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  Fleet Ships built in my city are inacessible
Posted by: Jey123456 - 06-23-2018, 08:33 PM - Forum: Closed Bug Reports - Replies (4)

The fleet ships built in my spacecraft factory appear to not have any empire associated with them. The name appear as grey, when i try to open the door i get "The door is locked." , trying to toggle the lock gives "Only officers, crew and troops can lock or unlock the door."

I am emperor in the empire i should be able to access fleet ships xD. I never had that problem before so i can only assume its a new city bug.

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  New Colonies not Importing Air / Food
Posted by: Mr. Mortius - 06-23-2018, 04:10 AM - Forum: Closed Bug Reports - Replies (1)

New style colonies on hostile worlds do not import food or air, leading to suffocation and starvation morale penalties for now.

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  2018-06-22 Power Plants, Ship Yards
Posted by: Haxus - 06-22-2018, 04:26 PM - Forum: Updates - Replies (1)

Power Plants
In old cities, most power plants do not require plastic. It seems that all new style power plants require plastic. This changes the technology requirement significantly for new players.

Changed the construction requirements so only the nuclear power plant requires plastic. That matches old style cities, which did require plastic for nuclear power plants. I also reduced the amounts of things needed to build power plants.

Existing power plant designs will likely need to be finalized again to benefit from these changes.

Shipyard Vehicle Placement
A ship yard put the boat out in space where I could not get to it, way up above the water.

Fixed.

Construction Blueprints Filter
A filter was added to the construction window, to limit the contents of the combo box. It is minimal. If you want to filter on other criteria, tell me what they are.

Misc Buildings
Blueprints were added to the exchange for a few miscellaneous buildings.

  • Airport Radar
  • Aircraft Factory
  • Hydroelectric Power Plant
  • Ship Yard

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  minor typo
Posted by: NexGenration - 06-22-2018, 12:29 AM - Forum: Closed Bug Reports - No Replies

nothing major, almost missed it myself actually. but still for the sake of accuracy... http://prntscr.com/jxu7eq

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Thumbs Up Made the game
Posted by: Nathan54 - 06-21-2018, 02:48 AM - Forum: Cantina - No Replies

Haxes I hope you post another update soon. I’m glad that you made the game!

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  Cannot trade with new cities Military terminal
Posted by: Ikkir Isth - 06-20-2018, 04:44 PM - Forum: Closed Bug Reports - Replies (2)

Stock on each item appears to not only be out of stock, but free. Testing using new design subsidized ship after contacting Military Airport thru hail.


"Hydrogen Flawed Q22 Made in Murderpals, 449,653 units. I will give these away for free."
"Hydrogen Flawed Q22 Made in Murderpals, 22 units. I will take it for free."
"We are out of stock on Hydrogen Flawed Q22 Made in Murderpals, 22 units."

"Clamp Poor Q123 Made in Murderpals, 40 units. I will give these away for free."
"Clamp Poor Q123 Made in Murderpals, 2 units. I will take it for free."
"We are out of stock on Clamp Poor Q123 Made in Murderpals, 2 units."

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  2018-06-19 Starvation, Suffocation, Power Reserve, Patents
Posted by: Haxus - 06-20-2018, 12:38 PM - Forum: Updates - Replies (8)

Air and Suffocation
Citizens of new style cities now consume air, on worlds with unbreathable atmospheres.

Air consumption is reported on the city report.

The rate of consumption of air is one unit per city report period per citizen.

When no air is in stock at the end of a report period, 10% of the citizens suffocate to death. A morale penalty of -5 is incurred for suffocation. Deaths due to suffocation are currently disabled. Suffocation is reported, with a message that says it is disabled.

When insufficient air is in stock at the end of a report period, a 'gasping' morale penalty is incurred, -2 if the air supply was less than 1/2 the air needed, -1 if the air supply was less than the full amount of air needed.

Food and Starvation
Citizens of new style cities now consume food.

Food consumption is reported on the city report.

The rate of consumption of food is based on the body size of the citizens. The amount of nutrition points consumed at each meal is equal to 1/5 of the citizens body hit points. Food units are consumed based on the nutrition value provided to the citizens.

When no food is in stock at the end of a report period, 10% of the citizens starve to death, at least four. A morale penalty of -5 is incurred for starvation. Deaths due to starvation are currently disabled. Starvation is reported, with a message that says it is disabled.

When insufficient food is in stock at the end of a report period, a morale penalty of -2 is incurred for hunger.

Power Reserve and Consumption
Power reserve and consumption is now reported on the city report for new style cities.

Power reserve capacity is the sum of the capacitor space in all the buildings.

Power reserve is the current amount of power stored.

Power consumption is the number of units of power consumed since the last city report cycle.

20,000 Mine Machinery
A vehicle factory created a lot of lag when it manufactured 20,000 mine machineries.

Unfortunately, this unimplemented vehicle caused a steady stream of log messages on the server, slowing it down a lot. Movement in the area was also very slow, especially since the client produced a steady stream of log messages due to their presence in the scene.

Old style buildings can still make them for the benefit they provide to some manufacturing processes. They still won't spawn in the scene.

New style buildings will no longer bother to make them since they do not track them the way old style cities did. Mine machinery, commercial ships and tanks will have to wait until work on the custom vehicle designer is done.

Brokers Use All Storage
Warehouses and storage tanks were a bit restrictive, only allowing their selected commodity to be stored there.

Warehouses and storage tanks can now be used by brokers to store the things they buy, according to whether the commodity requires liquid or dry storage. Those buildings continue to accumulate the commodity they are configured to accumulate.

Patents and RnD
New style city reports now report the patents that are stored in the buildings in the city.

They also report the number of shops assigned to develop each patent.

Overworked Penalty
Since the addition of a professional worker class, service jobs should not count toward overworked penalty.

Overworked penalty in old style cities is incurred when the total number of jobs exceeds the total number of citizens, and there are no empty homes.

I changed new style cities to incur the overworked penalty if the number of manufacturing + professional jobs exceeds the total number of citizens, and there are no empty homes.

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  Client lockup on attempt to control character
Posted by: AnrDaemon - 06-19-2018, 04:19 AM - Forum: Closed Bug Reports - Replies (6)

This has happened the second time to me.I log into the geame, all seems to be all right. The scene loads, guys running around, everything is nice and all right until I try to cause my character to change position.
No matter if I try to move mouse to rotate or touch keyboard to step around, the client instantly locks up and remain in this position for several minutes.
If I do not send new controls, it will eventually recover and go about displaying the environment like nothing happened.

This happened two weeks ago once, and was able to move around a week ago, now this happened again.
I didn't even rebooted the system during this time. Uptime is 20+ days ATM.

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  Moral building not counting properly
Posted by: Jey123456 - 06-18-2018, 04:33 AM - Forum: Closed Bug Reports - Replies (5)

After testing, this bug was mostly stemming from my personal error and lack of documentation. Services jobs are not related to moral, Professional jobs are and they are calculated properly for all buildings that i could test.
I added the result to the city morale page on the wiki http://hazeron.com/wiki/index.php/City_Morale

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  The Exoskeleton Problem
Posted by: Simon - 06-18-2018, 01:15 AM - Forum: Arena of Ideas - No Replies

So in dealing with the actual engineering of real-life exoskeletons, we're confronted with size ratio and fit problems.  In short, you can't make something metal that fits over a human (or alien) frame that moves exactly like said pilot and doesn't limit movement.

A children's show on Netflix, Deep, presents an interesting solution I hadn't seen before, and I thought I'd share that for the designers on here, because, as I understand it, exoskeletonsuits are on many wishlists, and we may get a chance, someday to make our own designs for them or influence the design itself.

Here's a pic, the detail in concern is the pilot's arms protruding beneath the robot arms, with the robotsuit mimicing the pilot's movements. (Yes, I know that design allows a careless pilot to crush their arms, shut up.)



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