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Picture Thread 2.0
Forum: Cantina
Last Post: Rockinsince87
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How to load an old save ?
Forum: Cantina
Last Post: Deantwo
11-12-2024, 09:25 AM
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Drop menus in design stud...
Forum: Bug Reports
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How to smelt ore manually...
Forum: Cantina
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add an " add item" button...
Forum: Arena of Ideas
Last Post: Deantwo
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Old assets please ! Brin...
Forum: Cantina
Last Post: netshaman
11-07-2024, 02:46 AM
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Spacecraft: No parking sp...
Forum: Bug Reports
Last Post: Deantwo
11-05-2024, 08:00 AM
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Aircraft Factory No Parki...
Forum: Bug Reports
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11-05-2024, 01:05 AM
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favorite or funniest mome...
Forum: Cantina
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10-01-2024, 11:08 AM
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Multiple vehicles on 1 pa...
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Last Post: Ivan
09-23-2024, 01:33 AM
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Building Code Improvements |
Posted by: Deantwo - 07-22-2018, 01:23 PM - Forum: Arena of Ideas
- Replies (2)
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Right now the building code, the building type requirements listed in the new-style designer, is very confusing to read. This is my biggest issue with the new-style designer right now, and we also get many many questions about how to make morale buildings designs work correctly.
It lists things as "Ok", "No", or "x Required". But it doesn't actually say if the things add anything to the specific building type.
I would very much like a another column to give a short note about what each thing actually does for the building type. I suspect a lot of the things to just be "Ignored", but some things like homes and lounges can still work. So such things as "adds homes", "adds lounges", "adds workshops", "adds morale satisfaction", and "adds jurisdiction range" would be useful indicators.
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Situational Music |
Posted by: 5crownik007 - 07-22-2018, 11:18 AM - Forum: Arena of Ideas
- Replies (3)
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Right now, there's no music in Shores of Hazeron(that i'm aware of, i've never heard it)
It wouldn't be too difficult to make some music tracks, I'm sure some enterprising fellow in the community could make music, or even Haxus could do it himself with some program.
However, it would be interesting to make music fit a situation based on certain variables:
For one thing, it could change when in combat, but that's a very simple thing, and also wouldn't fit all of the time, for example, a one on one duel would have different music to a battle with two squads of troops, which is something the music could take into account.
If your ship is being attacked, ship battle music. If your ship is among a fleet and is fighting another fleet, fleet battle music.
Just a thought.
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2018-07-20 Weapon Bases and Guard Towers |
Posted by: Haxus - 07-20-2018, 05:34 PM - Forum: Updates
- Replies (22)
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Military Weapon Bases
Military weapon bases are now functioning. - Weapon bases import the ammo they need to fire their weapon.
- Without radar, weapons target enemy units up to 500m away.
- Military radar assists in acquiring targets within range. Add a military radar to the base to fire at distant targets.
- Weapons fire omni directionally, like the weapon bays on a spacecraft. They will not fire if their shot is blocked or if it would hit a friendly unit. Their shot is not blocked by their own building.
- All weapons in the building design are operated if enough workers are present.
Weapons are operated by workers at the building. Nobody ever occupies the fire control console(s). They are needed to provide information about the weapon. The console would not work if a person sat at one. When designing the building, it is best to place the console somewhere in the middle of the hull mass so it is completely inaccessible and invisible.
I tested this using the Pulse Cannon in the exchange. It is an energy weapon. I have not tested using missiles, rockets, or guns yet.
Military Guard Towers
Military guard towers are now functioning.- Guard towers import the ammo they need to fire their turrets.
- Without radar, turrets target enemy units up to 500m away.
- Military radar assists in acquiring targets within range. Add a military radar to the base to fire at distant targets.
- Turrets aim and fire. They are deadly accurate. They rotate at a limited speed; they do not turn instantly. They will not fire if their shot is blocked or if it would hit a friendly unit. They do not consider blast radius effect on friendly targets when firing.
- All turrets in the building design are operated if enough workers are present.
Turrets are operated by workers at the building. Nobody ever occupies the turret station(s). They are needed to provide information about the turret. The console would not work if a person sat at one. When designing the building, it is best to place the console somewhere in the middle of the hull mass so it is completely inaccessible and invisible.
I tested this using the Laser Tower in the exchange. I have not tested using missiles, rockets, or guns yet.
My small base has a lot of laser towers. They only have 2hp, lol. I tried assaulting the base with a lone attacker...many times...many different ways. It was very difficult to get close to the base. Death was sudden and brutal. I was safest among the buildings of the base itself, where I could use them for cover. Then it was a matter of sniping laser towers one by one, and getting killed a lot. It is possible that a well planned base could be invincible to attack by a lone attacker.
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Merge House and Apartment |
Posted by: Deantwo - 07-18-2018, 06:10 PM - Forum: Arena of Ideas
- Replies (13)
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If we are going to make housing possible in (almost) all buildings, and cramped living conditions will only be affacted by "small home > medium home + large home * 2", then I don't see a reason for having both House and Apartment.
So maybe just merge House and Apartment together into "Housing" or something.
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Blueprint description |
Posted by: Neils Iyssada - 07-17-2018, 02:12 PM - Forum: Arena of Ideas
- Replies (2)
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Hi !
It could be nice to have a description for blueprints. Even a short one. It would be useful to give credits to the original design (in my case a browser-based strategy game which has great designs, the dev accept the use of his designs at the only condition of properly saying that it's a design took from his game).
If it's not too short we could even add some advices like what's its exact role(s), some lore, or some troubleshooting.
Thanks for reading !
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Model Detail Slider |
Posted by: 5crownik007 - 07-17-2018, 01:17 PM - Forum: Arena of Ideas
- No Replies
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Seeing as cities are made of detailed models and meshes now, my computer is dying of performance loss, dropping to 1 FPS. This didn't happen with old-style cities.
I do have a terrible computer, but it would be much appreciated if there was an option to remove some details from the buildings.
specs:
four intel i3 core processors
NVIDIA GeForce GTX 660
8gb of RAM
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2018-07-16 Buildings Going Neutral, Chain of Command, Morale |
Posted by: Haxus - 07-16-2018, 04:50 PM - Forum: Updates
- No Replies
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Buildings Going Neutral
Buildings were changing to empire 0, after being built.
Fixed a bug when updating city jurisdictions. Buildings that were not in any city jurisdiction at all were being set to empire 0.
Those buildings are now set to the empire who claims the world. If there is no claim then the current empire who owns the building remains unchanged.
Building Chain of Command
I thought everyone had permission to change empire 0 buildings.
On unclaimed worlds, empire 0 buildings, not in the jurisdiction of cities, are now in the command of everyone.
On claimed worlds, you must be a member of the claiming empire to be in command of a building.
Morale
Morale effects are not fully enabled.
Does anyone need more time to make adjustments before morale effects are fully enabled?
Power Plant Bug
Second City on Same Planet does not associate Power
Fixed.
Can't Unjam Doors
Doors on new style ships can be blown open but you can't unjam them.
Fixed.
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