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Picture Thread 2.0
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How to load an old save ?
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Drop menus in design stud...
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How to smelt ore manually...
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add an " add item" button...
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Old assets please ! Brin...
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Spacecraft: No parking sp...
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Aircraft Factory No Parki...
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favorite or funniest mome...
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Multiple vehicles on 1 pa...
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Empire Defense Fleet and Encounters |
Posted by: Deantwo - 07-14-2018, 09:47 PM - Forum: Arena of Ideas
- Replies (1)
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Right now the only ships that can spawn in an encounter are pirate ships. Haxus talked about adding trader ship encounters in systems with brokers at some point. But doing the talk in the sensor sharing thread I was wondering if maybe empire defense fleet encounters shouldn't also be a thing.
You setup a ship as part of the empire's defense fleet, in a military hangar or something. Then when an ADIZ incursion is reported by a city the defense fleet ships will calculate the distance to the location and just teleport over there when the calculated travel time passes. Spawning similar to a pirate ship with an attempt to drive the invader away.
It could simply be a military hangar building where you select a spacecraft blueprint and it builds one of ships but keeps it hidden.
There are issues with how this would be limited. I mean people would just build millions of those military hangars.
First possible idea is to just use something similar to pirate encounters, a ship can't trigger more than one encounter in a system within a time span. So an empire might have a lot of military hangars all over their empire, but they won't spawn a million defense ship every second.
Not only an interesting defense method, but also would make empires feel a little more alive.
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Multiple Weapon Emitters |
Posted by: Vectorus - 07-14-2018, 04:27 PM - Forum: Arena of Ideas
- Replies (1)
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If your weapon emitter is at the front of the ship, and you face the enemy, everything looks fine. If he ducks behind you, your shot comes out of some weird point on the back of your ship. A bit immersion-breaking.
Shields already divide the ship's orientation into "facings". Suggestion: define up to 6 emitter points for a weapon, based on target facings. The Enterprise, from Star Trek, has multiple phaser banks on the saucer. If the Klingons are behind you, the weapon emits from a phaser bank behind the bridge. If they're to the left, it comes from the left bank. The same weapon can fire in any direction, so you lose no effectiveness compared to the present. No more terrifying laser beams cutting straight through your own captain's cabin.
Ultimately, this could work with custom firing arcs, but the 6 pre-existing facings seem like an easy start.
Turrets:
I looked at the Macross on the gallery. So many turrets. Would be nice if multiple aesthetic turrets could turn to face your aim point and fire multiple shots, while being part of the same system!
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2018-07-13 Hit Points |
Posted by: Haxus - 07-13-2018, 06:54 PM - Forum: Updates
- Replies (2)
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Hit Points
There was some consensus that the hit points change should affect existing spacecraft and buildings.
Upon server restart, existing buildings and spacecraft will be adjusted. If they have system damage that exceeds their new maximum hit points, the damage is removed, completely repairing that system.
18 Galaxies
Conflict zone empire standings shows Weltreich has cities in 18 galaxies. There are only 17 galaxies in the conflict zone.
Fixed an error when tallying cities on gas giants.
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Sensor Sharing |
Posted by: Vectorus - 07-13-2018, 04:30 PM - Forum: Arena of Ideas
- Replies (1)
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Correct me if I'm wrong, but my understanding is that a ship will only attack an enemy which it can itself "see".
If so, this does not seem lifelike. An enemy can enter your large trinary system and be detected by a city, but if your ships are patrolling at the other edge of the system, they won't go and help until their own sensors pick it up. If your enemy is in another system, even if they're wreaking havoc and it's only next door, that fleet won't do anything at all.
Should your empire share sensors? You would set a ship policy: "respond to threats within X radius". If an enemy is picked up by any means within X parsecs, the ships will try to intercept according to their officer's posture. This would increase the effectiveness of patrols and NPC defenders drastically, I believe, as well as suiting common sense.
(If we really wanted to go overboard, we could set weighting factors for combined hp of enemy contacts vs distance from current position. If a fleet of 90 billion hp is detected all the way across your empire, your ships will try to help. If it's only 2000 hp they won't bother. Or, conversely, a small ship might avoid contacts bigger than itself.)
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2018-07-12 Shields Disrupted, Building Destruction, Armor |
Posted by: Haxus - 07-12-2018, 10:26 PM - Forum: Updates
- Replies (7)
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Shields Disrupted
Shields can be difficult to breach with transporters when they get shot down, then come right back up again. An opportunity should be created to beam aboard.
http://hazeron.com/gallery/DisruptedShield.png
When shields are reduced to zero by damage, they become disrupted for 20 seconds. This is per side on spacecraft. - The visible appearance of the shield bubble changes. On spacecraft, the visible appearance of the disrupted side changes.
- Disrupted shields do not block moving objects or weapons fire.
- Disrupted shields continue to charge as usual.
- Disrupted shields do not block transporters. On spacecraft, transporters are not blocked if any side is disrupted.
Building Destruction
Military HQ is supposed to protect civilian buildings from destruction. Military HQ is supposed to be protected from destruction by military buildings.
On a world with a military HQ, civilian buildings can no longer be destroyed. They can be damaged down to zero hits points and lit on fire. They just won't go the final step to being destroyed. - A city or base with heavily damaged buildings will incur a -1 morale penalty.
- A city or base with burning buildings will incur a -1 morale penalty.
- Buildings that are heavily damaged or burning do not run any manufacturing processes.
Military HQ is similarly protected from destruction while any non-HQ military buildings exist on the world.
Non-HQ military buildings are not protected from destruction. After they are destroyed, the HQ can be destroyed. After the HQ has been destroyed, civilian buildings can be destroyed.
Instead of destroying cities, a conquerer could destroy the existing military base, then build their own base, to take control.
Building Repair Materials
Damaged buildings (civilian and military) are repaired slowly, using construction materials available in their community. Buildings only require their basic construction material to be repaired, i.e. lumber, stone, metal. Who imports them at a base?
In order to insure bases have repair materials, military HQ, military dock, and military air terminal now import basic construction materials.
Retail stores do this in a city. Not new, just fyi.
Offset Shield Bubble
It is conceivable that a shield bubble could be large enough to extend outside the atmosphere.
The shield bubble is now offset downward to keep the top of the shield bubble inside the atmosphere. This could result in a strange situation if a very large shield bubble is built on a ringworld or small world, where the bubble might get pushed out the back side.
Shield Base Radius vs Power
The radius of the bubble at shield bases is determined by the shield equipment volume. Shield equipment volume also determines the size of the shield capacitor. This makes it difficult to make a strong shield that is small in size.
Shield base now augments its shield power using its battery. This allows increased energy absorption without changing the diameter, which is still determined by the shield equipment volume.
There is a slight difference between the two stores of energy. The shield is recharged every ten seconds, by taking as much power as needed from power plants. The battery is recharged more slowly, by taking 60 units of power once per minute from power plants.
Shields absorb 10hp of damage per unit of energy, adjusted for shield module quality.
Shields on Report
The values shown for shields on the analysis reports are meaningless now that shields are no longer treated like armor.
Analysis reports for spacecraft and buildings now show the amount of hit points absorbed by shields, per side for spacecraft. There is no longer any difference between the combat effectiveness of the shield modules. I will likely nerf the kinetic shield module. The cloaking shield still has potential.
Building Armor
The analysis reports for buildings show they have no armor, even when I dial up the armor.
The hull module data that was added for buildings did not define any armor factors. They are there now. This fixes all existing buildings; they don't have to be rebuilt.
Hit Points ÷ 10
The hit points on new style buildings and spacecraft are quite large.
Hit points on buildings and spacecraft were reduced by a factor of 10. This will not affect existing spacecraft and buildings, only new ones built after this change.
Kinetic vs Energy Armor
There are a few places where armor resistance is reported vs kinetic and vs energy damage. What does it mean? This is confusing.
Armor is now only reported as a single generic value, based on contact weapon mode with no specific weapon effect. Actual armor effectiveness varies based on weapon mode and effect.
Armor resistances against every combination of weapon mode and effect are not reported; it is too much information. Armor resistance cannot be usefully organized into categories like kinetic or energy.
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2018-07-10 Shields |
Posted by: Haxus - 07-10-2018, 03:48 PM - Forum: Updates
- Replies (14)
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http://hazeron.com/vid/ShieldHits.mp4
http://hazeron.com/vid/ShieldBaseAtlantisLanding.mp4
Military Shield Projector
Military shield projector building is now operational. - Shield bubble appears at the proper radius; it was previously incorrect.
- Shield protects its contents where they literally reside inside the bubble. Parts of buildings that extend outside the bubble can be targeted.
- Shield projector recharges its capacitors every 10 seconds. Energy is taken from power plants connected by ground.
The Bubble is the Shield
Previously, shields were treated as surface armor. The bubble was there only as a visual cue that shields were present. This was confusing to players who perceived the bubble to be the shield itself. Now, the bubble is the shield.
This caused some things to change.- Shields block weapon fire that originates outside the bubble. Weapons hit on the shield bubble, not the hull.
- Shields do not block weapon fire that originates inside the bubble. Weapons inside the shield can fire outward.
- Shields do not block explosives used to open doors because the blast originates inside the shield. This is a change from old style ships, where hull doors were protected by shields.
- Shields block objects that enter the shield too fast. An object is blocked if it enters the shield with a speed greater than 150m/s relative to the shield. This one is going to kill some people.
- Shields do not block objects moving around inside the shield or moving from inside to outside the shield.
- Shields block missiles, rockets and bombs that enter the bubble. They explode on the shield surface. Shrapnel does not hit shield contents. Bombs that hit shields do not make craters in nearby terrain.
- Shields absorb blasts and collisions. The protected ship cannot be pushed by hitting the shield.
- Incendiary, acid, etc. weapons that explode on the shield do not inflict the protected ship with fire or acid.
Shield Hit Effect
The hit effect on the shield bubble was not working. It is fixed. You will now see an orange glow at the point of impact on the shield.
Shield Transparency
Shields now become more transparent as their energy is reduced. - On spacecraft, sides of the shield bubble are transparent according to energy at each side of the shield.
- On buildings, shields do not have sides and the entire shield bubble uniformly becomes more or less transparent.
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Incredulously slow construction speed |
Posted by: zslayern - 07-06-2018, 07:36 AM - Forum: Arena of Ideas
- Replies (2)
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Remember when building processes were able to be sped up with the appropriate types of tools or electricity? This seems to have been phased out for most buildings with the New-Style designer (apart from a select few which do have it), resulting in horrendously slow building speeds (4 labor/sec) which is a major pain in the ass for buildings which require an upward of tens of thousands of labor to complete.
Is this feature going to be reimplemented anytime soon? It's kind of tiring waiting for buildings to complete (my 15 line hydroelectric power plant took 3 hours), while my pc is heavily locked down due to how much Hazeron takes from it, and you have no pops to help since its a newly created colony.
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Founder Rights not applicable to New-style cities |
Posted by: zslayern - 07-06-2018, 07:22 AM - Forum: Closed Bug Reports
- Replies (2)
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Despite the "Domain assigned to City Founders" being set to "City's World Assigned to Founder", I wasn't assigned governmental roles for either colony I had founded (I had manually placed down the capitol, yet was denied while trying to demolish it), much less the planet itself.
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