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  Berth decals are broken
Posted by: Vooker525 - 02-23-2023, 06:40 PM - Forum: Bug Reports - Replies (1)

Decal is associated with berth. It shows "unassigned" when berth is occupied

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  Basic Technology Research System for Hazeron Starship
Posted by: Deantwo - 02-22-2023, 04:02 PM - Forum: Arena of Ideas - Replies (10)

Technology and research there of is a topic we all always seem to come back to. But now that Hazeron is no longer a MMO, the topic is very different.

I will first quickly try to explain what was good about the patent system, and what was bad about it. This should give us a good baseline to discuss from.

Old Patents

The patent system had a couple good features. This was mainly the fact that it hid advanced technologies before the player had the resources to use them. The other being that having a type of "research" that unlocks more advanced technology just feels nice and natural in this type of science fiction game.

The bad things about patents was how there was way too many and they were over complicated. Having a patent for each and every manufacturing process was too much. And the whole quality limiting aspect made it so you had to keep updating all your many patents every time you found a better quality resource.

Desired Technology Research Features

Since the game is now a singleplayer game, and there is no need to have technology be a constant worry or something you can lose. Having it be a simple system that just unlocks the path to first space travel and then more advanced spacecraft subsystems is perfectly fine.

To try and make a basic list of things we would want it to do:

  • Have the research be simple to understand and easy to use.
  • Have each step of the technology research feel useful.
  • Hide advanced buildings before you can use them.
  • Hide advanced manufacturing processes before you can use them.
  • Unlock new features of the game in milestone like research projects.
  • Possibility to have some technology research require a story mission to be completed.
  • Use technology research as a part of the tutorial.

Basic Example

When you first start the game, have it so you can only build basic building types. Such as Farms, Houses, Mines, Smelters, and Universities. Then have the player have to build up a basic settlement with these buildings before having them research a simple "Cities" technology at the University, which then unlocks all the morale buildings, Apartment building, Capitol building, and the food and liquor industry buildings. Then once they have a city built, they will be able to research "Oil" technology which will unlock the Well and all the industry related to plastic production. After that have the same for "Electronics". Basically unlocking areas of the game as they become necessary for the player to advance, to prevent new players from being too overwhelmed and confused.

Once basic space flight is possible, each of the advanced resources the player finds could be used as a technology research each. You found Eludium, you can research a technology to unlock all manufacturing processes related to it. It could also be based on the individual spacecraft subsystems and module types, such as researching shields, FTL, and so on.

And I have mentioned this a number of times. But the idea of researching a FTL drive giving you a story mission to do a test flight in a prototype spacecraft just sounds awesome.

Anyway, what does everyone else think?

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  [Designer] New decal and hologram ideas
Posted by: Neils Iyssada - 02-22-2023, 09:42 AM - Forum: Arena of Ideas - No Replies

Here are some decal ideas I got today.

I added some hologram ideas too, although I don't know if it's even planned in the game.

Will add other ideas if needed.


Decals

Galactic Map

1:1 ratio decal, identical to planet map but would display your current galaxy and actual position flattened-out.

Could maybe add an option to show explored systems and known cities as dots or glowing blob (using data from the last starmap update).


Spacecraft damage decal

Could be a 2D decal. Would be used to visually display a spacecraft damage state with colors and/or graphs

2D decal could be a side and up views of the ship with :

- shields, each shield "side" can change color according to their current HP (may display number or %)

- hull would change color according to current HP (may display number or %)

- various systems would be listed on the side panels, with colorized progress bar with current HP values (%)


Route decal / mission status rework

Would display the planned 3D route as an horizontal line punctuated by the waypoints.

[actual position]------[WayPoint1]--------------------[WP2]-----[WP3]--------------------------------[Last WP]
                                     | ETA : xxx seconds

Could also be a rework of the actual mission status decal.


Holograms (in case it's ever planned)

Sensor hologram

It would be a 3D shere or cube representing sensors in real time, but in 3D. Obviously, rendering would be limited to the room that contains it, like the system names and planet orbits for bridge.

Could get interaction options like sorting what we see, and choose between three zoom level : farthest body (scale to display the farthest system body), max sensor range, close range (scale to a small radius like 100km, to better see a spacefight or fleet formation).


Route hologram

Would be a 3D hologram showing the current planned route and current position. ETA would be visible somewhere.


Spacecraft damage hologram

Same as spacecraft damage decal, but instead of side and up view, it would be a scaled-down 3D hologram of the ship.


Edit : Also this thread.

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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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