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  2018-08-23 Swim Ashore Death, Atmospheric Pressure, Abandonment
Posted by: Haxus - 08-23-2018, 11:13 PM - Forum: Updates - Replies (11)

Capital City, Capitol Building
Usage of the word capital vs capitol was incorrect in some places.

Thank you Deantwo for helping me get this right. I think the usage is correct in all places now. 

Shield Operator Detects Own Ship
When ordered to keep shields raised if any other units are detected, the shield operator raises the shields due to his own ship.

Shield operator no longer sees his own ship when scanning. This could have affected other scanning activities. They were also fixed.

Atmospheric Pressure
It would be nice if the weather information on the compass window included the barometric pressure.

Compass window now shows barometric pressure in bars. This is the result of a simple formula and won't produce realistic results on gas giants. The highest pressure the game will ever report is 4.053bars. That is significantly less than the atmospheric pressure of a real gas giant.

Swim Ashore Death
A player created a road across some water. When you swim ashore to the steep bank of the road, you get hit with a bunch of damage due to collision with terrain.

This flushed out a bug when applying a vector offset due to your prone body position. The vector was applied incorrectly but was never noticed previously.

The error caused by the incorrect vector calculation caused a prone body to climb steep hills with its eye balls. The body stuck out straight into space.

With the error fixed, the body now orients to lie flat on the terrain, as it should.

However, in this swimming case the terrain is so steep that the body rotates flat to the terrain then slides backward down into the water. It took a little fiddling to figure out how to get out of the water. It seemed to work best to swim up to the terrain parallel to the water line then stand as soon as I got out of the water. It took some practice but then it was a sheer cliff.

Claim to Create Empire
When a person of empire 0 hand crafts a flag, they are presented with a UI to create an empire first. If they somehow acquire a flag without hand crafting, it does nothing when they click on the terrain.

When an empire 0 avatar clicks on the terrain with a flag, they are now presented with the UI for creating a new empire.

Disease and Poison on Death
When a body dies due to poison, the poison condition is removed. If they die for some other reason, their poison and disease conditions persist. That can be annoying.

That is working as designed but it turns out to be obnoxious.

Now when a body dies, all disease and poison is removed from the body, regardless of the cause of death. This creates an easy out, to rid yourself of diseases, poison, acid and fire.

Map Key Update Bug
Key of handy places to see on the map does not update when things change.

Fixed map key to update when the window becomes visible. If you need it to refresh, close and reopen it.

500 Building Limit
There should be a limit to the number of buildings on a world.

The total number of buildings on a world should now be kept less than 500. A -1 morale penalty is incurred for every building beyond that number.

One single building can use up all the available building volume on a world so there is no need to build a thousand of them.

World Building Congestion Indicator
The indicator on the Construction window to show amount of development on the world is awful or terrible, not sure which. I can't stand it.

Reworked the building congestion indicator. It now draws a simple representation of the world landscape with a city that grows as your city grows. The tool tip gives the numbers.

After a little travelling around, I found it to be a very useful and interesting indicator for getting a sense of world development at a glance. I really like it.

City Abandonment
New style cities were reporting abandonment when they should have been fine.

Fixed an error when deciding which cities are immune to abandonment due to the presence of capitals.

Broker Chatter Spam
Walking onto the site of a broker triggers a thought message about the broker not having any shipments. This gets annoying.

Broker comments are now stated only if you press the refresh button. A refresh is silent when triggered by walking onto the site.

Enemy Crew from Free City
A ship boarded crew from a free (empire 0) city. The crew that came aboard were enemies.

Free cities will no longer board crew or officers to any ship.

Can't Open Door
A door was stuck open. Attempting to close the door created the message, "The door cannot be opened."

Fixed response from stuck doors to say "opened" or "closed" as appropriate to the current door state.

Life Support Inadequate for Inferno Atmosphere
This error is misleading when trying to build on an airless moon in the inferno zone.

The error message was poorly worded. It was changed to say, "Life support inadequate for inferno conditions."

City Report Ships
New cities do not report ships like old cities.

New cities now report ships on their city report. They report all ships that are on the site of any of their buildings, not roads. If the city has any sensors, then all ships in orbit are reported. Ships of their empire in orbit are always reported, regardless of sensors.

Old cities report ships in orbit, only if the ships are units of the city's empire.

Event Log
New cities do not report an event log like old cities.

New cities now report their event log. Some tuning may be needed to get the right events into the log and to not report events too often or that don't matter.

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  Construction Window Steal Focus
Posted by: Deantwo - 08-23-2018, 06:58 PM - Forum: Prerelease Bug Reports - Replies (3)

After selecting a building in the new-style construction window you are unable to rotate the blueprint before you have clicked the main window at least once.

The same bug that was there was with old-style construction window some time back.
See: http://digiprose.com/phpBB3/viewtopic.php?f=123&t=8208

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  Newly constructed building creates twice the manufacturing lines
Posted by: zslayern - 08-23-2018, 01:24 PM - Forum: Prerelease Bug Reports - No Replies

[Image: L6kxFtM.png]
I have no idea how this happened or how to duplicate it, the building did take a staggering duration of about 96 hours to finish though, and this was the result.
The city this happened in is the 'Alabaster Pillar of Tarasca', Tarascan Sector (0, 0, -1), Shores of Hazeron, and the design used is 3150323 "Industmine 50k H-FL" by Shinrop.

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  Movement speed selector affects climbing ability
Posted by: Vectorus - 08-22-2018, 07:33 PM - Forum: Closed Bug Reports - Replies (1)

If you lower your movement speed setting enough (Shift+M), you'll find that some fairly gentle slopes become impossible to climb. Most notably man-made inclines such as stairs and ramps.

Should the movement setting affect only top speed, not acceleration? Presumably that would solve the problem.

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  The broker has no shipments scheduled.
Posted by: Deantwo - 08-22-2018, 02:14 PM - Forum: Closed Bug Reports - Replies (1)

Every time you walk onto a broker's plot you get the thought message "The broker has no shipments scheduled." This is kinda annoying.

I know I originally requested some feedback from the "Refresh Shipments", and that was why it was added. But think you could improve it somehow?

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  Can't Open Open Door
Posted by: Deantwo - 08-22-2018, 10:08 AM - Forum: Closed Bug Reports - Replies (1)

When trying to open a hull door on a spacecraft (old-style in this case) from the outside where I don't have a berth (or command in anyway) on the ship, I get an error message saying "The door will not open." When I try to CLOSE the same door if it is already open, I get the same error message.

Ship belonged to another empire.
Ship was a small old-style ship. I assume it is the same for new-style.

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  Broker Shipment Requests
Posted by: 5crownik007 - 08-22-2018, 09:52 AM - Forum: Arena of Ideas - Replies (12)

Allow Brokers to import materials from other cities. Something like this:
Request shipments from another broker in another city which will have to be approved by someone in the chain of command of that city.
Once approved, the shipment is created and sent, like a normal shipment.
My reason for this is so that you do not have to travel all the way to another city to send shipments to a colony city that's in early stages of construction. It would be a lot easier if I could just request a shipment from far away without having to travel there. It also opens up the opportunity to request supplies from allied empires without having to ask them through comms, just send the request(though comming them with a reason why might be a good idea)

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  Crew from Free City is Enemy
Posted by: Deantwo - 08-22-2018, 08:44 AM - Forum: Closed Bug Reports - Replies (1)

I got a ship in my "free city" that I use for some tests. The crew I boarded from the city are now appearing as enemy.

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  land based orbital
Posted by: nightslaysanta - 08-21-2018, 11:21 PM - Forum: Arena of Ideas - Replies (10)

land based orbital harvester so we can harvest antiflux easier

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  Poisoned on respawn, Insidious atmosphere death.
Posted by: zalphor - 08-21-2018, 09:08 PM - Forum: Closed Bug Reports - Replies (1)

Attempted to land a rocket on a planet with an insidious atmosphere. EVA suit was damage but helmet was not. Jumped out of rocket upon entering atmosphere began taking Suffocation damage and upon falling further took poison damage and suffocation damage from insidious atmosphere. Colided with terrain taking bludgeon damage, and then killed by atmospheric poison/suffocation.
Dropped fine shovel.
Upon respawning i took poison damage for 5 minutes.

Character name: Zarphor
ID: ZWFZYI
Assumed planet: Banvalza Cetros Beta IIa
Logs are in attachment



Attached Files
.txt   PoisonUponRespawn.txt (Size: 7.73 KB / Downloads: 2)
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