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Currently i have an issue...
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Mission Order: Officer Sa...
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| Military Deployables |
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Posted by: Vectorus - 11-01-2018, 12:47 PM - Forum: Arena of Ideas
- Replies (2)
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You can't build on enemy worlds, and that's perhaps as it should be. Instead, I'd welcome a system for defences, containers and other useful objects which can be deployed in the field. These could mesh well with the item designer. The possible ranges for their attributes would have to be limited, and they would use volume inefficiently compared to buildings of similar size. Some examples to think about:
Earthworks: Defensive trenches or parapets. Must be dug personally with a shovel, so harder work than just grading with the F11 menu.
Electro-Barb Wire: A length of wire which slows movement speed and inflicts damage on avatars moving through its area (defined like a room void).
Czech Hedgehog: Puts down a barrier of limited max size. Immune to collision damage, so unlike tents and other objects cannot be run over by vehicles.
Barracks Tent: Allows troops or pilots (in the future) to be garrisoned on a hostile world when their mothership departs orbit.
Field Hospital: Carries a surgery station.
Storage Chest/Tank: Holds ammunition, med kits, fuel etc. Whatever is needed. Can be accessed by vehicles and troops within a certain range.
Power generator: Portable generator, draws from storage tank. Charges weapons and shields, etc.
Deployable shield: Creates a bubble shield of limited max strength. Protects against transporters while active.
Sandbags: Provide cover. You would have to design them for your race's specific height.
Bunker: Sturdier than sandbags, provides all-round cover.
Field Artillery: Ultra low-yield weapons bays mounted on gun models. Stationary but with more punch than vehicle weapons; operator is vulnerable to small-arms fire. Can target other field encampments and defences.
MG Nest/AA gun: Like a guard tower, but lower hp and must be physically accessed by a vulnerable troop.
These would presumably be balanced so that a well-aimed fighter's bomb could take out a whole camp, unless it's shot done first, but weapons bays couldn't target them. They would durable enough to become familiar little enclaves to dueling players, but nowhere near as strong as a captured city. Defenders could also build them, of course.
Deployables are neutral, so they don't count as an enemy presence on your world, and if you have physical access to them you can use them, regardless of your empire. Push forward and take an artillery park; it's yours instantly to use against them. Can be cleaned up from a claimed planet if there are no enemy units present.
The way I see it, defences like these could lead to immersive situations: you log in to your space house, hear the guns in the morning, just as you've done every morning for the past three weeks. You can see flashes in the distance as the enemy's forward camp exchanges fire with the city walls, smoking craters around their wire walls. Supply shuttles come and go in the distance, occasionally harrassed by your friendly fighters. It would give ground combat a more definite sense of place: you might actually remember famous battlefields like Monte Cassino, Caporetto, D-Day...
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| Looking to Co Found a republic |
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Posted by: Hannibal - 11-01-2018, 02:29 AM - Forum: Cantina
- Replies (2)
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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
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| 2018-10-31 Street Lights, Bulldoze Craters, Smoky Craters |
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Posted by: Haxus - 10-31-2018, 09:25 PM - Forum: Updates
- Replies (14)
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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.
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| Гага́рин Bottled Up Anger |
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Posted by: Deantwo - 10-27-2018, 08:56 AM - Forum: Prerelease Bug Reports
- No Replies
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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?
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| Story Spam and Missing Repeat |
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Posted by: Deantwo - 10-27-2018, 08:50 AM - Forum: Prerelease Bug Reports
- No Replies
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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.
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| Гага́рин Spawn Inside Rocket |
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Posted by: Deantwo - 10-27-2018, 08:43 AM - Forum: Prerelease Bug Reports
- No Replies
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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?
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| 2018-10-26 Troops at Posts |
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Posted by: Haxus - 10-26-2018, 11:52 PM - Forum: Updates
- No Replies
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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.
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| Landscaping Undone & Broken |
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Posted by: RedShift - 10-26-2018, 06:06 PM - Forum: Prerelease Bug Reports
- Replies (13)
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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.
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