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How to modify a buiding ?
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Are NPC's allowed to pilo...
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Currently i have an issue...
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Spacecraft unable to spaw...
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Ioplasma recipe missing i...
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No Record of Shipment Fou...
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Mission Order: Officer Sa...
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System map does not refre...
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| Empire 0 consider other as enemy |
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Posted by: Deantwo - 09-23-2018, 09:45 AM - Forum: Closed Bug Reports
- Replies (5)
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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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| Move/Replace Capitol and HQ |
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Posted by: Deantwo - 09-22-2018, 05:41 PM - Forum: Arena of Ideas
- Replies (5)
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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 |
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Posted by: Deantwo - 09-22-2018, 11:59 AM - Forum: Arena of Ideas
- Replies (6)
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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 |
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Posted by: Deantwo - 09-22-2018, 10:42 AM - Forum: Arena of Ideas
- Replies (4)
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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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| 2018-09-21 Vehicles, NPC Pilot, Exchanges |
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Posted by: Haxus - 09-21-2018, 02:56 PM - Forum: Updates
- Replies (11)
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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" |
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Posted by: Vectorus - 09-20-2018, 12:44 PM - Forum: Closed Bug Reports
- Replies (9)
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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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