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  0 Births In City
Posted by: Rustydaz - 01-03-2023, 03:59 AM - Forum: Prerelease Bug Reports - Replies (20)

Not sure if I am missing something here, 

I started a new game on "Lost Atlantis game start"

Eventually found a system I wanted to stay at, built up all the necessary things, Food, houses, airport, captial, flag, grocery, cantina, ect.. unloaded the 100 Cryo people, morale is at 7 , there is around 250 homes 150 jobs , I let the game run for 8 hours and had 0 births, no travelers arrived, and I am not even sure if there is a sentient species in the wild here as I haven't seen a camp, 

I completely lost as to why there is 0 population growth, it has been mentioned that it could be related to the freeze of manufacturing bug that is prominent after changing scenes, however I have just let the game run for another 2 hours and there is still no growth.

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  [Hazeron Starship] Increased Character Slots
Posted by: Chronovore - 01-02-2023, 12:25 AM - Forum: Arena of Ideas - Replies (1)

A limited set of characters makes sense for an MMO, but for single player, it would be nice to be unbounded.  I enjoy the galactic roleplay capability of Starship.  Creating a multi-species empire has taken all of the character slots!
An example is Spore.  You have an essentially unlimited number of empires you can create in the singular galaxy.
It probably adds to the complexity of the data for the save though.  Perhaps we could show a warning when attempting to create more than a recommended number of characters?  That would allow players to opt into a less than optimal experience.  It could probably also start with the customary 6 slots and then as the slots are filled, append another empty one to the list.

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  [Hazeron Starship] Russian text shows up wrong
Posted by: Giovanni - 01-01-2023, 08:27 PM - Forum: Prerelease Bug Reports - No Replies

I was doing the rocket training mission, but there seems to be a problem displaying Russian text. Do I need to install a font? I'm not sure if this is a problem on my end or with the game.

[Image: Capture.png]

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  2022-12-31 Patents Nerf
Posted by: Haxus - 12-31-2022, 07:01 PM - Forum: Updates - Replies (7)

Patents Nerf
Patents have been removed entirely. I didn't like them. Found them to be a nuisance more than anything, especially in a solo game where time sinks aren't needed.

The flow of the game is much nicer now. The only roadblocks tend to be the availability of materials.

Starmap XML Export
Starmap XML export was restored. It was removed because the information could reveal the location of new players in the game, which was heavily exploited.

This could be somewhat useful if shared between players. Currently every solo game generates the same exact universe.

Avatar Land Nerf
The concept of avatar lands was removed entirely. This was a mechanism for managing resources on the server, not needed in solo play.

Warp and Wormhole FTL Drive Modules
Warp FTL drive modules no longer come in 9 warp factors. There is only one warp FTL drive module. Capacitor size determines maximum warp factor.

Similarly, there is now only one wormhole drive module. Polarity when engaged does not change the amount of energy consumed so all polarities are available to all wormhole drives.

Solar System Decay
Solar system decay is used to remove unwanted data. This garbage collection mechanic was changed significantly for the solo game. Here is how it works.
- There is no longer a one week delay before a system decays.
- A system containing any units will not decay. Units are buildings, spacecraft, npcs, vehicles, avatars and animals.
- A system that has been named will not decay.
- Systems with a ringworld have never decayed.

Sector Decay
Sectors also decay to remove unwanted data. This garbage collection mechanic changed slightly for the solo game. Here is how it works.
- A sector that has been named will not decay.
- A sector can decay when every solar system in the sector has decayed.

Noncombatant Nerf
The concept of noncombatant empires was removed entirely. This mechanism was introduced to protect players from destruction while they were not on line. It is not relevant to the solo game.

Rewards Nerf
Empire rewards were removed entirely. This mechanism never worked for its intended purpose and only provided a way for emperors to self-reward themselves for doing stuff.

Help Nerf
Help button and help comm channel were removed. Nobody will ever answer in the solo game.

World Indigenous Race
I made a slight change to the determination of indigenous race when you first encounter a world.
15% will be your DNA
35% will be DNA of one of the pirate empires that operates in that galaxy.
5% will be random DNA equivalent to pushing the dice button on the alien avatar creator page. It does not check for validity so any combination is valid. This could produce odd results, like giant indigenous that can't possibly fit in their tents.

Home System Near Ringworld
The Relic story requires a ringworld. In the online game, people have searched fruitlessly to find a sector containing a ringworld so the story can continue.

When a new avatar is created, a homeworld is located according to the location setting selected. Now that algorithm insures that a new homeworld is in or adjacent to a sector that contains a ringworld. When you start, at least one of the 27 sectors in your 3x3x3 region contains a ringworld.

This does not apply when the Remote location option is selected. No search for a ringworld in the supersector is performed. The location is just random.

Before the release, I will adjust the story to tell which sector to expect to find the ringworld.

Pirates Scuttle
Pirates whose ship has not moved for a long period of time will scuttle their ship. This garbage collection was happening when the solo game was loaded after being off for a long period of time. Pirates would immediately scuttle their ships.

This was fixed. Pirates inactivity timer is reset when the game loads.

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  Pirate blockade starting scenario
Posted by: Giovanni - 12-30-2022, 10:17 PM - Forum: Arena of Ideas - Replies (2)

As an alternative to an asteroid that destroys your entire home planet if the game is lagging when it shows up, gatekeep new players with pirates that teach new players the basics of combat without setting any strict deadline.

-When you start, pirates are blockading your wormholes, so you can't leave until you destroy the pirate ships. Gatekeep warp behind destroying the blockade somehow. Either set home systems guaranteed to not have antiflux, or just block construction of warp ships until it's destroyed. This will let new players learn the basics of ship vs ship combat. Maybe someone on the planet assigns a mission to get rid of the blockade, and this person tells the player that their options include destroying the ships and capturing them.

-After you destroy the blockade, a nearby (3-5 wormhole jumps) pirate city starts regularly sending raids on your home city. Instead of conquering the city if you can't defend it, they just plunder goods/money or kidnap citizens. This will teach players how to build effective planetary defenses, without forcing them to start over when they inevitably fail the first attempt.

-To permanently stop the raids, you must capture or destroy the pirate city. This will teach new players how to siege and capture enemy cities.

Edit: Gate warp behind capturing the enemy city instead. Maybe say the pirates stole the warp blueprint or something.

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  [Hazeron Starship] Auto-Save
Posted by: Chronovore - 12-30-2022, 02:56 PM - Forum: Arena of Ideas - Replies (1)

An auto-save feature would be fantastic.  Especially coming from the paradigm of MMORPG to single player.  I lost a few hours of work from a crash, which was frustrating, but I did find the save button, so I know better now.   Big Grin

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  Thoughts on patent nerf?
Posted by: Haxus - 12-29-2022, 05:28 PM - Forum: Cantina - Replies (8)

I will likely remove patents entirely.

Can anyone make a case for keeping them?

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  Hazeron Starship - After exiting design studio processes stop running
Posted by: Ivan - 12-29-2022, 05:36 AM - Forum: Prerelease Bug Reports - Replies (7)

After exiting the design studio in Hazeron Starship, processes seem to stop running or rather they never finish, they stay indefinately at 0:00 seconds, even removing the process and readding it doesn't change it.

After saving and then exiting and restaring the game, it works fine again, meaning I have to exit the game every time when I enter the designer. Perhaps it would be nice to be able to load designs into the game through the menu and be able to return to the menu at any time aswell.

Edit: It seems to happen when I leave the atmosphere and then re-enter, aswell. I can talk to citzens and move and drive/fly around, but processes seem stuck. Maybe the game is stuck when trying to load those after re-entering the planetside scene?

Edit 3: it also happens when switching characters (between different systems)

Edit 2: After destroying the buildings and the constructing new ones it works again without restarting the game, if that helps.

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  2022-12-28 Hazeron Starship
Posted by: Haxus - 12-28-2022, 09:49 PM - Forum: Updates - Replies (11)

A new Hazeron Starship beta has finally been posted to Steam. New keys were sent by email to everyone who requested them.

Here are some noteworthy changes.

World build limits were raised a lot.

Spacecraft and building design size limits were raised.

Diplomacy window now updates properly when you make changes.

Sentient species on habitable worlds was changed. It used to be that almost every habitable world you visited had a sentient species that exactly matched your own. About 5% of worlds got a different sentient species. All habitable worlds had a sentient species.

Now about 15% of the habitable worlds you visit will have a sentient species that matches your own. About 35% of habitable worlds will have a sentient species drawn from the pirate empires. About 50% of habitable worlds will have no sentient species at all, at first. People who depart your city to live in the wilderness will establish the sentient species of worlds that do not have one.

Spacecraft and building blueprint exchanges were simplified. Features that were only relevant to the online game were removed or hidden.

Game startup was simplified and revamped. There is no longer a sense of new vs old DNA. Instead the choice is between human and alien DNA. Comments about unfinished DNA features were removed.

A weird bug was fixed that caused entry into the designer to often put you on a planet somewhere instead, not in a designer.

I am now working on integrating with Steam Workshop, for the sharing of blueprints.

I may also integrate the Steam Achievements features.

At that point I will likely release Hazeron Starship to the public.

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Information [ RESOLVED ] Hazeron Starship - Bug - Decay fix kinda working
Posted by: Rockinsince87 - 12-06-2022, 01:57 PM - Forum: Closed Bug Reports - Replies (1)

Scope: Decay/Abandonment


Issue: A change was made by Haxus to Hazeron Starship previously to remove the penalties of decay/Abandonment. It seems to function but it's not 100% effective. For example, same solar system with multiple planets and cities, some will suffer abandonment/decay while others will not. See picture below for more details. 


Current remedy: None


Steps to reproduce:
1. Don't play for a period of time.
2. Load game
3. Check cities overview and observe



Pictures
[Image: Hazeron-Starship-l-Ax-Mj-UR0-QB.png]

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