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  City doing a MAJOR rollback.
Posted by: drog007 - 03-19-2022, 12:40 AM - Forum: Prerelease Bug Reports - Replies (6)

The city "Friday" on Friday Beta III Keeps rolling back to a state from ~3 days ago including losing all transferred resources, building settings, and spaceships/stations in the area. As this is my capital and point of convergence for all high quality resources, this has caused some significant consternation over the last couple days, and seems to be preventing me from even logging my main (Drog KWVWB) in today. The issue has been present and occuring once per day for the last couple days, but I was unsure of how much of a rollback it was at first. Now that it's consistently been to the same point, it seems that something is not getting persisted to disk.

*EDIT*
After limbo the station and ship came back but building rollbacks were still occuring, but they seem to only be affecting buildings that were built before the point they're rolling back to. I have bulldozed and rebuilt most of that city and am crossing my fingers that it resolves the issue.

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  New Designer/Ship animated elements
Posted by: danthemanisme95 - 03-17-2022, 03:16 PM - Forum: Arena of Ideas - Replies (1)

A few additions to the ship/designer for creativity would be nice 

  • Animated weapon openings for when a ships weapons are powered on (these could be exactly like landing gear from a designer perspective) that would animate to their open/powered on/ deployed state. 
  • Animated FTL bits these could function by moving through a a set of key frames at a fixed rate whenever the drive is active. This could work in tandem with the Wormhole texture or even replace it making for some really neat "Warp Cores" or other engine room furniture 
  • Shield emitter work as a combination of both the weapons and the FTL with a deploying animation set and an on set 
All of these animated elements could have a fixed volume and poly count limit as a way of restricting their complexity

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  Unable to join an empire if the sector has no unexplored world
Posted by: martianant - 03-17-2022, 02:16 AM - Forum: Prerelease Bug Reports - No Replies

At least that's my guess as to what the problem is, since it says "will spawn on an unexplored habitable world" and none of the worlds in the sector(s) are unexplored.

Any chance we can just get a "join and spawn at the empire capital" or a sector capital or something? I can imagine people that want to join existing empires may wish to actually spawn in a set up location, assuming this bug gets fixed, it saves the time having to recall just to get there.

To be more verbose on what I am doing:
New character, join existing empire option, select one of the sectors that are fully explored, hit go. Wait forever, and never seem to spawn.

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  Two ships spawned stuck together
Posted by: Giovanni - 03-16-2022, 02:36 AM - Forum: Prerelease Bug Reports - Replies (2)

I had my spacecraft factories build a few identical ships. Two of them happened to finish at about the same time. They spawned occupying the same space, with no way to separate them.

In total 4 ships were building at the same time.

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  Delete avatar warning badly worded
Posted by: Kami - 03-16-2022, 02:10 AM - Forum: Prerelease Bug Reports - No Replies

I deleted my avatar because I couldn't unpublish my blueprints (from a previously deleted character), and the character delete warning says "Blueprints created by this avatar will be 'inaccessible'" so I assumed it meant they would be inaccessible on the exchange. Turns out they're actually perfectly accessible on the exchange but I still can't unpublish them. Please reword this so it more accurately reflects what it actually does.
Also I would like my designs removed from the exchange. The designs are Player Home, Marauder Class Sentry Ship, Orbital Defense Station GRV, and Raptor Exploration Ship, all by Kami Kaze.

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  Designer isn't correctly sorting by volume
Posted by: Giovanni - 03-15-2022, 07:01 AM - Forum: Prerelease Bug Reports - Replies (1)

Sorting by volume sorts alphabetically, instead of numerically. Let's say there were three public ship blueprints: One was 100 m^3, one was 100,000 m^3, and the third was 200 m^3. Sorting would put them in that order, instead of putting the largest 100,000 m^3 ship last.

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Brick To Haxus : Design Volume Overhaul--a way to better war?
Posted by: Yurk Embassy - 03-14-2022, 06:56 PM - Forum: Arena of Ideas - Replies (9)

Howdy there--Haxus and everyone reading this topic. I haven't been known to post a lot here, but I figured it's never too late to start working on a habit. As many of you might agree, the new designer redefined the rules of designing a warship, and not necessarily in a good way. It used to be that you had to be clever about optimising space in your ship to place components. Each component was an individual piece on your design, taking up a defined amount of weight, adding a specific degree of qualities to your spacecraft. Besides, there was TL limiting the max mass you could design your craft to have, and, henceforth, max volume remained very limited, which somewhat prevented the creation of literal Death Stars.

Things have changed.

Designs can now have much more potential than they ever had back in the days of the old designer. Which also means balancing is going to be more delicate. But it's not necessarily for the worst, of course. We have never had that much creative freedom in SoH before the 3D designer, and although I too would be one to argue it is overly concept for the average player, this isn't the point I aim to debate in here, so I will refrain from discussing it in this thread, and invite each and every reader to do the same.


"So what's your point?" you may ask. Volume. The way volume is addressed in Shores of Hazeron has never really been balanced in itself. It is pure fact to say that bigger is better, and in my opinion, this is an issue for three reasons:

First issue, it unbalances planetary conquest quite greatly in the invader's favour. Buildings cannot take up as much volume as spacecrafts, and as a result, meta defence buildings are going to be extremely vulnerable to meta warships. This shouldn't be the case: a well-defended world should not be vulnerable to single warships. Fleets can retreat. Cities cannot.

Second issue, it creates a single viable meta design for warships: as big as possible. And since more faces mean the design is going to be more costly in terms of time (and resources? Not sure about that), and that the design's boundaries are a giant square, the best and biggest design possible is going to be a gigantic cube. Let's be real, Borgs are badass, but battles of giant, untextured cubes don't really sell much in space operas. To sum it up, it creates bland military fleets, since there is no real need for lighter ships, and, henceforth, no need for diversified rosters in your navy.

Third issue, it's pay-to-win. Hear me out: as far as I know, giant ships can take more than a month to build, and by the time your fleet is completed, your current subscription month will have ended, if your empire has not been ended first. This means the ones who cling to the game and renew their subscriptions are the only ones who really get to enjoy actual space battles in which they get to rival strong fleets. Of course, being more invested in a game ought to be rewarding, but in my opinion being able to even have a fighting chance in war shouldn't be something locked behind a paywall.


Now, to the solutions I suggest, which I consider to be rather easily feasible--but I could be wrong.

The first suggestion I would like to submit would be to make volume have more significant effects on the HP, armour and systems of military buildings. By systems, I mean weapon systems, shields and whatnot. Since buildings cannot be as big as spacecrafts, they should require less volume to achieve similar stats. This would make planetary conquest a bit less of a joke, and more of a serious matter for the invader to consider before acting upon it. Defenders would have a fighting chance if they bothered building a decent defence grid in the first place, and invaders would be forced to commit more forces in such a fight, making the overall battle all the funnier.

Second suggestion would be to implement buff/debuff factors linked to ship volume. Smaller crafts should have slight acceleration bonuses to make them more manoeuvrable without hindering the ship's other systems, as well as armour bonuses to represent the effect of a compact hull. On the other hand, a speed and armour debuff would be linked to increasing your spacecraft's volume, rendering them more vulnerable to damage, and less practical for sublight travel. Vessels that have more acceleration could also have a higher chance of dodging shots, that heavier crafts would be unlikely to have. All of this would give lighter ships some degree of purpose in space warfare, and bring a whole new diversity of meta designs, as building huge would no longer be ideal for combat. The ideal size of warships would not only get smaller but also more diversified. It wouldn't only be about which empire has the most resources, but also which one makes the smartest mix of ship classes to optimise their fleet in the long run.

PLEASE DO NOTE that I am in no way advocating for a suppression of fitting slots such as armour, gravity/rocket drives, and so forth. I am simply suggesting including effects produced by your ship's volume, which would act on the design's stats. Hypothetically, if you built a huge cube and got all those debuffs, but still wanted to compensate the armour debuff by adding more armour than usual, you definitely could, but you'd have to sacrifice space otherwise beneficial for weapons, shields, engines... it's all about making "big" less OP and overall perfect for spacecrafts, and forcing the player to make choices, which is often where things get interesting.

EDIT Third suggestion that I came up with in the comments below, would be aligned to the second one to some degree; giving smaller ships some degree of evasion from weapon locking systems, according to range. The smaller the ship, the closer you'd have to be to lock it and fire at it, or at least fire at it with acceptable accuracy, which would make more sense. A delay for locking any target in a spacecraft could also be another idea, something like "the smaller the target and the higher its acceleration in design stats, the longer the lock." Small frigates would be able to play on that to harass big ships, without causing an alarming rate of damage, but still being able to get some good shots on the big ship, and withdrawing before being caught in its range or locked and shot down, thus forcing the enemy fleet to dispatch their own interceptors in order to chase down yours. The big-ass ship in itself would not be useless, as it would still be a solid countermeasure against medium-to-large enemy ships, and military buildings planetside, but they would be dependent on a more diversified fleet (medium, tanky warships like destroyers, light, speedy interceptors like frigates, and so on), just as any genuine capital ship should be.


Please note that these suggestions are presented as complementary rather than in a "either one or the other" scheme.

I'd like to hear what y'all think about that. Honestly, I feel like right now, SoH does not invite players to design a diversified navy. Civilian fleets (explorers, cargo ships...) still call for some variety in designs, but whenever it comes down to war, the fact there is only one meta, and that spacecrafts are overall stronger than defence buildings, greatly hinders war gameplay as a whole in my opinion.

Anyway, thanks for reading all of that, and be well, all of you!

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  Changing Character via f8 menu Does Not Change Character using Star Map
Posted by: Greydog - 03-14-2022, 03:44 PM - Forum: Prerelease Bug Reports - No Replies

Changing characters via the f8 menu changes the map to that of the chosen character but not the active character. 

The character you switched from is still shown as the active character but the systems shown are from the character you switched to.

Refreshing the map does not fix it.

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  Designer selection tools
Posted by: Kami - 03-14-2022, 03:25 PM - Forum: Arena of Ideas - No Replies

The designer could use some tools to make selecting things easier. Drawing a box or clicking individual nodes is a massive pain and very hit-or-miss. We need something like a box or polyhedron that omits everything outside of it that you can place anywhere around anything and resize any way. I know there's already an omit button but it doesn't help when you're working on a single piece of hull that's 5000 faces. There are some things that aren't even possible due to that, since there's a minimum distance you need to be to pick a node.

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  Ai won't land at some Pads
Posted by: Greydog - 03-14-2022, 01:50 PM - Forum: Prerelease Bug Reports - No Replies

I have three instances of this issue.

You order the ship to land at the airport and the crew just won't do it. The first two instances are on lunar colonies (not city) using the AEC HEV pad. In one instance I replaced the pad and it fixed the issue. Happened again last night with Haxus's Airport w/transporter design.

I tried again this morning to get the crew to land on it to no avail.

I can manually land on it.

It's not as though the spot is just off by a bit, the ai lands in a different spot every time like they are actively avoiding the pad.

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