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Spacecraft unable to spaw...
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Ioplasma recipe missing i...
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No Record of Shipment Fou...
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Mission Order: Officer Sa...
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System map does not refre...
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favorite or funniest mome...
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Picture Thread 2.0
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Hold access for void asso...
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Minor bug: In exported sa...
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Computers not being fetched |
Posted by: Celarious - 02-21-2023, 12:30 AM - Forum: Prerelease Bug Reports
- Replies (11)
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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]](https://i.imgur.com/fMGIQOq.png)
You can see the capital has many units available:
![[Image: kUaLKrT.png]](https://i.imgur.com/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]](https://i.imgur.com/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)
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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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Buff pirates |
Posted by: Vooker525 - 02-19-2023, 07:46 PM - Forum: Arena of Ideas
- Replies (8)
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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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Spacecraft weapons revamp |
Posted by: Neils Iyssada - 02-17-2023, 11:33 AM - Forum: Arena of Ideas
- Replies (2)
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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)
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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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