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  2018-08-21 Galaxy Capital, Map Key
Posted by: Haxus - 08-21-2018, 02:08 PM - Forum: Updates - Replies (7)

Galaxy Capital
It would be nice to have a capital in each galaxy.

You can now designate one city in each galaxy to be the galaxy capital. A button was added to the capitol window to do this.

Sector capitals will send their tribute to the galaxy capital, if there is one, instead of the empire capital.

New and old style cities were affected. Either can be a galaxy capital and they will both send tribute to the galaxy capital when appropriate.

This does not affect city abandonment rules. A sector capital is still needed to keep in touch with the cities in a sector. A galaxy capital is not needed to maintain contact with sector capitals.

Base Status Personnel Wrong
When I ask my base for status, it reports only those people at the academy and at the space marine barracks. What about everybody populating the other buildings?

Fixed an error reporting base personnel.

Transferred Passengers to Base and They're Gone
I debarked some passengers to my military base. They left the ship. The population of the base did not change. Where did they go? I debarked cryo passengers and they seemed to transfer just fine.

Fixed an error adding transient population to cities and bases.

Tribute
New cities do not send tribute to their capital.

New cities now send tribute.

  • Cities must have a bank and their empire must have an empire capital to send tribute.
  • Tribute is never sent across the sigma discontinuity.
  • Tribute is sent once per day, at the first city report during the midnight hour GMT.
Empire Capital City
  • Sends tribute to the overlord empire capital, if the empire is a vassal.
  • Holds the money if the empire has no overlord or if the money could not be sent across the discontinuity.
  • Tribute amount is a percentage determined when the vassal swore allegiance to the overlord.
Galaxy Capital City
  • Sends tribute to the empire capital.
  • Holds the money if there is no empire capital or if the money could not be sent across the discontinuity.
  • Tribute amount is 50% of the money in the bank system.
Sector Capital City
  • Sends tribute to the capital of its galaxy.
  • Sends tribute to the empire capital, if no galaxy capital.
  • Holds the money if no capital or if the money could not be sent across the discontinuity.
  • Tribute amount is 50% of the money in the bank system.
City
  • Sends tribute to the capital of its sector.
  • Sends tribute to the capital of its galaxy, if no sector capital.
  • Sends tribute to the empire capital, if no galaxy capital.
  • Holds the money if no capital or if the money could not be sent across the discontinuity.
  • Tribute amount is 50% of the money in the bank system.
Military Base
  • Does not have a bank.
  • Does not send tribute.
Transport Fee for Recruits
When I pick up passengers, they are prepared to pay for the passage. I get paid when I drop them off at an airport terminal but I don't get paid when I drop them off at a military base.

Passengers now pay regular fares when debarked at a military base.

Base Board Cryo
I can unload new recruits at a base from cryo or passenger berths. If I want to empty a base, there is no way to load everybody. You can only load space marines, crew and officers.

Base personnel who are not space marines, crew or officers can now be boarded into cryo berths.

Military Passengers
I cannot load passengers from a military base but an officer can.

Fixed an error that permitted an officer to load passengers from a military base when ordered to do so.

Map Key
The map could use a key to explain the colored spots.

A control was added to the map window that lists things on the map that add colored dots. Claim flag, town squares, capitols, airport terminals, base hq's and base air terminals are listed. Other buildings are not listed to keep the list short.

Geological features are also listed, the ones that would appear as transporter destinations.

Select a place in the list to center the map on its location.

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  Airless Inferno Moons Count as Inferno Atmosphere Despite Being Airless
Posted by: zslayern - 08-21-2018, 10:24 AM - Forum: Closed Bug Reports - Replies (1)

[Image: aWOLEfZ.png]
Not sure if intended or not, but moons in inferno orbit have a life support requirement of 'Inferno Atmosphere' instead of 'Airless Moon' despite having no atmosphere. As a result 'Airless Moon' blueprints won't load.
City is Crimson Totem of Tarasca, Tarasca IIIc, Tarascan Sector Sector (0, 0, -1), Shores of Hazeron.


The case seems to be the same for Frigid worlds
[Image: 7DdcIvg.png]

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  "Shields down unless non-empire contact" Detecting Something Unseen
Posted by: Deantwo - 08-20-2018, 09:04 PM - Forum: Closed Bug Reports - Replies (8)

I was landed in a pretty empty system, just a old-style city on a habitable world. Told my ships to keep "Shields down unless non-empire contact detected." But the shields were kept on.

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  trainable stats
Posted by: nightslaysanta - 08-20-2018, 04:28 PM - Forum: Arena of Ideas - Replies (4)

so instead of pre allocating them in the creation screen you would be able to train them up like flying and runing raises agility and so on

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  Unable to land at Airport - is this a bug?
Posted by: Snowmantis - 08-19-2018, 04:55 PM - Forum: Prerelease Bug Reports - No Replies

With certain larger ship designs I have been unable to land at the airport of my capital city via the crew channel commands.  The spacecraft just bounces up and down in the upper atmosphere trying to land.

  • I can pilot the ship down and land
  • I can land on terrain and go to airport issue a command to land at "these" coordinates and all works just fine.   
  • Smaller shuttle type ships, don't seem affected.  
  • Using the same Airport blueprint in other cities I have not have any issue landing the larger ship at the airport.  
Is this some kind of landing check bug?   There are no objects in the way.  No vehicles, no NPCs, etc.  In fact an item I find interesting is that on another city with the same airport blueprint the raised landing pad is over the local villagers and their teepees and lands on that pad every time.
Is there something else I should be looking for?

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Big Grin Aye, Rig for Repair or Refit - response is misleading
Posted by: Snowmantis - 08-19-2018, 02:29 PM - Forum: Closed Bug Reports - Replies (1)

When I land at an airport and ask crew with an officer to repair the spaceship the response is always positive yet not completed when when Airport Repair Shop, or airport or materials are below the spacecraft's QL.  
          Now I need to execute the officer for lying.   :D

Captain: Rig the spacecraft for repair or refit.
Ship:     Aye, Rig for Repair or Refit. Officer get Repairs.
Officer:  Rig the spacecraft for repair or refit. Done sir.       <<- not true in many cases

Can there be more accuracy in responses based on whatever check is occurring?
Such as:

  • Airport or Airport repair shop is not up to our standards, sir. 
  • Sir, repairs are partial due to lack of materials.



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  Building Blueprint Simplification
Posted by: Deantwo - 08-19-2018, 12:45 PM - Forum: Arena of Ideas - Replies (12)

First off, I don't mind the new building designer. Making building designs is fairly easy and can looks awesome.

However the issue is when it comes to defining what that blueprint is gonna be used for. Do you add more "workshops" so it works as a factory, sure but then do you also add "arenas" so it can be used as an arena? You can do that if you want, but why? A building blueprint with 20 workshops and 10 arenas would be huge and would never be able to do both things at the same time.
Freedom of design is good, but there is no need to allow players to make horribly stupid designs with a ton of different uses but is bad at all of them.

I suggest that morale buildings, military buildings and government buildings all get restricted so that they can only be used for their intended purpose.

Examples:

  • An arena blueprint should only be usable as an arena.
  • A church blueprint should only be usable as a church.
  • A housing blueprint could be used as any housing type building.
  • Factory blueprints can be generic and used for any factory type building.

This would also make assigning volume for morale buildings a lot easier. Select the morale building type you want it to be, set the number of "levels" it should count as by assigning volume to a single "morale space" type volume.

Disallow adding morale type volumes to none morale buildings, to prevent adding useless volume that will be wasted.

Related suggestion: (Idea thread) Building Room Numbers instead of Volume

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  Town square
Posted by: council - 08-19-2018, 06:47 AM - Forum: Closed Bug Reports - Replies (4)

I can't place a town square

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  Scare away Animals by Holding a Torch
Posted by: Deantwo - 08-18-2018, 07:39 PM - Forum: Arena of Ideas - No Replies

Just a random idea, while holding a torch in your hand small animals could be scared and try to stay away from you.

Would be useful for just starting out. If it is too useful it can be made to only/not protect you at night.

A higher tech device could be added to scare away all animals (mega beasts included), but that just falls down into my long list of utility equipment ideas.

Related idea: (Idea thread) City use for Lanterns and Torches

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Photo Ship landing in terrain causing ALL cargo to be lost
Posted by: Snowmantis - 08-18-2018, 03:33 PM - Forum: Closed Bug Reports - Replies (2)

This latest mechanic of a ship taking damage when not landing on stable ground seems a little hard on the newer ships and not sure if this is a bug or a mechanic that needs to be tweaked for lower QL ships and cargo.

Issue:  New ship low QL ~35QL with inventory of over 2000 units of low QL items landing in terrain, took damage and ALL cargo was lost.    I guess we can accept some percentage of loss perhaps a cap of some sort until the ship is destroyed, but every piece of inventory was lost and the hull has no damage!

[Image: SoH_Ship_landing_cargo_lost_zpsen9qo5dd.png]

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