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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
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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: 182
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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
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Aircraft Factory No Parki...
Forum: Bug Reports
Last Post: netshaman
11-05-2024, 01:05 AM
» Replies: 2
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favorite or funniest mome...
Forum: Cantina
Last Post: Xantheose
10-01-2024, 11:08 AM
» Replies: 6
» Views: 1,935
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Multiple vehicles on 1 pa...
Forum: Bug Reports
Last Post: Ivan
09-23-2024, 01:33 AM
» Replies: 0
» Views: 428
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Renouncing Citizenship Doesn't Work |
Posted by: Deantwo - 04-21-2024, 01:14 AM - Forum: Bug Reports
- Replies (1)
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When attempting to renounce your citizenship with an empire, the avatar is stuck in a weird half part of the empire state.
Units still show as part of the same empire when aiming at them.
You can still see all the empire's Governance windows, but they are grayed out. The avatar doesn't appear on the Citizens tab's list anymore, but you can still see the list.
Could not create a new empire while in this with state.
Restarting the client did not help.
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UI Errors |
Posted by: Pulsar - 04-20-2024, 05:55 PM - Forum: Bug Reports
- No Replies
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Hi,
When I go to create a second character after already having one, the UI does not update and I'm unable to finish creating the new character. Some of the errors include the character name box appearing blank when I enter a new name, it doesn't even show the text cursor icon like I can't interact with it. The scenario selector also stays frozen, I can select another scenario like Citizen of the Galaxy but the UI is stuck at the asteroid scenario. Also, when i click the return to character selection button from my main character the entire UI seems frozen and un-interactible.
There has also been additional UI errors, for example: if you expand the f8 bio menu you can't switch between the tabs without them freezing, you have to go back to the first tab to see any other tab. This problem also affects the empire menu and the spacecraft menu. I have not experienced these errors in previous versions of Hazeron Starship earlier this year, these problems are new.
This bug isn't related to the UI delays in the previous post, I don't notice anything like that. I am willing to take screenshots and videos if you need me to, please let me know. Thanks.
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2024-04-18 Recover Vehicle, Runways, Orbit Altitude, Drop Pods |
Posted by: Haxus - 04-19-2024, 12:25 AM - Forum: Updates
- Replies (9)
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Runways
Space Vehicle Recovery System. Hmm. That's a mouthful.
Changed this to Runway everywhere.
Recover Vehicles
Drop pods are fun but they can be impossible to get back aboard without a runway.
Any vehicle can now request recovery by a spacecraft if they are close enough. A Recover button appears among the on-screen buttons while you are in a vehicle.
"Close enough" is inside the shield bubble ellipse, regardless if the ship has shields.
Vehicle must also keep pace with the ship.
The ship must have a parking spot for the vehicle. As with runway landings, the vehicle will be placed in 1) an empty spot, 2) replace a new vehicle of the same kind, 3) replace a used empty vehicle of the same kind, 4) replace a used vehicle of the same kind containing items, in that order of preference.
There is some communication from the ship to help you succeed. This has some intentional delays so it's not faster than using a runway, if the ship is so equipped.
Orbit Altitude
It would be nice to specify the altitude when issuing an orbit order. This became more important with the drop pod launch direction, as discussed below.
Orbit orders now offer a Low or High altitude orbit option. Low altitude is the altitude that space stations orbit and new spacecraft are launched. High altitude is the altitude that NPCs orbit a world when flying around it. In the past, all orbit orders resulted in a low orbit.
Preview Bug
When previewing a spacecraft in the designer, the 'Empty Space' option is weird. It's like I am floating inside the ship model but I'm not "in" the ship.
Fixed.
Drop Pod Launch Direction
Launch direction of drop pod could be smarter.
Done.
In low orbit, drop pod launches in orbit, perpendicular to the path to the world.
In high orbit, drop pod launches toward the world.
If the ship is moving fast enough, drop pod launch direction is adjusted to be perpendicular to the path of the ship.
Eden Story Bug
Eden story started while I was in orbit.
Fixed. You must be on the ground in the atmosphere for the Eden story to start.
Lost Atlantis Lights
In the Lost Atlantis scenario, all the interior lights on the ship are dim instead of the brightness in the blueprint.
Fixed. This was also true in the ship in the Stowaway scenario.
Drop Pod Death
Launched a drop pod from Atlantis at 58k m/s and the drop pod was instantly destroyed.
Fixed.
Drop Pod Life Boats
Drop pods should act like life boats when the ship is destroyed.
Done. Each person and NPC aboard locates the nearest drop pod to them, by straight line distance. A dice roll is made to see if they made it to the pod, modified by distance. If they make it they are placed into the pod and launched.
It is possible for drop pods to go unused if people aren't lucky or they are too far away.
Human players are checked before NPCs.
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Open doors in unbreathable atmospheres no longer cause air to become unbreathable |
Posted by: Ivan - 04-18-2024, 12:47 AM - Forum: Bug Reports
- No Replies
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Opening a door of a spacecraft or building inside an unbreathable atmosphere does not turn air unbreatable, not even in roomvoids with the same name as a roomvoid next to a hull void or the outside.
In space the loss of pressure still works fine however, in the same ship design. The helmet indicator turns red a while after you open the door, as it should.
And yes I'm sure the planet has unbreathable atmosphere, because as soon as I leave the exposed room, the helmet indicator does turn red.
I noticed this quite a while ago for buildings, but didn't notice it happening in spacecraft until today (haven't payed attention to it), so no idea which update might have caused it.
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Add real bot spacecrafts for automatic interstellar trade |
Posted by: Akynos - 04-17-2024, 07:58 AM - Forum: Arena of Ideas
- Replies (4)
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Like many of you, I feel that the empire is quite empty of life, and I'd love to see more activity, especially with spaceships.
There's nothing like gazing at your space station and seeing dozens of spaceships coming in and out, right?
Right now, this isn't really possible, though.
Sure, you can do that manually with actual starships and crews, but you can't get enough ships to make that scenario happen unless you've fully colonized a ringworld (which is kinda tedious). Besides, even if you've got like 20 trading ships, considering the size of it all, you could maybe have 3 or 5 at the same place and time?
We have brokers with automatic shipments.
We have a system to trade.
We also have blueprint models for ships.
Why not have the broker act as a kind of special "spacecraft factory" and generate a small, low-poly cargo ship, taken from a select list of blueprints, spawned with an AI crew that follows a simple trade route loop?
To make it even more "bustling", it could also be done for any interplanetary trading (if it's not too taxing on the CPU/GPU)
Here would be my suggested changes:
- Brokers now require a cargo ship to run their shipments between systems (+ planets?). The ship can be selected from any valid "trade ship" blueprint. The ship will spawn at the broker once the shipment is ready, along with an automated crew.
- The ship's roster is not changeable, nor its mission (set based on the shipment orders). The ship will follow the trade route as a normal ai-run ship would. Every ship has a simple "travel-to X -> move to space station/airport -> deliver cargo -> refit & refuel -> despawn or return to destination with or without goods" mission it will complete without interruption unless attacked or the shipment cancelled.
- A new type of ship is now available: cargo ships. These ships require a considerably lower poly count and have their size limited. They also require a certain storage mass/total mass threshold to be passed. They require resources to build just like any other ship. The ships' speed is based on the design.
Other cool gameplay benefits:
- Shipment arrival will be a lot clearer now, and each successful shipment will have a satisfaction to it (instead of being just a numbers refresh)
- Pirate attacks can finally be more meaningful (once they are reworked I guess). With smaller, weaker ships, it will make pirate-cleansing a worthwhile activity for the bored player.
- There will be a true meaning to overextending empires, protection, guerilla warfare, economic war, sieges and blockades. Players will have to expand their military fleets to patrol precious shipment lines, giving a natural expansion difficulty to counter gigantic yet "empty" empires.
- Distance can be more of a serious factor in expansion, instead of just hunting for the highest quality of resources possible, even if it's over 100 parsecs away.
Problems/criticism I thought of:
-It would put too much pressure on the hardware, resulting in lags and stuttering.
With a very low poly count and lowest-Q textures, this might be ok? Since they are not meant to be interacted with up close unless in cases of attacks, this should minimize system load.
-It makes the game unnecessarily more difficult or complex.
I would say that the gain in "aliveness" would be worth the complexity here. Any system feels dead until you acquire a massive fleet, which is endgame stuff. How many players who RQ the game due to all the bugs and unnecessary difficulties would keep playing if they saw a few little shuttles going back and forth between their early colonies? I know this feeling is what has kept me coming back to SoH like a relapsing crack addict for years!
-Furthermore, it wouldn't require any extra work from the players, since it would all be automated. It would only require the selection of a cargo ship blueprint at shipment setup, that's it.
It will only add frustration as shipments run out of fuel, get attacked, atmodive or sundive. We have enough frustrations!
For sundive and atmodive, nothing to do here but improve the code. Should be fixed at some point.
For fuel and attacks, I see this as part of the gameplay. As in "game" and "play", not "work". Trade routes are essential to any empire. I see this as a critical part of the whole experience that most players are looking for.
Well-managed shipment lines with the right designs should never run out of fuel. As mentioned earlier, attacks on shipments will add an interesting aspect to all kinds of expansion and warfare.
-It's too complex to implement.
As I see it in my mind, it would only require:
- creating a new spaceship category with a few criteria for eligibility
- tweaking the broker to add a spacecraft factory tab, only allows construction of cargo ships, make it require a small spacecraft spot, as the ship spawns automatically load a crew with a looped mission, despawn on mission end.
Add a few custom lines like "deliver to a space station first if there's one, if not then airport", basic defense/surrender script against attackers (I think that's already in the code anyway) and voila - should be on!
-It's good, but it's low prio, will probably never get considered
IMO it's one of these low-hanging fruits that have a lot of potential to uplift the game experience at very little cost. Honestly I only see fixing common bugs and finalizing proper AI empires as having a higher prio. I think this would make a great next step afterwards.
Oh, and making the designer simpler/working with presets more easily. That too.
Let me know your thoughts! Do you think it would work and should be next in line?
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Systems scanned 10 days ago are not included in search tool |
Posted by: Ivan - 04-16-2024, 02:51 AM - Forum: Bug Reports
- Replies (1)
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So I finished scanning my 3x3x3 area around April the 6th (10days ago). I remember having found about 3 to 4 Q250+ Oil sources, when i still had to scan 3 more sectors. Then played another game for a while. Now playing hazeron again for a few days.
When I searched for Q250+ Oil, at first not a single one is shown. I manually search a few systems and even find a Q255 Oil source I hadn't previously found. It only showed up in the search tool after traveling to the system.
Of the multiple Q250+ Ore I had also found, only the one in the system I had colonised still showed up.
It seems to me that you have to revisit systems to make their resources show up in the search tool. I understand system decay is needed to keep the save small.
But since all scan reports are still available, is it possible that there is some code from system decay that causes this information not to be available to the search tool unless the system was recently visited?
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Fall damage is broken and should be turned off by default, until it works better |
Posted by: Ivan - 04-14-2024, 09:24 PM - Forum: Bug Reports
- Replies (1)
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I just started a new character (Omnivorous Glabrian), with rather high speed (not even the maximum). I kept getting "hit by the terrain" and even died from it ... from just running (and even walking) around. Just imagine being a new player and this being your first few minutes in Hazeron. I can imagine this would cause many insta-refunds.
I know you can turn it off, a new player however likely does not. I remember a new player who refunded the game also complaining about "colliding with the terrain". (the guy who said he never played anything this bad)
therefore I suggest to have it turned off by default, until it is fixed for alien characters.
I had no such issues on my chordates.
Edit: Iirc for collisions with walls this was an issue at some time also and the treshold was then increased to about 15m/s so people wouldn't keep dieing from hitting walls. Max speed characters should be able to run around without dieing from minimal height differences otherwise what's the point of having max speed.
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Scan sector option in starmap |
Posted by: Ivan - 04-14-2024, 02:48 AM - Forum: Arena of Ideas
- Replies (1)
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Right now when you want to scan every system in a sector ith 30 systems. You need to to right click the system, left click travel to system, then right click again, left click scan system and then preferably also left click the system name to select it so you know this system is done. => 5x30 = 150 clicks to get a list of mission 60 orders. We all did this, even in the MMO. The tedium didn't deter us. Now it's singleplayer, maybe player hosted sever multiplayer in the future. So might aswell remove the tedium.
What if in the starmap there was a single order that said "Scan every system in the sector" or "Scan Sector" that added these 60 orders in 2 clicks? (maybe even with an optimal route, to minimise back and forth travelling?)
Not urgent by any means, but would take some tedium out at least.
And no I don't want a scan galaxy order :D (and there is no use for that really, you'll find all Q254-255 in under 50-100 sectors probably).
So that are 15000 clicks that could be reduced to 200 clicks for scanning 100 sectors of 30 systems
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Option to turn off autoimports of airports for those who don't want it. |
Posted by: Ivan - 04-14-2024, 02:10 AM - Forum: Arena of Ideas
- No Replies
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As the title says, it's singleplayer now, it would be neat to have the possibilty to have only "real logistics" like in X4 Foundations, were every good is only ever transported through a ship, never teleported. We also have broker shipments (magical teleportation between systems). I never use those and am glad it is not forced upon me. I'd like to have the same choice with airports.
Could be for goods, but also for passengers/migration. Ringworlds/habitables and self sufficient colonies would suddenly become alot more valuable.
Since it would be optional, you could still have magical teleportation, if you so desired.
Then something I think could add some sort of missions (this is just an idea and wouldn't bother me if never implemented, because I could just send ships myself)
The above could be coupled with shipments & people wanting to travel somewhere ("passenger shipments") being issued by cities (and by the player), which ships set to trade and/or ferry passengers around the system could then fulfill, . Instead of shipments, these ships could just look at supply and demand from cities directly perhaps, just like the autotraders from X4 (and I think the passenger transports in X3TC, or were they only for player use?).
So you could still send shipments, but they would only effectively be fulfilled if one of your own ships (or an AI empire ship) actually pickup and deliver the order.
The shipless, magical transportation is one of my gripes with Hazeron atm (after the bigger issues like the designer tedium and the lack of threat/interaction/combat).
The main thing I'd like to see changed is just: IF (checkbox in settings or better yet at the airport/broker is marked=false) THEN Airports autoimport goods = false. (idk if it's that easy) It could be set to autoimport by default. Or perhaps link it to the broker: no broker => no autoimports.
However if making it a setting at the airport, that is NOT marked by default, it would mean you would have to finish an airport first, before being able to set it to autoimport: no more unfinished airports importing things. => back to the old way of establishing colonies, which actually needed a ship or crates filled with materials.
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