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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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  Flying character grounded
Posted by: jakbruce2012 - 08-18-2018, 11:01 AM - Forum: Closed Bug Reports - Replies (2)

Air density calculations seem a bit too extreme now.
I have been unable to fly at all since, only glide from a tall building.
The air is thick enough to breathe without a helmet, yet not enough to fly.

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  right click sticky
Posted by: jakbruce2012 - 08-18-2018, 12:21 AM - Forum: Closed Bug Reports - Replies (1)

the right click to lock/unlock cursor to the middle of the screen now seems sticky or fiddly.  It is not always unlocking, sometimes it unlocks then relocks quickly.

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  solar panels
Posted by: nightslaysanta - 08-17-2018, 04:58 PM - Forum: Arena of Ideas - Replies (5)

for ships and stations

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  Scoring on Empire Standings
Posted by: Haxus - 08-17-2018, 03:17 PM - Forum: Arena of Ideas - Replies (16)

Should scoring on the empire standings pages be based on the number of worlds that have a base or a city?

Current scoring is based on loyal empire population. Mega buildings make that just a waiting game, to see how long they take to fill.

Loyalty is not a factor in new cities, atm. All citizens are considered to be loyal.

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  2018-08-17
Posted by: Haxus - 08-17-2018, 02:52 PM - Forum: Updates - Replies (5)

Doc Did Not Put Out Fire
I got lit on fire. I went to the sick bay. The doc bandaged my wounds and sent me on my way, still ablaze.

NPC doc now uses water from the ship's hold to douse fire on the patient. If no water is available, he recommends you stop, drop and roll.

Fire now appears on the patient on the surgery station screen.

Doc Doesn't Make Sense
"asphere8, I can't heal your wounds; the pharmacy is out of medical kits. Treatment of your Reward 42,268.5¢ is going to be risky."
...What?

Fixed construction of doc's statement about treating your other conditions when no med kit is available.

Use Water to Extinguish
When on fire, I can use water to douse the fire on myself. The button on the gear window does not indicate this, like it does to decontaminate acid.

Gear action buttons when water is selected will now show an extinguish button if your body is on fire.

Stop Drop and Roll
School children are taught to stop, drop and roll if they get lit on fire. That should work.

If you get lit on fire, you can now go prone and crawl around on the ground to put it out. You can't actually roll; though perhaps you should be able to.

Fyi, not new. You can also submerge your body in water to put out a fire.

Healer Bandage
Healer at the village still insta-heals, instead of applying a bandage.

Healer now applies a bandage instead of healing your body instantly.

Bandage Q Failure
Deantwo suggested that the bandage should perform a quality check each time it heals and fall off on failure.

Bandage now falls off if it fails a quality check at each healing interval.

Star Map Lock
Star map locks after the last update, suspected to be related to the signal strength of emissions from unexplored systems.

Fixed infinite loop when drawing signal strength bars, a dumb mistake made when some code was removed just before the build.

Transient Passengers
Cities fill their population to the max. This presents a problem for passenger haulers. Most developed cities will not have any empty homes to accept passengers. With no empty homes, you can't drop them off so you can't then pick up new passengers. There is no way to trade arriving passengers with departing passengers.

Cities now allow a transient/homeless population, up to 15% of total homes in cities and 30% of total homes at military bases.

Transient population is moved as quickly as possible to empty homes.

Transient population creates a negative morale penalty for homelessness.

Passenger Load/Unload Limit
A small strange bug: I cannot offer more than 244 cryo travellers for disembarkation at once.

Passenger and other board/debark orders were using a single byte for the count. Those orders were increased to a 32 bit number or 16 bit number as appropriate.

It is likely your order was to debark 500 cryo travellers. That number would have lost the ninth binary bit, valued at 256, resulting in 244. i.e. 500 - 256 = 244

City Population Update
80k citizens were added to a city a few intervals of 20 minutes ago, population on the standings page hasn't changed.

Triggered a database update when the city population changes. That should fix the problem. We'll see.

I was tempted to change the scoring on the empire standings pages. It was suggested that worlds with cities|bases might be a better measure than citizen population. I agree. Does anyone want to weigh in on this?

Report Cryo Travellers
A small thing I've noticed too: ships don't report the number of cryo passengers in mail or when hailed.

Ships now report cryo passengers in their comm status report and officers report them in their ship's log.

Helmet HUD a Screen Element
Is there an option to make the helmet HUD appear in Shift+Escape mode?

A setting was added to the Scene page of the Settings window to enable the helmet HUD when the screen elements are disabled. The default is enabled.

City Under Attack by Prisoners
My city thinks it's under attack because I left some pirate troops there on a captured ship.

Troops aboard spacecraft are no longer seen by cities as invaders.

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