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| Latest Threads |
Hazeron Play By Email (PB...
Forum: Cantina
Last Post: Celarious
01-11-2026, 02:03 AM
» Replies: 1
» Views: 515
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How to modify a buiding ?
Forum: Cantina
Last Post: netshaman
11-28-2025, 02:36 PM
» Replies: 2
» Views: 741
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Are NPC's allowed to pilo...
Forum: Cantina
Last Post: AnrDaemon
11-13-2025, 02:52 PM
» Replies: 3
» Views: 772
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Currently i have an issue...
Forum: Cantina
Last Post: Deantwo
10-16-2025, 03:19 PM
» Replies: 5
» Views: 1,876
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Another Open Letter to Ha...
Forum: Cantina
Last Post: asphere8
09-03-2025, 05:03 PM
» Replies: 2
» Views: 4,540
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Spacecraft unable to spaw...
Forum: Closed Bug Reports
Last Post: wad67
08-03-2025, 07:25 AM
» Replies: 9
» Views: 21,111
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Ioplasma recipe missing i...
Forum: Bug Reports
Last Post: Xantheose
07-26-2025, 04:32 PM
» Replies: 0
» Views: 3,694
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No Record of Shipment Fou...
Forum: Bug Reports
Last Post: Vectorus
05-05-2025, 07:09 PM
» Replies: 0
» Views: 3,761
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Mission Order: Officer Sa...
Forum: Arena of Ideas
Last Post: Vectorus
05-05-2025, 06:47 PM
» Replies: 0
» Views: 5,160
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System map does not refre...
Forum: Bug Reports
Last Post: GaelicVigil
04-28-2025, 03:59 PM
» Replies: 0
» Views: 3,477
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| Growth of Empire? |
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Posted by: Laywn - 07-13-2022, 03:31 PM - Forum: Cantina
- Replies (3)
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Is your growth of your empire passed on how many people in your empire or how many cities you have established?
- If it is based on city's then what is the minimum for a stable city as far as buildings?
Thank you guys for the help
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| Normal Maps for Building/Spacecraft Textures |
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Posted by: Tipper - 07-10-2022, 07:38 PM - Forum: Arena of Ideas
- Replies (2)
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I'm uncertain if the engine Hazeron is built in could even handle it, but I think it'd really improve the visual quality of the game if Normal Maps were implemented for the textures.
Normal maps provide a great amount of extra detail for fairly minimal processing power.
A lot of free textures from OpenGameArt come with Normal Maps for their textures, so it'd be nice to be able to import the base texture as well as the Normal Map for texture for textures that I'm loading.
That said, I understand that this suggestion is a long shot because I imagine it's either 1) yes, normal maps can work with the games visual engine or 2) the custom game engine would need massive reworks to implement normal maps.
And while we're on the topic of Normal Maps, Specular maps would also be wonderful to see in the game. But that also hinges on if the engine was built to handle that..
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| Spacecraft Module Upgrade doesn't show all modules options |
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Posted by: Deantwo - 07-06-2022, 02:20 PM - Forum: Prerelease Bug Reports
- No Replies
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When changing the module type of a subsystem on a spacecraft, you need to have the same amount of the new module type as it took to manufacture the spacecraft. This means that if the airport repair shop doesn't have enough modules of a specific type it won't show it as an option for upgrading. This is however confusing for players.
For example a player was just trying to upgrade a weapon bay to a particle collector bay. They had what they thought were plenty of particle collector modules in the city's storage, but they didn't know that their ship required double that amount of modules.
I would suggest that the airport repair shop simply show it as an option that it has that module type, and either mention that it doesn't have enough there or when requested. It is a less confusing way of handling it for the player.
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| More Deployable Parts in the Ship Designer & Custom Shield Sections |
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Posted by: Tipper - 07-03-2022, 03:42 PM - Forum: Arena of Ideas
- Replies (7)
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I absolutely love being able to animate doors and landing legs. The ability to do the landing gear animation is wonderful, and I think it should be implemented into other actions a ship can take. All of these suggestions will function the same as landing gear, where you designate a mesh as a part with states, then you can add states to represent different levels of deployment (from Open to Closed with the 8 other steps included, also including states for broken or stuck)
- Weapon Deployment - They activate when you have an active attack/patrol order or otherwise have your weapon systems ready to fire.
- Fire Animations - Would need to be have both the weapon deployment and the fire animation. Examples include large barrel guns having recoil, laser lens focusing, or missile launch bays opening.
- Shield Deployment - When your shields are up, this part appears. A big shield projector bulb rising out of the top of a ship.
- FTL Drive Deployment - When your you're traveling to via wormholes or have a deadhead order active, your FTL drive deploys. This would be useful if your ship wanted to appear to have deployable warp nacelles like in Star Trek (see gif below)
- FTL Drive Animations - When your FTL Drive is charging and activating, allow some animations to show it. For example would be the engine room having animations where the reactor is shoved into overdrive, or the warp rings on a ship spinning up (see below)
- Looping Ship Idle Animations - when the parts on your ship move its just cool, I'd love to have outer sections of the ship animate when your ship is simply powered on - for example, the rings around a reactor core or the movement of pistons
Also, this is only tangentially related to these suggestions, but these ideas also gave me the idea of allowing the ship designer designate faces/meshes of the ship as shield sections. This would allow the designer to make nicer looking shields, a big upgrade from the typical streched shield bubble that every ship has. Though to keep it newbie designer friendly, an option to use the default shield bubble should be added. To avoid exploits where you're able to hide your shield, you'd probably want to include a check that all the shield faces don't cross through any other parts other than shield sections.
Let me know what you think.
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| Hazeron Building Volume Calculator |
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Posted by: Tipper - 06-28-2022, 04:57 AM - Forum: Indy Tools and Mods
- Replies (1)
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Hazeron Building Volume Calculator
Current Version: V1.0
Created by Tipper (how tf do I get a name change...)
Hello All,
I'm about to dive into the world of building design, and in order to kick that off I created a fairly simple calculator to automatically calculate the building volumes I need to create buildings that correspond to certain population goals.
This sheet is really simple, it has three inputs:
- Population Goal
- Environment
- Floor Area
This sheet lists out the minimum volume required for each allocation in order to have the building have enough jobs to support the population goal.
Without further ado, here is the link to the sheet. I made it on google sheets so that you can access it online and free without needing any additional software:
Explanation of the Inputs:
Population Goal - The population goal of the building, if you're trying to make a set of buildings that can support 50k people, type 50k here.
Environment - What environment will these buildings be in? I recommend either Habitable or Everywhere. Habitable buildings require no life support or additional framework, and Everywhere require the most but they can be built on any planet in the universe.
Floor Area - I plan to use this to create a "core" of the building that will be either a square or hexagon and simply extrude it up into the sky, then create a mesh around it to make it look pretty. The floor area here is the area of the extrusion, you'd type in the "Extrusion Height" when creating the Hull of the building to get the area. This isn't an exact science since it appears that Building Volume isn't exactly accurate - a 10mx10mx100m building creates 8k building volume instead of 10k. So I just added a 1.3x engineering factor the whole thing and called it a day. Feel free to investigate this inaccuracy more, but you're really splitting hairs at that point..
I haven't actually started buildings, but I'm fairly sure the math in this sheet is right. If you do use it and run into any problems, post them below and I'll work to update the sheet.
It would be fairly easy to add functionality for the non-population related buildings, but I'd rather get this out into the ether than work on it forever - so let me know if y'all would want to see that.
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| More Flavors of Panels & Decals |
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Posted by: Tipper - 06-25-2022, 05:26 PM - Forum: Arena of Ideas
- Replies (1)
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Hi!
I just finished making my ship and realized I was throwing planet maps on pretty much every wall I wanted - to the point in which I realized I'd love to see more panels.
Here are a few suggestions I can think of for more panels:
Panels: - System Map Panel (not sure how'd you figure out how to zoom it/have it follow the ship)
- List of planet resources above current world that exceed a certain Q value (probably the default like 200 but maybe its variable?)
- List of all planet resources in the current zone you're in/above
- Planet Statistics (Position [Inferno to Frigid], Size, atmosphere composition, pretty much all the basics that appear on the system survey)
- Coordinates (because who doesn't love seeing those numbers go up, down, and such as your fly through the system)
- Hold Contents
- Individual Ship System Health
- Crew/Officer/Captain Rooster
- Spaceship Account Info ($$$)
- Empire Announcements
- Harsh Environment Warning Indicators (if you're in a corrisive or incidious atmosphere, it's red, if you're landed on a planet and not at an airport so the ship will be damaged over tiime, yellow)
Considering the size of these panels, if you like this idea and plan to implement it - it might be worth it to create a way for the panels that have a lot of vertical content to show to scroll down slowly. If you did this, you'd also be able to have a bit more freedom in some panel's aspect ratio (mostly the ones that just include long lists of text)
Also if anyone else has ideas for panels OR decals, I ask you to throw them into the replies of this post - just so there is a consolidated thread for panel suggestions.
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| How to solve the "sticking to the roof" issue? |
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Posted by: Tipper - 06-22-2022, 01:47 AM - Forum: Prerelease Bug Reports
- Replies (10)
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Hello,
Is there a way I can make a ship design in a manner that doesn't result in me sticking to the roof and suffocating in the ship I'm making? It seems to be a persistent problem with only some of the ships I use and the one I'm making is also having this problem.
I'm guessing theres some way to make the room voids better so this doesn't happen, but I haven't figured it out yet.
Any veteran ship designers know how to fix this issue?
Thanks,
Tipper
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