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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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  Building Code Improvements
Posted by: Deantwo - 07-22-2018, 01:23 PM - Forum: Arena of Ideas - Replies (2)

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.

[Image: 2018-07-22_14_37_37-Window.png]

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)

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)

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)

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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  Closing Wikia Wiki
Posted by: Deantwo - 07-17-2018, 04:33 PM - Forum: Cantina - Replies (3)

I just filed to have the old Wikia wiki closed. (Only taken me 5 years to find out how to do that.)

In case any of you want anything off it you might want to do that before it is too late, but I doubt there is anything worth keeping.

Wikia wiki: https://hazeron.wikia.com/wiki/Shores_of_Hazeron_Wiki

PS: I am not a huge fan of Wikia, so I won't miss it.


Maybe some of the old pictures could be of some use.
See: https://hazeron.wikia.com/wiki/Special:U...rizedFiles

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