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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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  Automatically Start Standings Page on Restart
Posted by: Mr. Mortius - 09-19-2018, 03:18 AM - Forum: Arena of Ideas - No Replies

The empire standing's page is occasionally left down after a server restart. If it's possible, automating the startup for the standing's page as part of the server restart process would be useful.

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  Nerf Building Quality Progression
Posted by: Haxus - 09-17-2018, 06:25 PM - Forum: Arena of Ideas - Replies (48)

A player recently quit the game, saying they felt the game mechanics forced you into a subscription for a year. I assume they were referring to the quality progression of buildings and the size limits on spacecraft related to that quality.

The quality progression of buildings was not intended to create a subscription requirement. It was intended to make the technology associated with that quality more valuable, not so readily available.

How important is that quality/time progression? Does it add to the game or take away?

If I buy a game of Monopoly, I can compete equally with seasoned players, right away. There is no time delay before I can mortgage properties. Should we adopt that sort of philosophy?

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  2018-09-17 Cleanup Blueprint Exchange
Posted by: Haxus - 09-17-2018, 04:48 PM - Forum: Updates - Replies (2)

Store Emission and Detection Info
The emission and detection information resulting from power usage in solar systems is not saved between server restarts. It takes a long time to accumulate.

Emission and detection information is now saved and restored between server restarts.

This also flushed out a minor bug that caused solar systems to be updated to the client at times when no update was needed.

Kick Dying Body
Sometimes when a creature falls to the ground dying, I want to roll them over to see them better.

Attacks on a dying body now cause it to change dying position, even if the attack does not cause any damage.

Body Cleanup
Poison and disease are not always removed when I die, particularly in primeval world.

Fixed dead body cleanup code. 

Village Reputation Reset
My reputation with the village gets reset when I die but the villagers continue attacking me.

Stopped indigenous from attacking when the target's reputation is reset.

Client Crash
My client crashed while I was dying in primeval world and villagers were kicking my dying body.

Fixed thread conflict when rendering on screen messages.

Repair Exchanges
The blueprint exchanges contain designs that are no longer valid or that do not match the design analysis shown in the exchange. It is confusing.

Developed functions to clean up the blueprint exchanges.

  • Each design is loaded and analyzed.
  • If it is no longer valid for manufacture or construction, the exchange entry is removed.
  • If the design analysis report changes, the exchange record is updated with the new report.
This will clean up all exchange records, not just the ones that are publicly available to everyone.

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  Building Decal Ideas
Posted by: Deantwo - 09-16-2018, 05:10 PM - Forum: Arena of Ideas - Replies (4)

A few ideas for building decals. Since spacecraft have ship name and all that.

  • Building type name
  • Building name
  • City name (when in a city)
  • World name
  • System name
Edit:
  • Building type icon
Edit2:
  • Sector name
  • Galaxy name
The world/system/sector/galaxy names could be used for ships too, using the name of where the ship was manufactured.

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  Enter Coordinates at Nav Station
Posted by: Vectorus - 09-16-2018, 11:14 AM - Forum: Arena of Ideas - Replies (4)

I believe on of the tenets of Hazeron design is that players should have control over the ship equivalent to that of NPCs?

Currently, NPC navigators are able to plot a course to coordinates, but players can only select systems which are visible in sector view. It would be nice to be able to define an arbitrary point in a more reliable way than the current "click on the map" mechanism.

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  Unpowered and Underconsruction Radar Provide ATC
Posted by: Deantwo - 09-14-2018, 08:29 PM - Forum: Prerelease Bug Reports - No Replies

A radar building seem to call out ATC messages while it is still under construction.
Also even when it has no power.

Useful to get rid of pirates, but feels weird.

Not tested, but it might also make the system survey when you have an observatory? Also maybe it even detect emissions?

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  Sickbay Disease Prevention Protocol
Posted by: Deantwo - 09-14-2018, 06:06 PM - Forum: Arena of Ideas - Replies (2)

I just had my whole crew wiped out because a monster had a QL255 disease.

It appeared on my bridge and infected some of my crew. Because crew always have their helmet visors open unless in a vacuum, they quickly infected each other. When a crewman fell unconscious from the damage, another crewman came to carry him to the sickbay, infecting everyone else on their way to the sickbay. Other crewman started to fall unconscious, summoning uninfected crew from other parts of the ship to the infected area.

Meanwhile my troops were all just standing around watching. Since they always have their helmet visors closed, they weren't affected by the disease at all. The monster was killed within seconds after appearing thanks to the troop posted on the bridge, but that didn't help against the disease that wiped out the crew.

Anyway, to the actual suggestion.

If you have a sickbay on the ship, and the medical console is manned. I suggest that the medical crewman call out an alert when a disease is detected on the ship. All crewmen, officers and passengers should close their visor if they have them to prevent infection. Sick people should report to the sickbay for treatment if antitoxin is in stock.

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  Spacecraft Missing from Starmap Tree-view
Posted by: Deantwo - 09-14-2018, 05:43 PM - Forum: Prerelease Bug Reports - No Replies

I would expect spacecraft to be listed in the tree-list along side cities.

A side-effect is that when you click on a spacecraft in the search result, you aren't taken to where the ship is.

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  Q1 Process Bug Return
Posted by: Mr. Mortius - 09-13-2018, 11:44 PM - Forum: Closed Bug Reports - Replies (2)

The bug where a building is treated as being quality level one instead of it's actual quality when producing materials is back again. A Q243 treatment plant on a Q255 source of myrathane is producing quality 128 myrathane. The city where this bug is occurring is creatively named "Perfect Myrathane".

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