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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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  2018-09-21 Vehicles, NPC Pilot, Exchanges
Posted by: Haxus - 09-21-2018, 02:56 PM - Forum: Updates - Replies (11)

Vehicles not Tallied
Vehicles in my town do not affect the construction or manufacturing processes there.

Finished the code that was intended to do this.

  • All vehicles in town are shared by all buildings. For example, one farm machinery would be enough to satisfy every farm in town.
  • Vehicles are tallied if they are at any building site or in any building of the same town as the building that is looking for one. Vehicles must belong to the same empire to be counted.
  • When a vehicle is added or removed from the town, it can take a few minutes for all buildings to notice.
Construction Modifiers
It seems like the new buildings have less time reducing construction modifiers than the old buildings.

Added SUV, computer, electricity, and shovel as time reducing modifiers to all construction processes, if they did not already require those things.

Exchange Structure
It is painful to look for a space station among the blueprints in the exchange.

Added a Structure column to show the hull structure of blueprints in the exchange.

Exchange Industry
It would be nice to easily see what industry each building blueprint is intended for.

Added an Industry column to show the intended purpose of building blueprints in the exchange.

Spacecraft Startup Jolt
When the crew starts moving my ship away from a planet, there is invariably a huge sudden jolt as the ship begins to move. It is as if it turns to the desired heading instantly, which is confusing. The turn should be smooth.

Fixed three bugs that were contributing to this problem:
  • Pilot turn code had an error when calculating turns in negative angle directions. A sign was wrong on a value in the calculation.
  • Pilot initiation of turn on a spacecraft at rest needed to signal the need for immediate processing by the physics thread.
  • Initial rotation call on a spacecraft at rest calculated a huge turn due to an elapsed time error.
NPC Pilot Roll
The NPC pilot frequently rolls the ship for no apparent reason. This is making me sea sick.

Pilot was observing the orientation to gravity well policy too strictly. He now rolls the ship only when necessary.

Server Crash
A server crashed this morning.

Fixed code that used a null pointer when accessing the construction process on a building that was no longer under construction.

Servers Chugging
Some servers have been struggling in the past few days.

Fixed an unanticipated side effect of removing Tech items. Some spacecraft had mission orders to purchase Tech items by category. This caused a problem because the category was no longer valid.

Memory Leak
A memory leak was spotted while fixing the server crash.

Fixed memory leak when receiving a construction process on a building.

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  No "Orbit Best Planet"
Posted by: Vectorus - 09-20-2018, 12:44 PM - Forum: Closed Bug Reports - Replies (9)

Not sure if this is intentional or a bug, but I can't find "Orbit Best Planet" in the order list anymore.

It is a useful order,so a pity it's missing. Example: you're sending your ship a long way to coordinates, or using the mission transmitter. You're not offered a choice of actual planets for it to orbit. When the ship arrives, you want it to enter the system and start refueling, from any available source, rather than sitting at the boundary. So you use "Orbit Best." You don't have any way to do that now, I believe.

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  2018-09-19 Building Quality of Operation Nerf
Posted by: Haxus - 09-19-2018, 08:37 PM - Forum: Updates - Replies (17)

Building Quality of Operation
The quality of operation of buildings is confusing. It imposes a year long delay on new empires before they can compete fairly with other empires.

Building quality of operation removed.

  • With the removal of building quality of operation, tech items no longer serve any purpose.
  • Mass media building no longer produces tech items. Mass media building does nothing at all any more. It might be repurposed as a morale building.
  • Repair shop quality is no longer a factor when repairing or recovering spacecraft.
  • Detection range of buildings now appears on the building design analysis.
Deep Space Detection Range
Buildings and cities have a maximum range for detection of signals emitted by solar systems. This range is incorrectly calculated, based solely on the quality of operation of the building, not the size of the sensors.

Changed calculation for deep space detection range to be based on sensor range. The maximum range possible is around 600pc. The Airport Radar 1000M blueprint in the exchange has a range of 9.3pc.

Spacecraft Detect Emissions
Someone suggested that spacecraft participate in the detection of system emissions.

Spacecraft with sensors will now detect emissions from solar systems.
  • Deep space detection range is reported on the design analysis.
  • As with cities and buildings, emissions from the solar system containing the ship are not detected.
  • Systems only emit their signal once per six hours. A spacecraft would have to loiter that long in a system, to detect every possible signal.
  • The ship itself does not indicate when it detects a signal. It just responds appropriately so the star map gets updated.
Building Quality of Construction
Buildings always show a quality of construction of 1.

Fixed construction process to establish quality of construction upon completion. Quality of construction affects weapons, shields and sensors.

This is not a new factor on new style buildings. Old style buildings do not store their quality of construction.

Lockup at Transporter Station
Client program locked up when I viewed the sensor mode screen on a transporter station. The ship was at a ringworld.

Slapped console display code that decided to draw the ringworld using 18M line segments. It won't be doing that again.

Spacecraft Blueprint Quality Limits
The size of spacecraft blueprints is limited by two factors. The quality of construction limits the overall size. The quality of life support limits the number of berths. This puts an unfair limitation on new players.

Removed spacecraft blueprint size limit progression based on quality. Removed berth limit due to life support quality.

Vague Indigenous Directions
It was requested that the indigenous give a slightly better description of the location of a place they are telling about. "Less than 10km northeast" is a lot of terrain.

Indigenous directions were improved. They now use intermediate directions, such as "north-northeast", to give a better indication of direction. They also estimate the distance to the nearest kilometer, such as "about 7km".

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