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  Cloaking Shields: How to Implement
Posted by: Vectorus - 09-29-2018, 01:07 PM - Forum: Arena of Ideas - Replies (9)

I really want cloaking shields to make an appearance, at last. They've been tantalizing us on that list for ages. I've been replaying some Mass Effect recently, which has a lot of lore about stealth systems, and I thought some of their concepts would translate quite well to Hazeron's existing mechanics.

Detection in Hazeron basically works by emissions. We know this because of the "emissions" detected on your starmap, and because spacecraft on the ground without power can't be detected. As in Mass Effect, your "cloaking shield" could basically be a giant heat sink. It can absorb emissions up to a certain threshold, after which it has to be discharged. While active, a cloaking shield would protect a city or a ship from sensor scans and negate any starmap emissions. You couldn't lock onto it to fire a weapons bay, but you could look out of a window and see it, transport aboard it with manual aiming, shoot it with a turret etc.

The cloaking shield system would have an absorption rate and a buffer. The system would use heat sinks for a buffer, more advanced sinks (vulcium) being more effective than simpler ones. A Cloaking Shield Module (perhaps divided into tiers, like warp drives?) would modify the effectiveness of the sinks, according to its own quality. The volume of the system would define the absorption rate. Let's say a Q255 vulcium heat sink, used by a Q255 shield system, gives you a buffer of 10 joules (obviously the real value will be astronomically higher: many terajoules). Your ship draws 5 watts of power when manouevring normally. If you have 10 heat sinks in your hold, you can stay cloaked for 20 seconds, till all are consumed. Now, your system volume gives you an absorption rate of 3 watts. You are now putting the 2 overflow watts into the buffer, so you can last 50 seconds. When the buffer is full, or when the shield is deactivated, your ship will vent the stored energy in a burst, allowing it to be detected, possibly at long distances. In this example, using low power ratings, a Q87 system using Q87 cryo sinks might only buffer .3 joules per sink. If you have no sinks, you can't activate the shield at all. You need X sinks to press start- maybe enough for 10x the "idling consumption per second" value?

If you reduce your power draw, hurtle through a system with grav drives and sensors off, shields down etc., you might be able to stay cloaked for a long time. Some ships might be able to cloak permanently,but they would be good for little else. Perhaps you can't fire or use transporters while cloaked. Black Ops bases with good supply chains and low power requirements might be able to stay cloaked indefinitely. But warping around, manouevring or running lots of manufacturing processes will quickly exhaust your heat sinks. 

I'll run some numbers, but I think this could be quite a solid basic mechanic. Any thoughts?

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  Contrail emitters for buildings (smoke)
Posted by: Trusin - 09-29-2018, 10:37 AM - Forum: Arena of Ideas - Replies (6)

Would like the production facilities to have smoke coming out when they are working. or even add the strobe light for different effects.

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  Crew Not Loading Equipment
Posted by: Vectorus - 09-29-2018, 10:20 AM - Forum: Prerelease Bug Reports - No Replies

Crew loaded from my main shipyard are no longer using EVA suits, clothing or laser pistols, even though these are plentifully available. They are naked with wrenches.

Troops are fine, with vulcium armour and laser rifles.

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  Intergalactic Funds Transfer
Posted by: Vectorus - 09-29-2018, 10:05 AM - Forum: Prerelease Bug Reports - No Replies

I could not transfer funds from one galaxy to another, in the same zone. Suspected relic of the old galactic discontinuities?

I received a message, "Funds have been transferred. We will both receive &c." No funds were actually received.

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  Blueprint filters not working correctly
Posted by: Trusin - 09-29-2018, 09:41 AM - Forum: Prerelease Bug Reports - Replies (3)

Do you see what I see? Filters on, but only two options on the police station. Not to mention I have the henri station on media in my backpack. Also when I publish designs in the designer they do not show up. 


[Image: filters_zpswt3bh7kk.jpg]


I feel silly now. Dean suggested I turn off the filter only show for intended purpose. Now I get a lot of options. Still not sure why my own designs are not showing up but I am sure it is user error. ID10T error.

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  head Light Bulbs on spacecraft
Posted by: Trusin - 09-28-2018, 08:47 PM - Forum: Arena of Ideas - Replies (2)

I saw that we were limited to just one head light. 

Wondering if it is still just as complicated if we could have more but only 1 could be on at a time and can be controlled at one of the stations? 

I am thinking a turret light, a hover light, a docking light. ect... You wouldn't need them all on at once but maybe being able to cycle which one is on.

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  2018-09-28 Bulldozer, STL Import/Export
Posted by: Haxus - 09-28-2018, 07:27 PM - Forum: Updates - Replies (2)

Bulldozer Broken
Bulldozer is broken in old style cities. It does nothing. You cannot delete buildings.

Fixed a logic error in recent changes to select items under the cursor. This was the primary reason for the update today. The bug was too obnoxious to let it live all weekend.

Creature Turn Jolt
Creatures sometimes make a strange jolt when they start turning.

The sudden huge turn bug, recently fixed in spacecraft, existed in two other places in the code, animals and sentients. They are now fixed.

NPCs Repeat
When talking to NPCs, they often repeat their responses.

Improved NPC decisions about what to say. They will now rarely repeat things they have said recently.

Design Preview Crashed Server
A server crashed because of a preview in a designer.

Fixed a bug where a pointer was accessed by the designer in a way that was not thread safe.

Server Deadlock
A server locked last night.

Reworked some code to prevent deadlock.

STL Import/Export
I had a note to import STL files if no license was required.

The STL file format is described here https://en.wikipedia.org/wiki/STL_(file_format). The file format is not proprietary and it was trivial to implement. Here are some key facts.

  • The STL file format is commonly supported by 3D printers.
  • File data can be either binary or ASCII format.
  • The file unit of measure is not defined.
  • There is only one solid model in each file.
  • The file only contains surface triangles.
  • There is no color, texture, transparency or other information to describe the appearance of each triangle.
Designer can now import STL files.
  • Binary and ASCII formats are supported.
  • The unit of measure is specified when imported.
  • The solid in the file is imported as a mesh, at the current position of the grid.
Designer can now export STL files.
  • Data is exported to the file in binary format. I wrote an ASCII exporter. The files are a bit bigger. Does anyone need the option to export in ASCII format?
  • The unit of measure is specified when exported.
  • The current position of the grid determines the position of the exported solid.
  • Visible faces of parts are exported.
  • Doors, landing gear, turbo lifts, and turrets are exported in their current states.
  • Hidden parts are not exported.
  • Parts invisible in the final model are not exported. e.g. voids, barriers, paths, etc. You don't have to hide them to get a sensible export.

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  Incorrect Number of Manufacturing Jobs Reported
Posted by: Mr. Mortius - 09-28-2018, 05:59 PM - Forum: Prerelease Bug Reports - No Replies

Some cities will vastly overstate the number of manufacturing jobs they have running. For example, in one city that only has 2000 mining jobs plus maybe 25 others, it reports 15k manufacturing processes being run.

Edit: possibly related to http://hazeron.com/mybb/showthread.php?tid=323 ?

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  First building placed on new character doesn't show up until relog
Posted by: Trusin - 09-28-2018, 05:09 PM - Forum: Closed Bug Reports - Replies (1)

You can easily recreate this, start a new empire, then go to construction and place a building. the construction ground doesn't show up but it is like the building is there but you cannot interact with it. If you log out and back in, all is well.

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  2018-09-27 Ship Repair, University Morale, Delete Overlap, Craters
Posted by: Haxus - 09-27-2018, 12:57 PM - Forum: Updates - Replies (13)

Spacecraft Repair Quality
The inability to repair a spacecraft with lower Q components presents a frustrating roadblock. I had a note to rework this.

Spacecraft can now be repaired using any Q of components.

  • A system's module Q is reduced to the lowest Q component that is installed into it.
  • The UI to request repairs has a control to set the minimum Q components desired.
  • The UI to request repairs shows the relevant module and its Q next to each system.
  • When repairing a system by hand, the best Q parts are pulled from the hold first. If no parts are found there, the best Q parts are pulled from your gear.
  • Repair mission order now has options for choosing the minimum quality of parts the officer should use when carrying out the order.
    • System Module Quality repairs each system one by one, using the current module Q of that system as the min Q for parts. This is the default.
    • Spacecraft Manufacture Quality repairs all damage using the manufacture quality of the ship as the min Q.
    • Specified Minimum Quality uses a min Q set in the mission order.
  • This change eliminates an exploit where high Q components are removed from a system and replace using low Q component, ad infinitum.
Officer Not Repairing
Officer does not get repairs from new style buildings.

Fixed a bug that prevented the officer from finding new style repair shops.

Orbit Best Planet
It was requested that the Orbit Best Planet order be restored. It was removed some time ago.

Orbit Best Planet order restored to mission orders UI.

Request Repairs Response
The reply when requesting repairs could be more informative, to explain why repairs cannot be performed.

The reply when requesting repairs will now include the following information.
  • Parts that are not available at the minimum Q requested.
  • Parts that are in short supply at the minimum Q requested.
  • Parts that are not available at all.
  • Parts that are available in sufficient quantities if minimum Q was lower.
University Morale Bug
Universities do not seem to give any morale.

Fixed a bug when tallying universities that were not conducting any research at all.

Delete Overlap
It is sometimes impossible to delete a building, road or crater that is overlapping another.

The bulldozer button on the construction window can now select through the possible choices under the cursor. This is done using the mouse wheel or left|right arrow keys.

Craters
Craters do not deform the terrain at building sites or roads. This allows underground buildings to be invulnerable to attack.

Craters now deform the terrain of buildings and roads.
  • Craters destroy the pavement on the entire road segment. It becomes a dirt road.
  • Road segments are not destroyed so building connections are not affected.
  • Building structures can be left partially or totally floating in space, making them vulnerable to attack.
  • New roads and buildings can be built in craters.
  • A road reduced to dirt by bombing can be restored by paving it. The paved road will fix the crater deformation.
No Tool Refetch
When running a construction site, optional tools are not fetched again if the one wears out.

Fixed a bug that prevented the construction site UI from fetching when all required components were satisfied. It will now fetch if any component remains unsatisfied.

Empire 0 Cities Don't Export
Empire 0 cities do not export commodities to any empire affiliated cities.

Changed export policy of empire 0 to export to enemies, which is how empire 0 views all empires.

Officer Does Not Complete Travel Order
On two occasions so far, an officer has failed to mark a "Travel to Coordinates" order as complete, although the helm is satisfied with his position. In both cases, the coordinates were galactic.

I made a slight tweak to the commander AI that might fix the problem.

Avatar not in CoC can Run 0 Shop Jobs
It used to be impossible for avatars that weren't in chain of command of a city to run jobs that didn't have "Employ Citizen" checked. In new-style manufacturing lets anyone run a manufacturing line that has 0 workshops allocated.

Enabled/disabled controls on the Manufacture and Spacecraft Factory pages of the Building window, based on chain of command requirements.

Server Crash
There have been a number of server crashes in the past few days.

Thank you Mr. Mortius for leading me directly to this bug. It was caused by changing the minimum Q on a manufacturing process on a new style building.

Collision With Terrain
Collision with terrain is buggy. Sometimes I get killed suddenly when lying prone. Spacecraft crash very easily.

Nerfed collision with terrain until I can work on it.

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