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Bug [BUG ] Newly built space craft module performance incorrect
Posted by: Rockinsince87 - 04-06-2022, 06:45 PM - Forum: Prerelease Bug Reports - Replies (3)

Scope: Any built spacecraft/spaceship

Observation: A designed ship with a minimum Q level in the blueprint, such as 1, after being built does not scale 100% to the current manufacturing capabilities. For example, let's use the engines for example. Let's say after it's built the shipyard produced a Q251 ship with a Q251 engine module. The acceleration specs are incorrect. By simply doing the module upgrade to the same Q level again, the speed adjusts and becomes the correct scaled speed. I noticed this with every spacecraft I built at various Q levels. It's very obvious if you design a QL 1 ship and then build a 250 or above. 


Current remedy: After the ship is built, refit and upgrade the modules of each system. 


Steps to reproduce:
1. Design a ship with minimum QL 1, while designing adjust the level to what you can actually build to see what the expected specs should be. Place it back to QL 1.
2. Finalize the design and produce the ship. 
3. Once finished, board the ship and check the specifications window, notice the specs do not match what they should be. 
4. Upgrade engine module and check new specifications.


Edit: Fixed title and updated. It is still a present bug. 

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  repair time pegged to UINT16_MAX
Posted by: QuakeIV - 04-05-2022, 05:14 AM - Forum: Prerelease Bug Reports - No Replies

Its possible this was intentional to keep repair times reasonable, but I figured it was worth mentioning that big repair jobs tend to max out at 65536 seconds or thereabouts.

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Bug Gold Ore not present on Ringworld Arcs
Posted by: martianant - 04-02-2022, 11:03 PM - Forum: Closed Bug Reports - Replies (8)

I saw no mention that gold ore shouldn't spawn on ringworlds, so I feel like it not spawning on ringworlds must be a bug. Gold did not spawn on any of the arcs of the ringworld I found. I do not have more than one ringworld to compare if I just somehow got unlucky, but my assumption is it isn't spawning on any of them.

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  Offline protection doesn't work
Posted by: Khal - 04-01-2022, 11:08 PM - Forum: Closed Bug Reports - Replies (2)

I've just logged off for a few hours and then logged in again to find my cities and ships destroyed. An attack by the Syndicate occurred on my empire Vicerant over the course of several hours all while my empire was offline and had the noncombatant status. This was well after the 15 minute period and my empire should have had offline protection. For whatever reason, Syndicate was able to attack my empire either way. I'm unable to provide much details because I wasn't there for it. Perhaps Syndicate can elaborate what happened on their end. I can only provide logs to prove that the attacks occurred over the course of roughly 2 hours.

EDIT: After a quick search through the Hazeron Discord I've noticed Vooker asking if it's possible to manually attack targets that are in a noncombatant state. Considering what happened I think this may be true. Can anyone confirm this? Are noncombatant empires safe from attack-orders/crew but not safe from players?

EDIT 2: I've just noticed this message on the Discord by Drog007: "TikTikTik took a planet/city from me while I was offline... but noncombatant does seem to be working to allow his people in/near my cities to kill people while I'm online but not for them to defend against him." In my case TikTikTik was also the one that attacked me while I was offline. It seems I'm not the only one that has encountered this issue. This also seems to suggest that noncombatant only works for NPCs but not for players.

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Lightbulb Capital ships
Posted by: Neils Iyssada - 04-01-2022, 10:33 AM - Forum: Arena of Ideas - Replies (5)

So I was talking with some people about how 1600 meters are small for capital ships, especially some sci-fi references like Homeworld ships that are lengthy or flat, and truly massive.
My old thread about design size is a nice start to understand the problem.

I'll add some picture to make the problem more visible, but for example the Pride of Hiigara is supposed to be a massive mothership 2-3km tall. But once I reduced it down to 1600m, it feels tiny.

[Image: unknown.png?width=1018&height=636]

So here's the idea : add another spacecraft class, Capital or Titan or Mothership

This class would have bigger size limits (5km seems like a good max) and accordingly bigger file size limit.
It would be limited by an adaptive hard-cap (1 for each empire, 1 per 20 officers, 1 per something ?) to avoid spamming these beasts.
They would maybe replace cities if enough volume was allocated to commodities / ships production.
They would have some malus / limitations, like not being able to land on planets or high maintenance cost.

So if I summarize :

Features

  • Bigger physical and file size limits
  • Spacecraft manufacture
  • [Commodities production]
  • [Could maybe be "replaced" by another design after some long cooldown, for making it easy to improve the interior for example]
  • Badass
Benefits
  • Huuuuge ships
  • Can produce ships
  • [Can produce commodities]
  • Can make good warships or nice motherships, strategy choice
  • More server-friendly as it would theorically be worth several warships / cities
Limitations
  • Some kind of hard cap limit to avoid spam
  • - like 1 per empire or 1 per x number of officers
  • Hard limit coupled with a high maintenance cost (money + parts + special ressources)
  • Highest FTL signature
  • Some longer warp cooldowns
  • No planetary landing
  • [Too big to use any wormhole except intergalactic ones ?]
  • Would need a volume allocation ratio limit, to avoid huge glass cannons
Basically I see this class number limits like Dreadnoughts in Mass Effect universe : due to the enormous destruction power of these ships, Council races can't have more than a said number of Dreadnoughts, numbers that are defined by the race's efforts regarding council space and politics. Except here we don't have a central faction to govern us, but such ships need to be heavily limited.

It's not a well-matured idea, but I wanted to put it down before I forget and move on. I'm open to comments to improve this idea, be it restrictions or features.

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Exclamation Arena Buttons appear non-functional and ChangeParent warnings prevent Designer use
Posted by: martianant - 03-31-2022, 06:23 AM - Forum: Prerelease Bug Reports - No Replies

Clicking on them does not seem to do anything. It does print this to the console however:

Code:
QObject::connect: No such slot AuClientFrame::ArenaRecall()
QObject::connect: No such slot AuClientFrame::ArenaStatus()
QObject::connect: No such slot AuClientFrame::ArenaExit()

Both ships were destroyed and the simulation did not appear to end either.

I was able to escape by recalling, however this also killed me in place where I entered?

Curious if others (especially non-linux) users experience this as well.


Edit:
It gets stranger still. I tried entering the Designer again after this recall and something is broken. I never enter the designer but everything except the terrain and plants unload and I become locked in place. Additionally in the console:
Code:
warning: "AuApp::AuApp" AuEther::ChangeParent atom 269827 parent not found 4670931 . Exhaustive search of 1080 subatom lists found atom in the list for parent 292414 . Leaving it there because that IS its nu parent.
warning: "AuApp::AuApp" AuEther::ChangeParent atom 269827 parent not found 4670931 . Exhaustive search of 1080 subatom lists found atom in the list for parent 292414 . Leaving it there because that IS its nu parent.
./HazeronLauncher
[USER@PC Launcher]$ warning: "AuApp::AuApp" AuEther::ChangeParent atom 269827 parent not found 4670937 . Exhaustive search of 1081 subatom lists found atom in the list for parent 292414 . Leaving it there because that IS its nu parent.
warning: AuApp::QueueScenePacket size 5 bytes, no connection
./HazeronLauncher
[USER@PC Launcher]$ warning: "AuApp::AuApp" AuEther::ChangeParent atom 269827 parent not found 4670944 . Exhaustive search of 1086 subatom lists found atom in the list for parent 292414 . Leaving it there because that IS its nu parent.
Persisted through three restarts, where between the 2nd and 3rd attempt I deleted the temporary folder. Once trying to enter the designer, the only way out is by closing the client. It will restart not in the designer. I'm scared to do any scene transition or really go anywhere as I suspect "ChangeParent" might get used again and I will get trapped in some extra spicy form of limbo.

What fresh hell have I sent myself into now...

Happens to my alt too
Code:
warning: "AuApp::AuApp" AuEther::ChangeParent atom 756422 parent not found 4670949 . Exhaustive search of 1079 subatom lists found atom in the list for parent 292414 . Leaving it there because that IS its nu parent.

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Exclamation In-Game Starchart Search Wrong
Posted by: dracotonisamond - 03-30-2022, 07:49 PM - Forum: Prerelease Bug Reports - Replies (3)

The ingame starmap search tool is returning incomplete search results for certain resources.

all biosphere resources are not searchable, and things like vegetation density returns an incomplete search.
i know of multiple 255 vegetation density planets, yet none of them show up in the system search tool.

this raises the question that maybe this problem is affecting all resources.


this was never an issue when we could export the star chart to XML
also this is going to be a problem when exploration data starts expiring.

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Lightbulb Support for glTF in the designer
Posted by: martianant - 03-30-2022, 02:38 AM - Forum: Arena of Ideas - No Replies

A lot of programs are moving towards supporting glTF

As written:

Quote:glTF™ is a royalty-free specification for the efficient transmission and loading of 3D scenes and models by engines and applications. glTF minimizes the size of 3D assets, and the runtime processing needed to unpack and use them.
 

Newer version of Blender don't properly support 3ds anymore for example.

Here is a nice write up by the creator of Godot about them supporting glTF which gives some rational on why they decided to implement glTF support in their engine.

Granted there are a lot of features glTF supports that the designer/hazeron does not (like skeleton, PBR based materials, etc) I still think it would be nice to support a format that modern 3D software is moving towards.

At the very least I could stop having two versions of blender installed...

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  Arbitrary Bulb Color
Posted by: QuakeIV - 03-29-2022, 04:32 AM - Forum: Arena of Ideas - Replies (4)

Currently colors for bulbs are a dropdown of various pre defined colors, I'd personally like if that was just a color picker like some of the other stuff is.  I grasp the realism factor, but to be fair you can usually drop a color filter over just about any light source and get any color you want at a pretty low level of technology so I'd argue its reasonable.

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  Building Blueprint - Multiple Intended Purposes
Posted by: QuakeIV - 03-29-2022, 02:54 AM - Forum: Arena of Ideas - Replies (4)

I am maintaining a line of factory building blueprints that are identical except for intended purpose, it would be nice if that was multi select instead.

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