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  Ship issues - Hazeron Starship
Posted by: kajanov - 02-21-2023, 08:54 PM - Forum: Closed Bug Reports - Replies (5)

First of all, I am not sure if all of these are bugs or intended mechanics, but I am pretty sure not all of this was intended.

1. Officered or not, a ship can not leave the player's presence.
Easily reproducible: when you have a main city and moonbase. Send ship parked in your city with or without an officer to land at city/orbit above city moon base. Stay in your city and one of these things will happen:
The helmsman stops responding to orders. Sometimes can be fixed by takin them off the station and ordering them to take the station, other times not.
Ship will be stuck in space or linear movement unable to change heading or speed.
Restarting the game does fix both issues, if you are on the ship when it loads in. This happened to me with my designs and the basic design starships. Also happens when you switch to another character, even if that character's ship is following or being followed by your character's ship

2. Transferring crew to another starship using the transfer window breaks the officer
This may be an issue with my design as i don't remember this happening with the basic designs, although I haven't been using the basic design model for as long and usually upgraded to one of mine. This also may be the same issue as 1. as it involves moving between "scenes" let's call it.
Whne I transfer crew (+officers and troops) to another the crew  usually takes up stations immediately, however the officer remains stuck on his/her berth unable to move even when ordered to.  I can try to set-up a save where this is easily tested.

3. This is probably intended, but the crew don't want to fly to gas giant (core or floating/hovering) cities

4. Having the sensor console open causes the game to crash itermittently.
I used to use the sensor console as a go-to when I didn't want to interfer with ship operations, but did want to occasionally check the mission status and so I didn't hwave to switch to it when exploring. The game rather frequently, sometimes after a couple of hours, other times within 10 minutes crashed to desktop without an error message. Ever since I installed a mission status pannel and don't do much exploring the game crashed twice. The crashes when the sensor console opened seem to not be related to wether or not the ship was moving as this happened when I was parked at my station with the sensor console open.

5. Waiting to spawn; no unobstructed parking spot
There is a lot of conflicting information on what causes this. I have had most luck avoiding this if make sure that the spawn pads are (isgnificantly) above natural terrain. thoug hter is already a thrad for this one.
https://www.hazeron.com/mybb/showthread.php?tid=2253

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Heart Building-related Suggestions
Posted by: tackeart - 02-21-2023, 06:31 PM - Forum: Arena of Ideas - Replies (3)

These are just some thoughts for adjustments and additions I've had while playing Hazeron Starship over these last few weeks, as a scifi city nerd.



Pressurized Road

We used to have these. It'd be nice to have pressurized roads on an aesthetic level (add some zest to colonies on dangerous worlds) and from a gameplay lens they would be very useful in corrosive/insidious atmospheres to not melt while you're trying to lay out buildings and hunt for resources.



Production Report

Hazeron isn't the kind of game where you need to tightly monitor ratios, but it'd be really convenient to know how much of a resource you're making or using in a certain timespan without running between all the buildings and adding them up. Maybe have it capture production/consumption over a ten minute period.



Drilling Rig Mine

You can grade terrain to get undersea resources, but honestly it spoils the terrain. Having a mine equivalent to the drilling rig would help with that. (I also just want to recreate Sealand :v)

Airport To Airport Transportation
This might be a little controversial, but in my opinion if someone successfully builds a spaceship and used it to colonise another planet they've earned the ability to go there without a ship. It'd cut down on waiting for your crew to putter around within the local system.

University Use
The University doesn't have much of a place in Hazeron right now due to how focused the game is on chains of production and consumption. I can't think of many ways to use it without just reinventing TL or patents, but what if it had some more esoteric uses? My immediate thought is that it could use one of the less useful commodities like paper in order to provide a boost to quantity, QL, or something else entirely.

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  Drilling Rig nonfunctional
Posted by: tackeart - 02-21-2023, 05:25 PM - Forum: Prerelease Bug Reports - Replies (1)

The drilling rig building appears to only be able to harvest water. It doesn't seem to detect oil. Haven't been able to test it with any other underwater liquid resources.


[Image: d6oXTw1.png] Grabbed a picture.

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  Computers not being fetched
Posted by: Celarious - 02-21-2023, 12:30 AM - Forum: Prerelease Bug Reports - Replies (11)

I've recently noticed that computers haven't been used by any production processes or construction jobs. This includes both connected buildings in a city that produces computers, and also other cities in the solar system connected by airports. I have over 10,000 computers stored, and I'm able to pull them out manually, drop them on the construction site, and then they get used properly:
[Image: fMGIQOq.png]
You can see the capital has many units available:
[Image: kUaLKrT.png]
Apparently there is a computer in use but I'm assuming it's only by the computer factory itself, since no other building seems to have access to them:
[Image: e1gJfDS.png]
This is fairly problematic as a lot of things are much slower or less efficient without access to computers, and this even includes buildings directly connected to the computer factory where the computers are stored

This seems to be possible for any building in any city, and has been reported to happen with electricity and power plants before too, making it severe on hostile colonies

This bug happens consistently, and I can transfer the save if needed

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  Cryozine in Inferno Orbit Zone Gas Giants
Posted by: Deantwo - 02-20-2023, 11:23 AM - Forum: Closed Bug Reports - Replies (6)

Since the addition of gas giant ocean and core was added, the resources in the atmosphere of gas giants has been a little weird.

It seems that no matter where the gas giant is, it will have Cryozine in its atmosphere layer. This includes when the gas giant is in inferno orbit zone. Before this change, gas giants in the inferno orbit zone used to have Ioplasma in their atmosphere.

This change/bug mostly means that Ioplasma is slightly rarer and Cryozine is a lot more common.

I don't know if the gas giant hydrosphere should also be different depending on orbit zone. Having Magmex in the gas giant would probably be weird, but resources like Myrathane and Flomentum could be mutually exclusive and dependent on the orbit zone to make them slightly rarer.

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  Crew sometimes travel directly under wormhole orders
Posted by: Celarious - 02-19-2023, 09:42 PM - Forum: Prerelease Bug Reports - Replies (3)

Sometimes in Starship, the crew of a ship will randomly decide to travel directly to a destination system despite the orders stating "Travel via wormholes".

Here's a screenshot of the order and crew acknowledgement of the wormhole route and them still flying away from the wormholes:
[Image: Nq1Ung0.png]

Here's the save of that moment:
https://drive.google.com/file/d/1Unj7BEo...sp=sharing

I hope this can get fixed soon, because it's very inconvenient for long wormhole trips, will try to provide a save file next time it occurs

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  Buff pirates
Posted by: Vooker525 - 02-19-2023, 07:46 PM - Forum: Arena of Ideas - Replies (8)

Make them spawn more frequently and build up bases faster. Yes, that might get annoying when they will 100% of the time destroy shipments, but at least fights will be more engaging.
For now i build up bases myself and surrender them to pirates

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  Creatures fall underground
Posted by: Vooker525 - 02-17-2023, 06:51 PM - Forum: Prerelease Bug Reports - No Replies

I noticed that some creatures spawn near me in air and then proceed to fall underground and walk there. After reloading game during area render i noticed that they walk on non tessellated ground (low polygon one), which differs from one that i stand on. It looks like creatures fall sooner before physics recognizes tessellated ground
Screenshot: https://imgur.com/a/3LYSphx
Save file: https://drive.google.com/file/d/1JpCBduW...share_link

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  Spacecraft weapons revamp
Posted by: Neils Iyssada - 02-17-2023, 11:33 AM - Forum: Arena of Ideas - Replies (2)

Right now in ship-to-ship combat there's no reason to use another weapon than energy beam : it is hitscan and has no ammo. Also 360° coverage is kinda weird.

I propose to revamp weapons characteristics to make space fights more interesting. I know all those ideas are not feasible or wanted by everyone, but I wanted to see what everyone could say about it, especially Haxus.


Hull vs shield damage

Separating damage between hull and shield would add more tactical depth.

Projectile -> Hull // Shields
Energy -> Hull // Shields
Missile -> Hull // Shields bypassed    OR    Hull // Shields


OR Hull type

Instead of hull vs shield, another way could be that each hull material have strenght and weaknesses.

Hull material wouldn't change HP and armor, but instead (for example) :

Metal -> Projectile / Energy / Missile
Magmium -> Projectile / Energy / Missile
Vulcium -> Projectile / Energy / Missile
Adamantium -> Projectile / Energy / Missile

This solution would be redundant with shield types tho, but could be interesting.


Cone of fire

All weapons should have a cone of fire, simulating barrels, launch tubes angle etc. Would add incentive to put more than one weapon for area coverage (especially for defense). Would also add possible blind spots for smaller crafts and vehicles to sneak by.

Projectiles weapons would get a narrow cone (30-45°)

Missiles would get a large cone (90-150°)

Energy weapons would get a large cone (120-180°)

Building weapons could keep their 360° coverage, or at least get a 180° angle.


Point Defense Turrets

All turrets could be flagged as Point Defense in the design. Their sole objective would be to destroy incoming missiles (like Guardian system in Mass Effect lore).

Energy -> short range but hitscan
Projectile -> long range, moderate precision, high speed
Missile -> long range, good precision, slowest speed


Projectile weapons

These should be the main hull-damaging weapon. Shields make them explode, which damage shields with a value dropoff.

Work has to be done on projectile speed and deviation for making it fun, without making it too hitscan.


Energy weapons

Energy beams are good against shields and missiles.

When hitting hull, it would damage it with value dropoff.


Missile weapons

Missiles bypass shields but have to be balanced by missile agility, missile speed and Point Defense systems.

There should be heavy emphasis on avoiding missiles spam if they bypass shields.

Another safer balance idea would be to make missiles the "default" weapon, moderately damaging both hull and shields.


Manual weapon fire (idea)

There should be a way to manually fire weapons as pilot and captain. This could be done with HUD elements showing the aim and pressing a key.

Could be limited to some dedicated weapons (flagged in designer) or by entering a manual fire mode.


Manual fire aiming (idea)

Aiming could be made like in Elite Dangerous : fixed and gimbal aiming.

Fixed aiming would shoot straight to where you aim.

Gimbal aiming would require a target selected, and would try to shoot at target if it is in the cone of fire.

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  2023-02-16 Story Bugs
Posted by: Haxus - 02-16-2023, 10:28 PM - Forum: Updates - Replies (17)

Xian Won't Speak
Someone had a situation where Dr. Xian would not say anything.

It turned out they were in an airless environment so her voice could not be heard. She did not die because she is not allowed to die in that story segment.

The story now requires a world with a breathable atmosphere.

I added a branch at the point in Celarious' saved game. Dr. Xian will now notice there is no air and pull a pressure tent out of her gear. That enables the story to continue.

This allowed Xian to tell me about Dr. Millford. There was a bug in the expansion of the sector name field in her text so his location was not revealed. That is fixed.

If Xian drops the ring on the ground, she now announces that she did so. It can be hard to find.

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