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  Easy death while swimming into roadway
Posted by: Snowmantis - 08-15-2018, 10:18 PM - Forum: Closed Bug Reports - Replies (2)

The damage and death from falling has recently been adjusted, however simple swimming to shore with a road causes multiple bludgeoning hits and death quite quickly since you hold a directional key for swimming.    Can this be adjusted to take in account swimming and give enough time to back off on the use of the movement key?

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  Unable to capture pirate city
Posted by: Deantwo - 08-15-2018, 10:06 PM - Forum: Closed Bug Reports - Replies (1)

I found a new-style pirate owned city, name "New Hazeron".

There were no military buildings, so I placed a flag in order to capture it in for fun.
However, the capitol building has not changed ownership.

I am unable to place a military HQ because of "Enemy unit on world". But there are no "units" in sight, except enemy citizens that started spawning now.

-

I assume that pirate cities simply can't be captured because of a bug.

I don't see why I can't build a military HQ, if citizens are blocking it then maybe they shouldn't?

It might be another bug too that citizens are spawning when the city is enemy controlled and I only own the wold, but I guess that scenario is suppose to be impossible anyway.

-

PS: If this is a test city that you are using, feel free to take it back. I just wanted to try capturing the city to see how it worked with pirate cities.

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  Account password reset, no email received.
Posted by: Haxus - 08-15-2018, 04:28 PM - Forum: Closed Bug Reports - Replies (2)

A few people reported not receiving any email after resetting their account password.

The problem was traced to an error with our email server configuration. When I moved the server to a new computer recently, I forgot to change the reverse DNS lookup for our mail domains to the email server's new IP address.

Some mail servers (not all) reject mail from other mail servers whose reverse DNS record doesn't match the IP address from which they are connecting.

The reverse DNS record was updated yesterday.

If mail from our server failed to reach you recently, please try again.

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  Multiple Constructions Workers On a Single Construction Site
Posted by: zslayern - 08-15-2018, 10:08 AM - Forum: Arena of Ideas - Replies (6)

^Title
This idea came to me while browsing through the in-game "Building" window.
[Image: QP2aSiG.png]
Construction sites could really use multiple workers to speed up the building process, given how this is the case in real life and how mind-numbingly slow construction is.
A limit on the amount of construction jobs created could be limited by the quality of construction materials as well, or perhaps by the currently defunct "Quality of Construction" QL.
[Image: lI6gNeE.png]

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  Higher QL Production not replacing Lower QL Products in Industry Storage
Posted by: mabmoro - 08-15-2018, 10:04 AM - Forum: Prerelease Bug Reports - No Replies

I was checking my assembly lines in my capitol and noticed that one of my smelters was full of QL80 or so metal in storage- I know that with more ore QL and smelter QL that it should be at least 120, and checking city manifest I saw that indeed, there was SOME QL120 metal, but the smelter couldnt process any more jobs cause it was full of the lower QL stuff. It isnt just metal, either, my city report is full of a massive number of multi-QL storage lists.

Copypaste from city report:

 Metal
140372 Q120
212746 Q119
94069 Q118
86128 Q117
209629 Q116
600 Q115
100 Q114
84801 Q90
8093 Q89
34205 Q88
215489 Q78
746 Q49

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  Doors and Turbo Lifts
Posted by: IAMGOOGLE - 08-14-2018, 10:35 PM - Forum: Design Studio - Replies (2)

I've been playing around with the ship designer and have just noticed that all the doors I've been creating with the door jig are showing up as turbo lift doors, this then creates a bunch of errors about missing stops when I go to finalise the design.

How do you create normal doors rather than turbo lift doors when using the door jig and is there anyway to convert a turbo lift door back to a normal door?

Thanks,

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  2018-08-14 Bandages, Helmet, Emission Detection. Falling Damage
Posted by: Haxus - 08-14-2018, 02:43 PM - Forum: Updates - Replies (5)

Store Blueprint to Non-Blank Paper
Blueprints can be stored to paper that is not blank.

Paper must now be blank to store blueprints.

Helmet Dampens Noise
It would be nice if the helmet would dampen surrounding noise a little, especially the wind on frigid worlds.

Helmet now dampens exterior sounds.

Bandages
Someone pointed out that getting instant health from a medical kit is not very realistic and can be exploited in battle by someone who is quick to hit the heal button.

Use of a med kit now applies a bandage to the patient's body. A bandage heals 10% of the body's max hit points every 10 seconds, adjusted for bandage quality. When the body is fully healed, the bandage falls off.

Surgery station applies a bandage instead of healing instantly. The bandage appears on the patient's image on the surgery station. It can be selected to view its Q but you can't remove it. It falls off automatically.

Med kit and surgery station will not apply a bandage to someone who does not need one.

Bandaging an unconscious person applies the bandage but the bandage does not heal them until they are resuscitated.

A body can only have one bandage at a time. The current bandage can be replaced by a bandage of higher quality.

Energy Emission Detection
New style cities do not detect energy emissions from unexplored systems, for the star chart.

New style cities now detect energy emissions using their airport radars and military radars.

Emission Detection Signal Strength
Can the energy emission detected on unexplored systems give an indication of signal strength?

A signal strength bar now appears below the yellow dot painted on unexplored systems where energy emissions have been detected.

Shields Up or Down, Say Why
When the shield operator changes the shield state, it would be nice to know why.

Shield operator now says why they are changing the state of the shields.

Shields Up for Creatures?
Shield operator was raising the shields due to wild animals detected on the world surface below.

Shield operator no longer raises shields due to detection of any creatures. Shields are ineffective against creatures so there is no reason to raise the shields due to their presence. Also, ship sensors do not detect creatures.

Empire Deleted
When an empire has no more avatars or cities, it gets deleted. This sometimes leaves behind random vehicles, or possibly spacecraft.

Atoms get a cleanup call now when an empire is deleted, so they can adapt accordingly.

Helmet HUD in Turret
Helmet HUD is visible when operating a turret.

Removed helmet HUD and helmet breathing sounds while you are operating a turret.

Damage Due to Collision with Terrain
Collision with terrain does not cause any harm. I can drop from orbit in a vehicle, or in my EVA suit, without taking any damage.

Collision with terrain can now cause damage. Beware landing too hard or falling from high places.

Prevent Two Cities with Same Name
The game should prevent players from making two cities on the same world with the same name.

City names on a world must now be unique.

Transporter Fail
Stand in transporter room on a ship with only one transporter room. Call for a beam up on the Hail channel. Transporter operator energizes the transporter to itself. Creates a to and a from portal on the same transporter pad.

Fixed an error that permitted a transporter room operator to energize the transporter to himself.

Trade Category Error
Show properties of an existing trade/transfer by category order. The category of the mission order is not selected. It appears to be set to the last category that was picked in the UI.

Fixed error restoring trade category filter setting based on existing order.

Fly to Space
It is possible for flying creatures to fly all the way up into space using their own wings.

Incorporated air density into lift calculation when flying. I thought it was already in there and was surprised when it wasn't.

Spacecraft Bay Weapons Heard in Vacuum
In space, I can hear the weapons fire of other ships. Shouldn't the sound be inaudible in vacuum?

Fixed error in audio gain calculation of effects.

Show Shield Radii When Placing Shield Base
It would be nice to see the shield radius when placing a new shield base.

Shield base now shows an indicator of its shield radius while it is being placed.

Vacuum Damage Insignificant to Huge Creatures
Huge creatures can go on extended space walks without an EVA suit due to the small amount of damage inflicted by vacuum.

Vacuum and suffocation damage are now scaled according to creature size.

Storage Device Stay Open
Make the storage device management window stay open when deleting things from it.

Storage device management window now stays open when you delete things from it.

Free Avatar Political Stance
Free avatar is seen as an enemy but views everything as neutral. Shouldn't his view be reciprocal?

Made a slight change when determining political stance. When either party is empire 0 and the other is not, they will both see each other as enemy. When both parties are empire 0, they will see each other as neutral.

Large Rocket BuDi Scudpox Requires No Bombs
The manufacturing process for Large Rocket BuDi Scudpox does not require a bomb.

Fixed BuDi Scudpox manufacturing and patent development processes to require a large bomb, like other large rockets.

Top Empire Flags Wrong
The top empire flag on the main web page isn't always the right flag for the top empire in the report.

Fixed error when highest scoring empire is not shown because they have no capitol.

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  hazeron with good graphics
Posted by: Slaxx - 08-14-2018, 03:48 AM - Forum: Cantina - Replies (18)

imagine hazeron with good graphics :O

hazeron + good graphics = best game ever

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  Abandoned Morale Penalty
Posted by: Mr. Mortius - 08-13-2018, 02:02 PM - Forum: Closed Bug Reports - Replies (5)

New style cities don't benefit from sector and empire capitals, causing them to receive abandonment morale penalties.

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  Lunar Farming
Posted by: phatboydw - 08-13-2018, 01:31 PM - Forum: Closed Bug Reports - Replies (3)

(08-09-2018, 01:43 PM)Lunar Farming Wrote: Farms on moons and other harsh environments can only run some processes for making silage.

Fixed an error when listing processes that depend on environmental factors. Processes that get water from the environment were incorrectly omitted when the world had no natural water, overlooking that water in the city inventory can be used as a substitute. 

When I checked this Friday, I was able to assign crops to the farms. However it still doesn't appear to use the water from storage.



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