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  Fall Damage when Crawling on Corner
Posted by: Deantwo - 09-23-2018, 11:29 AM - Forum: Closed Bug Reports - Replies (1)

I have now twice died from crawling around on the sharp corner of a square hill. I start taking damage very suddenly and then puff the camera shoots into the sky and I am dead.

The first time I even died so hard that I dropped two items. The items are not on the ground where I died.

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  Bomb Action 1 Missing
Posted by: Deantwo - 09-23-2018, 10:28 AM - Forum: Prerelease Bug Reports - No Replies

When I hold a bomb in my hand, I can't scroll to select the non-arming use action (action ID 1).

But I can take another item in my hand, bind action ID 1 of that item to a number key, and then equip the bomb again, then I can click the number key to get action ID 1 of the bomb.

Is it possible that this is missing for other items too.

PS: Bomb action ID 1 is used to add a bomb as ordnance to a vehicle.

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  Building sites not deformed by explosions
Posted by: zslayern - 09-23-2018, 09:48 AM - Forum: Closed Bug Reports - Replies (4)

This creates virtually impenetrable buildings such as 3067502 MilHill2, in which the hull is hidden under a building site. Nitrate Explosives and I assume other remote explosives do not penetrate through building sites as well.

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  Empire 0 consider other as enemy
Posted by: Deantwo - 09-23-2018, 09:45 AM - Forum: Closed Bug Reports - Replies (5)

Since Empire 0 consider all other empires as enemy, they no longer export commodities to other empire's buildings or cities, and they are unable to build any new buildings when an empire player visit because of "enemy unit on world".

Why was it changed from neutral?

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  Burn Patents On Capture
Posted by: Deantwo - 09-23-2018, 08:42 AM - Forum: Arena of Ideas - Replies (2)

Currently if you capture any city of an advanced empire, you get access to ALL their patents.

I suggest that most (not all) patents get deleted from the city before the ownership transfer happens. Akin to the people shredding all the confidential patent research before trying to escape or surrender. A few random patents can be left behind as you always miss something when you are in a rush.

[Image: shredder.png]

This would limit that major reward from capturing one city from an advanced empire. Force them to actually capture more than one city if they are attempting to gain patents.

I will point out that yes, patents aren't that valuable right now, since if you can use a patent you can also make it. But this could apply to other things too maybe, such as dumping fuel and weapons upon capture.

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  Officer does not complete "Travel to Coords"
Posted by: Vectorus - 09-22-2018, 06:28 PM - Forum: Closed Bug Reports - Replies (5)

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.

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  Move/Replace Capitol and HQ
Posted by: Deantwo - 09-22-2018, 05:41 PM - Forum: Arena of Ideas - Replies (5)

Currently is it impossible to upgrade your Capitol building or your Military Headquarters to a new blueprint without removing the whole city/base. Same with moving the building once it is managing a city/base.

I was thinking that maybe it would be useful if we could hold down CTRL when placing a new building and it would place the new building and transfer all settings to it and remove the old building.
For example placing a new Military Headquarters would instantly bulldoze the old one, allowing you to both move it and upgrade it to a new blueprint.

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  Replace/Remove Wormhole P FTL Drive
Posted by: Deantwo - 09-22-2018, 11:59 AM - Forum: Arena of Ideas - Replies (6)

Currently a LOT of players accidentally make their first starship with a Wormhole P FTL Drive, and are then confused about why they can't return to their home system after going through a one way wormhole connection.

I suggest making the Wormhole PN FTL Drive the default/first, and then change Wormhole P FTL Drive into something else.
For example you could rename it to Wormhole P+ FTL Drive and make it cheaper to make and operate than the normal Wormhole PN FTL Drive. Or something like that.
Or simply remove the Wormhole P FTL Drive altogether.

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  Electrical Power Simplification
Posted by: Deantwo - 09-22-2018, 10:42 AM - Forum: Arena of Ideas - Replies (4)

Original post: http://hazeron.com/mybb/showthread.php?t...248#pid248

I would love to see electricity behave differently from normal commodities.
Have power plants produce a static amount of power based on job amount per tick. Then have static power consumption be subtracted and use the remaining output to recharge batteries in power plants and military installations. If not enough static power is produced, drain some from power plant batteries.

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  Resource Generation Possibly Varies From Intended Distribution
Posted by: Mr. Mortius - 09-22-2018, 02:37 AM - Forum: Closed Bug Reports - Replies (1)

[Image: 63YWFd4.png]
Above is a graph of the current distribution of resource quality in-game. This is consistent with the two dice rolls of 128 used in the code. However, it takes more than two dice rolls for the distribution to really begin resembling a curve, which is the intended shape if I understood our conversation correctly. I decided just to post this in case the intended behavior is different so that it may be adjusted for future universes.

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