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  binary system stars very close to eachother
Posted by: Slaxx - 07-28-2018, 08:04 AM - Forum: Closed Bug Reports - Replies (4)

is this supposed to be?

[Image: RhzcsPm.jpg]

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  Backpack Quality, Drop Upon Death
Posted by: Deantwo - 07-27-2018, 08:08 PM - Forum: Arena of Ideas - No Replies

It would be interesting if the quality of a container (crate, backpack, gravpack, utility belt, box, etc.) reduced the chance of items being dropped from them upon death.

New players will maybe drop more items on death, but having a high quality container will protect more items. It wouldn't be a bad thing for advanced players to not drop any items on death, since it is likely trivial for them to replace stuff anyway.
The issue I see is not being able to steal stuff off your fallen enemies.

Maybe the whole death cause "drop one random item" needs to be changed, but I have no good ideas apart from "drop everything".

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  Ordnance Possible Rollover
Posted by: Mr. Mortius - 07-25-2018, 01:54 AM - Forum: Prerelease Bug Reports - Replies (4)

My ship is only able to fire around 3,300 beams at a target, despite having many more loaded. The ship is in very close range to the target.

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  Old Designer Nerf
Posted by: Haxus - 07-25-2018, 12:18 AM - Forum: Cantina - No Replies

Please read and post any objections there.

http://hazeron.com/mybb/showthread.php?tid=138

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  Old Designer Nerf
Posted by: Haxus - 07-25-2018, 12:14 AM - Forum: Design Studio - Replies (8)

I propose to nerf the old building and spacecraft designers completely. Existing designs would be unaffected. Existing buildings and spacecraft using old designs would also be unaffected. You just wouldn't be able to enter the old style designers any more.

You already can't enter them using the Launcher. The buttons to launch the stand alone old style designers were removed in the last launcher update.

Does anyone object to removing access to the old style building and spacecraft designers?

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  Building Size Requirements
Posted by: Haxus - 07-24-2018, 09:18 PM - Forum: Arena of Ideas - Replies (5)

Here are the size thresholds for each thing that has them. There are two sizes for each category. The first number is the size needed to create the first one. The second number is the size needed to add each additional one.

Arena

  • 5000m³
  • 707616m³
Auditorium
  • 1132m³
  • 3000m³
Field
  • 4000m² Note square meters not cubic meters.
  • 5000m²
Generator
  • 2265m³
  • 2500m³
Home Small
  • 57m³
  • 160m³
Home Medium
  • 114m³
  • 300m³
Home Large
  • 228m³
  • 400m³
Lounge
  • 637m³
  • 5000m³
Office
  • 34m³
  • 400m³
Shop
  • 91m³
  • 500m³
Store
  • 566m³
  • 5000m³
It was suggested that I post these numbers in the forum for a discussion of what the values should be. The arena particularly stands out, taking 700000 cubic meters to add additional arena space.

The add number is always bigger then the first number. This should account for extra hallways, etc. required when making multiple unit buildings.

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  2018-07-24 Turrets, Sensors, World Building Limit
Posted by: Haxus - 07-24-2018, 03:21 PM - Forum: Updates - Replies (51)

Turrets Too Accurate
Turrets on gun towers are too accurate.

Turrets now have a small probability to miss stationary targets. Target speed increases the probability of a miss by the turret. Also, being under water when the turret is above water (or vice versa) highly increases the probability of a miss.

Cannot Scan Under Water
Scanners don't detect things under water. That means you cannot target things under water with bay weapons, even if your ship is under water.

Scanners were changed to consider the domain of the scanner vs the domain of the target: under water, above ground, and space. Scanners can detect targets in their own domain and adjacent domains. Scanners cannot see across domains so a scanner in space cannot detect targets that are under water, and vice versa. This affects all kinds of internal searches for targets, including sensor/fire control/transporter stations and AI operation of those things.

Buildings on Sensors
Buildings do not show up on sensors.

Individual buildings now show up on sensor screens, fire control screens, and transporter screens. You can destroy buildings using weapon bays. You cannot activate the transporter to|from a building yet; that is unfinished.

Life Forms on Sensors
Transporter screen shows too many life forms.

Transporter screen now only shows creatures who hold a berth aboard the scanning ship.

Buildings as Targets
AI does not fire at buildings with bay weapons or turrets.

AI will now fire at enemy military buildings with bay weapons and turrets. If turret gunners are berserk, they will also fire at enemy civilian buildings.

Destroyed Capitol Police Turned Neutral
I destroyed the capitol building of a city. The police stations changed to empire 0.

Fixed the change to empire 0.

Fixed the ability to destroy the capitol building while the city has police stations. Police stations must be destroyed before the capitol building.

Gun Tower Lens Bug
Gun towers do not automatically load lenses for energy weapons.

Fixed.

Gun Tower Tracks Underground Targets
I observed a gun tower tracking a target but nothing was visible. It was trying to target an underground creature.

Fixed by the scanner domain change.

Gun Tower Shoots Creatures To Meat
Gun towers persistently attack the same creature (me) until it is a meat pile.

Gun towers now stop attacking a creature once it falls unconscious.

Building Size Limit
Buildings have no volume size limit? I discovered that no volume size limit was being imposed on buildings, as it is on spacecraft. The code was there, just disabled. I could not remember why it would have been disabled.

Building volume size is now limited to the same maximum as spacecraft. That size is pretty large, at 104,857,600 cubic meters.

62 building designs are larger than the maximum and they all exceed it by more than 2x. Those existing designs will continue to be valid but they can't be finalized again without some changes.

World Building Limit
The world building limit enables 400 buildings with 104M cubic meters each. This permits the creation of defenses that could never be conquered. The building limit feels arbitrary and it does not achieve the desired balance.

The world building limit was changed from a number of buildings to the volume of buildings. The world building limit is now the same as the size limit for the largest possible spacecraft, 104M cubic meters. Every 1000 cubic meters above that results in an additional -1 to morale.

This enables tens of thousands of small buildings to be built on a single world. Things get slower as the number of buildings goes up. It could create excessive load on the server. Adjustments will have to be made if this becomes the case. Don't be in too big of a hurry to populate lots of worlds with thousands of buildings.

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  Been gone for a while some questions about the new designer.
Posted by: Hodo - 07-24-2018, 03:54 AM - Forum: Cantina - Replies (10)

So I have been toying around with the new designer, the problems I have run into is you can't make a saucer shaped vessel with the extrusion tool.  If you try and set it to the Z axis it goes completely flat.  

My old race was based around the concept of being... well little grey men.

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  Base Maintenance Cost
Posted by: Deantwo - 07-23-2018, 10:25 PM - Forum: Arena of Ideas - No Replies

A base should take government money from its sector/empire capital to pay the soldiers. If not enough money is available the base get a morale penalty.

This would make a sort of limit to the size of bases you can have without also having equally big cities with enough tax income.

It does make sense for the government to pay their military a large amount of their tax income, right?

Only issues I for see is lack of an empire wide budget view, listing income from each city and expenses fron each base.
Other than that there are some borderline exploity ways to make government money, but those need fixing at some point I guess.

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  Sensors Reveal Ship Information
Posted by: 5crownik007 - 07-22-2018, 01:39 PM - Forum: Arena of Ideas - Replies (2)

Currently scanning a ship using sensors only nets very basic results:

  • Empire Name
  • Ship Name
  • Ship Design
  • HP
  • Shield Status
  • Quality
  • Ship's Volume
I propose that sensors also reveal the weapons on a ship and various other details which make it far more apparent if your ship is more combat prepared than the enemy ship. Things like:
  • Number and type of turrets
  • Number of crew(?)
  • DPS of turrets
  • Number of Weapon Bays
And other stuff like that, it would allow captains to gauge whether or not they want to engage a ship based on if the ship is better or worse than theirs.

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