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Information Account Status
Posted by: dracotonisamond - 04-10-2022, 06:33 AM - Forum: Cantina - Replies (2)

It seems that the accounts brought back are now expiring.
is there plans to extend the initial play time or bring back the payment system?

curious to know since if im not mistaken things start melting/decaying when accounts aren't active.

EDIT:

ahh here we go
[Image: v3GU40t.png]

EDIT 2:
logging into the hazeron client or hazeron commander does not reactivate the account.
only logging into the website does so.

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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)

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'

[Image: iNyqBSe.png]

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.

[Image: GmVHfX5.png]

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

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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  Forgotten Empires
Posted by: Lucifer1 - 04-07-2022, 01:43 AM - Forum: Closed Bug Reports - Replies (4)

After the latest update my (Lucifer FGFRK) empire as well as (torm PVIML)'s, have been replaced with Forgotten Empire and can't demolish buildings, create capitol buildings, lost patents, etc. yet all our buildings are there and we haven't had the asteroid event yet. 

[Image: peeepe.png]

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  2022-04-06 Server SQL Deadlock
Posted by: Haxus - 04-06-2022, 06:49 PM - Forum: Updates - Replies (6)

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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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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