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Picture Thread 2.0
Forum: Cantina
Last Post: Rockinsince87
11-19-2024, 10:19 PM
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How to load an old save ?
Forum: Cantina
Last Post: Deantwo
11-12-2024, 09:25 AM
» Replies: 1
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Drop menus in design stud...
Forum: Bug Reports
Last Post: Deantwo
11-12-2024, 09:12 AM
» Replies: 1
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How to smelt ore manually...
Forum: Cantina
Last Post: netshaman
11-12-2024, 02:25 AM
» Replies: 2
» Views: 143
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add an " add item" button...
Forum: Arena of Ideas
Last Post: Deantwo
11-11-2024, 01:39 AM
» Replies: 1
» Views: 216
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Old assets please ! Brin...
Forum: Cantina
Last Post: netshaman
11-07-2024, 02:46 AM
» Replies: 2
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Spacecraft: No parking sp...
Forum: Bug Reports
Last Post: Deantwo
11-05-2024, 08:00 AM
» Replies: 5
» Views: 1,160
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Aircraft Factory No Parki...
Forum: Bug Reports
Last Post: netshaman
11-05-2024, 01:05 AM
» Replies: 2
» Views: 571
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favorite or funniest mome...
Forum: Cantina
Last Post: Xantheose
10-01-2024, 11:08 AM
» Replies: 6
» Views: 1,989
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Multiple vehicles on 1 pa...
Forum: Bug Reports
Last Post: Ivan
09-23-2024, 01:33 AM
» Replies: 0
» Views: 434
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Gliding Flyer Freezes when pressing Space |
Posted by: Greydog - 04-12-2022, 09:23 PM - Forum: Closed Bug Reports
- Replies (19)
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This started after today's patch (4/12/22)
I have 6 alts, all are flyers, 5 are hovers, 1 is a glider. The hover flyers have no issue, this only effects the glider.
I can play fine until I try to lift off. After liftoff I can fly in a straight line, but as soon as I try to turn I freeze up. If I click off screen I can get the cursor back but as soon as I try to do anything other than type the game locks up and stops responding forcing me to kill the process.
edit* .. It seems that as long as I am moving I can fly. If I stop and try to turn it freezes.
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2022-04-12 Account Activation, Server Crash |
Posted by: Haxus - 04-12-2022, 03:03 PM - Forum: Updates
- Replies (18)
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Account Activation
Abandonment decay depends on accounts becoming inactive. The switch to free-to-play is preventing anything from decaying.
Account activation time is now reset to 30 days whenever you login. If the account was inactive, it becomes active.
You can login using Shores of Hazeron, Hazeron Commander, Hazeron Mail, or the accounts page on this web site. You don't have to enter the game universe with an avatar. Simply logging in refreshes the account's activation status.
Accounts become inactive after you have not logged in for 30 days.
The lands that belong to avatars in an inactive account stop being immune to decay. Buildings will begin to disappear.
The process that deactivates accounts is not currently being run, to give people a chance to activate their accounts. That process will start running in a few days. It will deactivate accounts that have not logged in since the update today.
Server Crash
A bug was fixed that caused three servers to crash since the last update.
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Spacecraft Manufacturing Size Limits |
Posted by: Deantwo - 04-11-2022, 09:48 PM - Forum: Arena of Ideas
- Replies (11)
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In the old days the size of spacecraft you could manufacture was limited by the quality of the materials available (specifically the old TL value) and some research time, finding better quality resources was required to manufacture bigger and bigger spacecraft. Since its removal people have floated some ideas around about if or how the size of spacecraft manufacturing should be limited again.
Issues
I doubt we can expect a whole rebalancing of spacecraft combat. So I won't expect anything fancy like ship size classes or whatever else is normally being suggested by people. Best I imagine is limits that are easy to implement and understand.
Quality of spacecraft manufacturing materials can be annoying to keep track of. Anyone that remember the old TL technology system might be able to remember having to figure out their current size limit and then design their spacecraft blueprint out from that. This is what I would say is one thing I don't miss about the old system, having 32 different spacecraft size categories. This might not be an issue right now, but I think it is good to keep in mind.
Technology has no baring on spacecraft manufacturing, it only affect which modules can be manufactured and the end result quality level of the subsystems on the spacecraft. The research time on some of the more advanced modules (FTL drives) are very very long though, and I doubt we want more of those boring time sinks.
There are no special infrastructure requirements to manufacture the biggest of warships. You just need a spacecraft factory, warehouses filled with the materials and a tiny space station in orbit. Yes you need to actually have harvesting operations and materials manufactured, but that doesn't have to be in the same solar system at all and can just be shipped to the spacecraft factory's city. You can have a tiny city with a population of 10 manufacturing gigantic spacecraft, and this can be thrown down anywhere in just a few minutes.
Ideas
Advanced metal resources (Magmium, Vulcium and Adamantine) don't play any role in spacecraft manufacturing aside from a stronger hull module. This could be one simple way to limit the size you can manufacture a spacecraft at, simply have the hull module type limit it. It has the added advantage of being easy to understand by players and designers alike. For example the metal hull module could limit the size to spacecraft that can normally spawn on the ground. Converting existing spacecraft blueprints to a system like this should also be simple for Haxus to do, or simply allow us to do at the time of manufacturing.
What we don't want is a meaningless research wait timer. So making it a patent research seems like it would be a bad idea and wouldn't solve the issues above.
Limiting spacecraft manufacturing size by city infrastructure could be done by having it require a spacecraft factory of increasingly bigger size with a lot of citizen jobs to operate, so a tiny city with a population of 10 can't make a gigantic spacecraft. Or it could require special buildings like a space elevator and more orbital infrastructure, as long as it requires the city to actually have workers. It would give reason to have larger cities for a shipyard, rather than just a tiny city with lots of warehouses.
Conclusion
There are plenty of options for limiting spacecraft manufacturing size. The ideas I mentioned above can't be the only good ideas, so do share your ideas and give feedback. I assume a mixes of ideas to limit spacecraft manufacturing size by multiple factors would be best, such as all the ideas I mentions or something like that.
Lets brainstorm!
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Cities and Bases window collapsible sections |
Posted by: martianant - 04-11-2022, 01:14 AM - Forum: Arena of Ideas
- Replies (2)
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Here is my proposed format change:
Code: Cities
Hazeron Galaxy
Sector 1
Star System 1
City A
City B
Star System 2
City C
Sector 2
Star System 3
City D
Lame Galaxy
Sector Lamo
Lame Star System
Loser City
Bases
Hazeron Galaxy
Sector 1
Star System 1
Super Cool Base
Star System 2
Big Fuckoff Laser
These sections would be collapsible so you only see what you want.
I feel this will really help to declutter the UI when you have a lot of cities and bases, letting you focus on what you want to see. I know you can sort by like sector or galaxy or whatever, but I think this would be a more clear display.
Additionally, separating cities and bases will help a lot especially now that we have to establish a base on every world if we want it to benefit from the offline protection. This means every world is getting two entries, and under the current UI that just clutters it up even more.
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ground based weapon systems seem to have some serious bugs associated with them |
Posted by: QuakeIV - 04-09-2022, 07:34 PM - Forum: Prerelease Bug Reports
- Replies (1)
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I was doing some weapon testing in a temporary empire, and it appears that ground bases consistently cease fire when they are one shot away from killing the target.
It takes a while to rig up for a test since I need to get rid of all of the non ground based defenses to stage this, but in 2 tests so far the ground based defenses stopped shooting at 15% hull integrity or so and left me alone. The second time I had a giant 250 worker power plant in place since I thought it was a power generation issue the first time. Its definitely not, there is plenty of power down there still, it took them about 5 minutes to get here without the power plant, with it they took about 30 seconds and then ceased fire.
Did some additional testing, flying in and out of range, and in and out of the ADIZ, and even in and out of loading range for the planet doesn't change anything. They still dont want to shoot me any more.
Flew a spacecraft into range and it yeeted the target ship from this mortal coil immediately.
'Hit (WEAPON TESTING (AGAIN)) DKTFN! Inflicted 3031896 hits of Electrical damage. 432698 hits of Electrical damage absorbed. (WEAPON TESTING (AGAIN)) DKTFN destroyed!'
'Sensor contact lost. Scope is clear.'
Update again: very interesting turn of events. My guy on board the ship got flung out of it, but its actually still there on 18k HP now.
'Enemy (WEAPON TESTING (AGAIN)) DKTFN, Halcyon JIHAD PNN class Submersible Starship, Q229, 1,528,192m³, 18,200/2,618,245 hp at [TESTING SITE REDACTED], Shores of Hazeron'
Sensors are still clear on the attacking starship, but the target ship still exists.
I have edited the topic title accordingly.
I have a second starship on scene, it can see the target on sensors but i cant seem to select it or fire on it. Neither can the crew.
It now also appears to be visible on the first starships sensors once again, but it also cant select it or fire on it.
Side note, this whole automatically combining multiple posts thing is starting to get really ugly, could someone turn that off?
Trying to place bombs or C4 on it ineffective, they seem to phase through. The ship is collideable for my characters but not for bombs or c4.
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Same species should be same species |
Posted by: QuakeIV - 04-09-2022, 01:50 AM - Forum: Arena of Ideas
- No Replies
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I noticed that when creating new characters off of a .CHR file they dont appear to all be the same species. I also noticed the file is only 32 bytes. I would suggest that these 32 bytes be used as a database key to look up what species you are, or something akin to that.
A way to break ties for existing redundant named species and to move existing data to the new scheme would be for the oldest one to win.
It seems possible it was already intended to work this way, however it does appear to me that the species names do not stick across new characters so I'm fairly sure im creating a new identical species every time I do this.
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2022-04-06 Server SQL Deadlock |
Posted by: Haxus - 04-06-2022, 06:49 PM - Forum: Updates
- Replies (6)
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Servers started reporting deadlocks a lot when making SQL updates. I've seen the occasional deadlock happen in the past without knowing the cause. The frequency of deadlocks seemed to increase a lot recently.
When a deadlock happens during an SQL transaction, the entire transaction fails.
The negative consequences of this event are many. One negative consequence is leaving players in limbo when they travel from one server to another, like when going through a wormhole.
A little research revealed the root cause of deadlocks during SQL UPDATE operations in PostgreSQL. The solution was trivial. It simply required a consistency of order when updating records by multiple processes. Updates are now performed in atom id order.
This requires a little time monitoring the server logs to be sure the problem is gone. So far so good. Logs are blissfully quiet.
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