| Welcome, Guest |
You have to register before you can post on our site.
|
| Forum Statistics |
» Members: 1,242
» Latest member: bielbi6
» Forum threads: 1,568
» Forum posts: 9,502
Full Statistics
|
| Online Users |
There are currently 237 online users. » 0 Member(s) | 235 Guest(s) Applebot, Baidu
|
| Latest Threads |
Workshop inaccessible in ...
Forum: Bug Reports
Last Post: Deantwo
Yesterday, 07:25 AM
» Replies: 1
» Views: 96
|
New Web Server
Forum: Updates
Last Post: bielbi6
06-12-2026, 04:31 PM
» Replies: 12
» Views: 823
|
Hazeron Play By Email (PB...
Forum: Cantina
Last Post: Celarious
01-11-2026, 02:03 AM
» Replies: 1
» Views: 1,467
|
How to modify a buiding ?
Forum: Cantina
Last Post: netshaman
11-28-2025, 02:36 PM
» Replies: 2
» Views: 1,206
|
Are NPC's allowed to pilo...
Forum: Cantina
Last Post: AnrDaemon
11-13-2025, 02:52 PM
» Replies: 3
» Views: 1,346
|
Currently i have an issue...
Forum: Cantina
Last Post: Deantwo
10-16-2025, 03:19 PM
» Replies: 5
» Views: 3,203
|
Another Open Letter to Ha...
Forum: Cantina
Last Post: asphere8
09-03-2025, 05:03 PM
» Replies: 2
» Views: 5,056
|
Spacecraft unable to spaw...
Forum: Closed Bug Reports
Last Post: wad67
08-03-2025, 07:25 AM
» Replies: 9
» Views: 22,961
|
Ioplasma recipe missing i...
Forum: Bug Reports
Last Post: Xantheose
07-26-2025, 04:32 PM
» Replies: 0
» Views: 4,367
|
No Record of Shipment Fou...
Forum: Bug Reports
Last Post: Vectorus
05-05-2025, 07:09 PM
» Replies: 0
» Views: 3,987
|
|
|
| Roleplaying historical challenge start |
|
Posted by: Kastuk - 12-11-2023, 11:46 AM - Forum: Cantina
- Replies (9)
|
 |
Planning how to start civilisation naturally with historically wise and smooth development by limitating myself with roleplay.
Use simplest equipment and building designs matched to technologic age. Do sort of technology research to advance.
Well, slow pace make it need to start without hurrying rock overhead.
Cannot use topdown resource map until you properly survey area by legs/ air/ orbital scanning.
Cannot use worldmap and compass either until you reach needful tech and global discoverings.
Navigate with sun, planets and landmarks. Construct your own, mark the earth!
Start as weak humanoid without abnormal abilities so you must use technology and allies to survive against wildlife.
Initial age of tribal camps is skip paleolitic, so start with sorta early Mesolithic settlements...
=Mesolithic age= (wood\straw buildings)
Nomadic tribe of hunters\gatherers wandering in the wilds.
Must not use universal stone constructions from very start, as it's too easy. Nor cannot settle in caves (unless got an blueprint for that).
Using campfires and tents to protect the settlement.
Gather most of resources manually, as early foragers, wandering around with torches and camping near good resource sources until it exhausted, then moving to new place.
Handcraft the tools or buy them from tribal camps (cannot make Boxes yet).
Trying to got nice spot with foodplants and water nearby to start a bunch of little temporary settlements.
Build small log or straw houses (need to design tribal style buildings pack), some of them may be combined use with logging camp.
May emulate hunting, gathering camps by low efficiency farms with need of wide area.
Also fishing huts.
Cannot save too much of food without proper conservation yet.
Hunters start taming wildlife, can mount something fast to become proper mobile nomad tribe and carry more with you around.
=Neolithic age= (stone\clay buildings)
Got enough experience with primitive wood/stone tools, gathered materials and fire, so can advance.
Can dig up stones instead of clay and make clayhuts.
Hunters got tamed some wildlife, so you can got own meat farms. Gatherers got how to sow the plants, but need to collect enough to research how it must grow.
Got fired pottery, so food and cooking got improved, can save more and preserve longer to survive in permanent settlement without moving around.
Can burn that dangerous forest down to got more farming land and less of dangerous wildlife lurking around.
Life become much more stable with own producing food, which got so excessed that we can become lazy and got to drink alcohol and eat a lot of baked carbohydrates.
Well, alcohol bring up inspiration for new inventions... and fire up conflicts...
Do some megalithic projects instead!
=Bronze-Iron ages= (lumber and stone blocks buildings)
Fat population is growing, big people got need for new and rare resources, lands become limited, bigger conflicts arise...
As our planet haven't native metal nuggets and iron meteorites, we must advance by collecting various rocks and firing them with biggest fires. Then we got first metal and reach simple metal tools. So now we can cut down all that dense forest around into charcoal and smoking area with furnaces and blacksmithers.
Excess of logs can be multiplied into material-wise lumber planks, so can build complex structures now by mixing them with chiselled stones.
Multilevel towers and castles arise, lands got repurposed for mans sake. Ships is exploring the world and colonise other continents.
Got some epidemic outbreaks without proper medicine.
=Industrial age= (metal constructions, bricks buildings)
Science advancing! Hungry people seeking new and want to catch and bend all of nature laws!
Develop good and bad substances for experiments to find usefulness. Transform bad spirits into good medicines!
Every resource got use or can be used in the future after research with various dangerous experiments. Best resources all over the world is shipping to capital of fast-growing Empire!
Mines, refineries, factories, coal-powered industry, pipes everywhere...
=Space age= (concrete, plastic)
Research various fuel and power sources, capture nuclear power, evade self-destruction of the civilisation...
Explore stellar bodies from observatories.
Develop various tech for prosperity of civilisation to fight against sickness and boredom.
Crash a lot of testing air vehicles. Reach highest and deepest planet areas.
Try to colonise seabed to mine more of rare resources and develop space-related tech.
Send an satellite to orbit. Send a man.
Explore closest moon from orbiting ships. Project small station to be highest observation post of your homeplanet.
Send small expedition to the moon, bring back new unique resources.
Develop new tech with acquired knowledge, send bigger expedition and settle down up there. Build up regular transportation of materials and colonists. Develop local resources, reach self-sufficiency of moon colony. Evade separation of newborn nation...
Build up new complex ships to reach far and wide across your solar system.
|
|
|
| Rocks in dense forest invisible in first person and top down view |
|
Posted by: Ivan - 12-11-2023, 04:28 AM - Forum: Bug Reports
- Replies (2)
|
 |
EDIT while I still think this is weird, it did lead me to explore the planet on a sailboat and I eventually found a decent spot.
I know this was posted on Steam:
Quote: Wrote: Wrote:Origineel geplaatst door Haxus:
Areas of dense vegetation obscure the underlying mineral resources.
You can use a landscaper to clear the land. That could expose mineral resources.
However, I noticed that not only are stone icons not visible from top down, even the rocks themselves disappear in first person, when you remove the Defoltiate/clear Area surfaces. There is no tree where the rock was spawned. The rock should not disappear. This means likely it is a bug and not intended behaviour.
Rock is present with Clear Area:
https://steamcommunity.com/sharedfiles/f...3111218228
Rock vanishes when removing Clear Area:
https://steamcommunity.com/sharedfiles/f...3111218184
Top down view
![[Image: ?id=3111157117]](https://steamcommunity.com/sharedfiles/filedetails/?id=3111157117)
https://steamcommunity.com/sharedfiles/f...3111157117
It just seems off to me, don't remember this happening before, that stones would not show if there are alot of trees. Even on dense vegetation, with leafs everywhere, you'd see Minerals, if I remember correctly. (EDIT Big leafs likely don't matter, just the number of trees per square meter)
It think it can also be very confusing to new players. "Go top down and find stone" , "but there is no stone?"
Also it doesn't make any sense: it is not like you are flying high in the sky and looking down, so the trees hide minerals. Top down view is some kind of a cheat/scanner mode that shows everything present. It doesn't make sense to hide minerals in this mode, imho. I mean it shows minerals underwater, even at the bottom of the ocean, but not under trees that don't even have leafs?
The fact rocks are also hidden in first person doesn't seem intended to me. (Deleted Arena of Ideas thread and moved to BUG reports.) That makes even less sense than in top down view. There is a rock between teh trees, but it is invisble because of a tree 5 meters away from it?
Mines can detect the rocks just fine, it only seems a visual thing It seems mines don't detect them either, it just seemed like this because i placed a mine near a defoiliated area. This makes it make even less sense.
EDIT The moving away to update the rocks after defoliating doesn't seem to be working enterily either. The rocks will not update regarless of how far u move. They only updated after first placing a few defoliate slabs, the after these were finished (for a while), the rocks appeared when I placed a single Defoliate area (but did not finish it). Then all the resource from the area that has "cleared area" that was finished long ago suddenly poped up.
You can try it yourself in Windows 10 at the following coordinates, just to see how frustrating it is.
Galactic coordinates 1690.7793, -3.6015, -0.1920
coordinates: 85.84°W 44.00°N IAZ'KB'C'h VI, Sector (169, 0, 0)
|
|
|
| Tutorial should not keep spamming instructions and popups |
|
Posted by: Ivan - 12-11-2023, 02:54 AM - Forum: Arena of Ideas
- Replies (2)
|
 |
After watching a video of a Youtuber about Hazeron, (who admittedly was a bit lazy and entitled, and didn't actually read instructions from teh tutorial), I started a new character and played the tutorial for a bit myself.
I must admit getting the constant popups and spam is a quite annoying. It might be better to just open one popup with more text and give pauses between every popup (which could be closable and re-openable), where u have to confirm before proceeding (like for the Stone Age). This would allow for people to actually try out what is described in the pop-up.
Additonally getting the same spam message about constructing a Mine repeated infinitely until you finally construct one, is possibly even more annoying. People don't need the same message every 2 minutes. One single time will suffice (again best if the popup can be closed and re-opened at will, like some help menu, or Mission objective window.)
Even better yet would be if it was divided in simple missions, e.g. :
1. F4 opens your inventory > try this now when you are ready to proceed click next.
2. backspace switches to TD view. > switch to TD view.
3. \ and shift+\ cycle between different filters > try cycling the filter now until it shows only uncommon minerals > remember this for later.
Stuff like that would alot more pleasant than the constant spam/popups and the infinitely repeated messages.
|
|
|
| Design studio along game |
|
Posted by: Xantheose - 12-10-2023, 09:40 PM - Forum: Arena of Ideas
- Replies (1)
|
 |
Hi,
As-it, it's not possible to start Hazeron a 2nd instance of Hazeron to go in the designer while the 1st is doing things in-game.
I don't know why, maybe it's to be sure the game will not start itself a 2nd time to not corrupt the save, or it's a piracy protection, but maybe the designer can be exported in a standalone exe to be started along the game.
|
|
|
| OpenGL incompatibility on old notebook with integrated videocard |
|
Posted by: Kastuk - 12-10-2023, 08:23 PM - Forum: Closed Bug Reports
- Replies (9)
|
 |
My notebook is old Samsung NP300V5A with dual videocards. NVIdia one is good enough.
I still have old issue that I cannot run game further from start menu: http://www.hazeron.com/mybb/showthread.php?tid=2568
So game switching to integrated videocard which not support needful OpenGL version.
I did fix that issue before by replacing file steam_api64.dll so its related to steam integration.
Cannot use that trick now with updated steam integration. Did tried all measures mentioned in old post to enforce using the NVIdia videocard, but that not helps.
I suppose, it may be system incompatibility, as I still have unsupported Windows 7.
Maybe switching to Linux will help me, but last time I tried to run Hazeron at Linux Mint, game is not even start (got Running... and stop).
|
|
|
| 3D Modeling improvements to the Designer. |
|
Posted by: Strik3r - 12-10-2023, 03:57 PM - Forum: Arena of Ideas
- Replies (2)
|
 |
Before we begin, a little story. I got my first taste of 3D modeling when Shores of Hazeron was still an MMO and free-to-play, on the early OpenCascade designer test-thing. Since then I've gained some experience with Blender. So now I feel full of myself and qualified to suggest improvements to Hazeron's designer.
Anyway, without further ado, here are some tools and changes that i feel would improve the 3D modeling experience of the designer:
Make Face
The most basic 3D modeling feature in existence. Takes a set of selected verts and forms a face between them, creating edges as necessary. This should be doable with a single keybind.
Similarly, there should be a keybind for pulling (or ripping) a set of vertices apart.
Edge Slide
I would argue this is a really basic tool. Slides selected vertices along connecting edges. If multiple connected verts are selected, they are slid in a common direction (edges are slid along faces).
Face Cut multi-cut
Add a keybind to the Face Cut operation to start a new cut without finalizing the current operation. If snap-to-verts is on, the cursor should snap to the end points of the cut preview lines. Allow multiple disconnected cuts with one operation.
In addition, Face Cut should not create unnecessary edges and faces. If the cut can be performed using only the lines the user has defined, then Face Cut should limit the edges to that.
If possible, Face Cut should stick to the mesh surface. It makes no sense to allow points to be lifted off the mesh.
Plane Cut
Takes a 2d line and projects it as a cut through the entire mesh along a selected plane. Edges are created on all faces where the cut intersects the mesh, and verts on the intersections of edges.
Inset Face
Either as a standalone tool or an extension to push/pull. Takes a set of selected faces and insets them, together or individually, and creates a loop of faces around the perimeter.
Bevel
Takes a set of verts/edges and bevels them, with configurable number of loops on the bevel. Ideally also a choice of shapes (Flat, Superellipse). Triangles are formed if the bevel is not continuous and ends anywhere at an intersection.
Merge Verts by Distance
Blender has this and it's an incredibly useful tool for cleaning stuff up. Merges (selected) verts based on a configurable distance, collapsing shared edges and faces.
Improvements to selection
A toggle to limit selection to mesh elements which face the camera.
Another which makes faces act opaque to the selection tools, only permitting elements which aren't obscured by faces to be selected.
Currently, holding ctrl only inverts the selection of elements in face mode. This is spectacularly annoying. - Shift + Click/Drag should always add mesh elements to selection.
- Ctrl + Click/Drag should always remove them.
- Without modifiers, Click/Drag should always replace the current selection.
Jig Cut improvements
Jig cut and other tools should strive to create as few new elements as possible, while ensuring that they do not create things like unintended breaks in the geometry. This is usually done by connecting all new verts at the boundary directly to existing verts with an edge.
The issue can be easily seen by following the basic ship tutorial on Hazeron's website, until you get to the part where you make a cut with the door jig. It creates a bunch of disconnected verts at the corners, where they seem like they're connected to the edge they're on, but they're actually not, creating a break in the model.
Topology Matters
While it may seem generally unimportant to someone not deep into 3D modeling, topology and edge flow matter. While not as important in Hazeron perhaps, good topology is the foundation of good models. Tools should behave predictably and consistently, and at the very least, should not resist the user's attempts to clean up the mesh to their liking. Good topology also often uses fewer elements than poor topology.
Even if somebody uses external modeling tools to create their model, and then imports it into the designer, that model is still gonna come in contact with the designer's tools when they need to do things like cut windows/doors or anything else. So it is best that the designer's tools be as good as they can be. It should be possible to create a design entirely within the designer without sacrificing potential quality.
Further Improvements
I'm sure there are further dozens of concrete improvements that could be suggested that could be made to Hazeron's designer. But for now, I'll leave it at this.
|
|
|
| Diplomacy window doesn't update consistently |
|
Posted by: Celarious - 12-10-2023, 08:49 AM - Forum: Bug Reports
- No Replies
|
 |
The diplomacy window (accessed from its tab in the F12 UI and through the dedicated sidebar button) doesn't seem to always update whenever things are changed, causing it to display old dossier/stance information:
- Changing your stance towards an empire doesn't appear to do anything, because the window doesn't update
- Adding notes doesn't update the window, even though a confirmation message is sent
- Sending a diplomatic message doesn't update the window, even though a confirmation message is sent
The changes do take effect, but closing/opening the window and "requesting empires" doesn't cause it to update
The following does force the window to update:
- Changing war policy
- Changing contact stance
- Changing the status of any dossier event
|
|
|
| 2023-12-08 Ship Recovery, .CHR File Bug |
|
Posted by: Haxus - 12-08-2023, 11:17 PM - Forum: Updates
- No Replies
|
 |
Ship in Stasis
My ship was destroyed. I was the captain so it should have remained in stasis until I could recover it. I hailed the ship but there was no answer.
Fixed hail reply from ship in stasis.
Recovery of Ship in Stasis
Went to an aircraft repair shop to have them recover my destroyed ship. They happily said it was recovered but it wasn't. My ship did not appear overhead in orbit like it was supposed to.
Fixed.
.CHR File Bug
An error occurred because of a .chr file that got saved without the .chr extension.
Fixed .chr file saver to append the .chr extension if it is not provided.
Program Settings FPU Info
Information was added to the bottom of the program settings window that shows the FPU configuration.
This only appears on the Windows versions. If you have experienced the yeet bug, please tell me what your FPU bits of precision are.
Empire Flag
The diplomacy window now shows a large representation of the selected empire’s flag.
|
|
|
| Ideas for AI empires |
|
Posted by: Ivan - 12-08-2023, 05:16 AM - Forum: Arena of Ideas
- Replies (8)
|
 |
Ideas for AI empires
1. pre-industrial competing tribe of the same species on your own planet -> need knifes and armor (and perhaps bows/spears) to fight them, absorbed/defeated during earlygame (starter planet)
(would however require hring troops without spacecraft, perhaps with a sailship in addtion to sailboat?) - like the tribal and or civilisation eras in Spore
2. non-spacefaring industrial or pre-industrial civilisation on another planet (1 planet)
3. friendly/neutral (early or advanced) spacefaring alien race (default neutral) (max 5 planets), taht needs help against nr 4.
4. warlike spacefaring alien civ, but reasonable enemy that can be hostile and friendly (xenophobic, default enemy) (max 10 planets - 5 systems)
5. severe threat to all other species - no diplomacy possible (harvesters or Galactic Empire type, default enemy) (only heavily defended homeplanet in other distant galaxy (not directly accessible from SoH), captures or destroys all others)
6. race who built ringworlds or their remnants?
7. tribal civ, (maybe other race than your own) for henge form story
If planets become overun, you could flee and come back later with a bigger force to liberate them.
Discovering them could all be tied to the story
If playing as non-human, humans could perhaps be either of the 4 others, including the severe threat
|
|
|
|