.

A command was added to delete only bomb craters. All craters within 100m of the cursor are shown. The highlighted crater gets deleted when you click. Mouse wheel or arrow keys to cycle through stacked craters.

Smoky Craters
Bomb craters should smolder.

Bomb craters now smolder for a while. The time before going cold is based on the size of the crater.

Print this item

  Гага́рин Bottled Up Anger
Posted by: Deantwo - 10-27-2018, 08:56 AM - Forum: Prerelease Bug Reports - No Replies

I was messing around with Гага́рин a little, writing bug reports while he was talking to me. He got to the point where he changed to the Hail channel and waited for me to enter the rocket.

When I finally entered the rocket, he exploded with all the messages he had bottled up, telling me all the controls in one go.

Don't know if a timer broke because I waited awhile to enter the rocket, or if he is just always this hasty.

PS: Wouldn't it be cool if one of our Russian players could do voice acting for Гага́рин?

Print this item

  Story Spam and Missing Repeat
Posted by: Deantwo - 10-27-2018, 08:50 AM - Forum: Prerelease Bug Reports - No Replies

After running around looking for Гага́рин for a while. I tried just dropping the story mission, but it just started up again right away.
Autostart conditions seen on the wiki says there should be a 10 minute delay, I don't think I saw that.

It would be nice if the "Job" window had a list of tutorial stories, such as Targoss and Гага́рин, allowing us to request the story repeated or restarted. So when I drop the rocket training mission, I don't instantly have it start again. Instead I would have to go to the list and say that I want to start the story again.

This would also be good for new players, so they could restart Targoss if they kill/lost him.

Could even add the Relic story to use the same, if you drop the story it should wait until you say you want to restart it.

Print this item

  Гага́рин Spawn Inside Rocket
Posted by: Deantwo - 10-27-2018, 08:43 AM - Forum: Prerelease Bug Reports - No Replies

I am now successfully getting the Rocket Training mission, thanks to the 2018-10-10 update.

But when the story start, I can't find Гага́рин.
I finally did find him (and him me) when I randomly entered one of the rockets. He was INSIDE the rocket and couldn't see me from the outside. I could not see him in the rocket from the outside, but from the front seat he is visible in the back seat. He was not seated, just seemingly spawned stuck inside the center of the rocket.

He started talked to me when I entered the rocket, but I didn't get his first message because I was in a vehicle and he wasn't seated. Maybe Гага́рин shouldn't talk while the player is in a vehicle? Since the voice channel doesn't carry a message when one is in a vehicle and the other isn't.

The rocket also can't take off while he is stuck inside it.

My city (Rævehjert) is an old-style city, don't know if that matters. Come test it?

Print this item

  2018-10-26 Troops at Posts
Posted by: Haxus - 10-26-2018, 11:52 PM - Forum: Updates - No Replies

Troops at Posts
Troops do not appear at their designated spots at military buildings.

Troops now appear at guard posts at military buildings. One troop can appear per minute, up to the number of workers at the building.

Citizens at Posts
Citizens do not appear at their designated spots at buildings.

Citizens now appear at posts at buildings. Citizens appear due to your presence. While you are at a building site with citizen posts, those posts will be filled, up to the number of workers at the building.

Construction Process Show Component Roles
When a building analysis shows its construction process, it would be nice to know what things are required.

Construction process in building design analysis now shows the role of all components. Manufacturing process in spacecraft design analysis also does this now. Required components that get consumed are now listed first, followed by modifier components.

Server Deadlock
A server deadlocked.

Fixed deadlock while firing energy weapon at a ground base.

Location Under Water
I get a message when drawing roads that says, "Location Under Water". The cursor was green. I thought that was fixed.

Fixed an error in the road width used on the client to verify the location.
Fixed roads to not care about water at all.

Automatic Door Bug
I made a guard post with a gate that opens/closes. I walk up to the gate and it opens but it seems to be out of sync with the state of the gate/door on the server.

Fixed automatic door open bug on server.

http://hazeron.com/splash/Hazeron.Oct-26...01-824.png

Take Gear From City
NPCs that are created in new cities equip themselves based on gear in the city inventory but they don't take those items out of the city's inventory. A city with one rifle could arm an army that way.

Finished NPC gear init code. An unfortunate bug in that code cause a bunch of servers to crash right away when they were restarted. It is fixed and the servers restarted.

Troops Upgrade Equipment
Troops in new style cities do not upgrade their equipment when the city gets better stuff. My guards are standing around with bricks but my city has rifles and ammo.

Troops in new style cities now upgrade their equipment hourly.

Print this item

  Landscaping Undone & Broken
Posted by: RedShift - 10-26-2018, 06:06 PM - Forum: Prerelease Bug Reports - Replies (13)

Around 5:00 AM EST this morning, a friend and I were mid-game when suddenly nearly all of the landscaping we've done over the past few days was undone. Furthermore, since that happened, we have been unable to use any landscaping or road-creation functions. The tools allow the user to select them like normal, but upon confirming the action, there is no result. Building placement seems to remain functional.
However, the area my settlement is in was originally under heavy jungle, so the inability to grade or landscape has completely halted further progression.

Aside from a fix itself, we've both been set back a couple days and counting already - if there is any way we could receive some game time back for the days of our paid subscription lost, it would be greatly appreciated.

Apologies for the length of this post. Let me know if there are any further details I can provide that might assist in troubleshooting towards a resolution.

Print this item

  2018-10-26 Gun Towers
Posted by: Haxus - 10-25-2018, 11:08 PM - Forum: Updates - Replies (2)

Gun Towers
While building my first military base in a new empire, I found that the only gun tower was a laser tower. It needs cryo heat sinks. Dodgy

Two new gun tower designs were published in the exchange.

  • Gun Tower is a ballistic weapon turret. It shoots heavy weapon ammo.
  • Launcher Tower is a launcher turret, for rockets and missiles.
  • Fixed orientation of muzzle flash on ballistic weapon turrets. Previous orientation was rotated 90 degrees upward.
  • Fixed orientation of projectile fired from ballistic and launcher turrets. Previous orientation was backward.
These are small, each with less than 20hp. However, I gave them enough armor to build in any environment, which means they have a base absorption value of 100+, making them very difficult to damage. It left me wondering if they were too tough.

Projectiles Little Damage
Gun tower fires at APC, does very little damage.


Fixed various problems with projectiles (heavy weapons ammo, rockets and missiles).

No Hits by Projectiles

Standing in front of gun and missile towers, I am never hit by their weapons.

Fixed projectiles to be blocked/detonated by creatures.

City Report Ammo
City report lists petrochemicals under Weapons and Ammo.

Fixed filter that was including things that were merely explosive.

Print this item

  Uncrewed station not replaced
Posted by: Neils Iyssada - 10-24-2018, 05:55 PM - Forum: Prerelease Bug Reports - Replies (1)

Hi !

I want to replace my actual station with a new one, but the actual don't want to be replaced. It is uncrewed and empty, I can't access the interior (the Satellite One by tackeart, ID 2618202). It's located on the Rannock planet, orbiting Kalindra city. There's only one station orbiting my planet.

[Image: 1540403659-example.png]

Print this item

  2018-10-23 Broken Terrain, Morale, Suffocation, Starvation, Road Draw Bug
Posted by: Haxus - 10-23-2018, 03:49 PM - Forum: Updates - Replies (1)

Broken Terrain
The terrain at the margins between roads and buildings is broken. There are hills or ditches where the terrain used to be level. This leaves voids under buildings and buries buildings in the sand.

Fixed an error that was introduced when craters were allowed to deform roads. Nothing needs to be done on the client side. The terrain will be correct with this update.

Morale
The negative effects of morale have been disabled since morale was implemented in the new buildings, to allow time to make adjustments.

Negative effects of morale are now implemented. Citizens may move away when morale is below -1.

Suffocation and Starvation
Population loss due to suffocation and starvation have been disabled since they were implemented in new buildings, to allow time to make adjustments.

Citizens will now die due to suffocation and starvation.

Road Draw Bug
When drawing roads near the coast, I often get a green cursor indicating the road is ok but when I click no road is made. This can be very frustrating at times.

Fixed a function that was performing further validation after the primary construction validator was happy. The result of this is roads can now go from land to under the sea.

I had a to-do item to permit this. There is no real reason not to, with the new style buildings. Old style cities could not do this because the entire city was considered to be an under sea city or not, which affected various things.

Empty City
I started a new empire and built my first city. The city grew to some size. Coal was needed to produce electrical power. The closest coal was a long way away so I built a new town there. The only homes in town were provided by a single large apartment building. Nobody ever moved into the homes. I built a wharf in each town, to connect them by sea. Still no citizens. I build a long road to connect them by land, no citizens. Curiously, it did have workers.

The coal town had only one home building making periodic attempts to get citizens. No citizens meant no babies. No airport meant no air/space travellers. That only leaves indigenous as a source of new citizens. The old town had lots of homes and its population was not full so it was getting all the indigenous as they became available, at a faster rate because its morale was higher.

To alleviate this situation, empty homes are now particularly attractive to citizens.

  • Citizens will move from a home with 2 or more residents to an empty home in another city, as long as the destination's morale is 0 or higher.
  • Citizens move by sea if each building has wharf access.
  • Citizens move by land to buildings that are connected by land.
  • Only civilian citizens move in this way. Residents of military buildings do not move.
  • Civilian citizens will move to empty military homes.

Print this item