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| 2022-03-03 Bug Fixes |
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Posted by: Haxus - 03-03-2022, 09:03 PM - Forum: Updates
- Replies (20)
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The saga resumes. Some of these things were already reported in another thread.
Brand Logos
Brand names and logos were removed from all item models.
Officer Scuttle
Officer no longer scuttles their ship when homesick.
Small Title Bars
Window title bars are larger.
Chat Broken in Designer
Chat now works while you are in the designer.
Slow Warehouses and Storage Tanks
Warehouses and storage tanks used to import up to 100 units per import cycle. Now they will import up to 1000 units per import cycle.
NPCs Use Intergalactic Wormholes
NPCs can now be ordered to fly through intergalactic wormholes. They might even succeed.
NPCs cannot be ordered to fly through stargates yet. It's on my list.
Plant Density Reduced
The number of trees and shrubs created due to plant density values was reduced.
Sun Inside Black Hole
A core solar system was observed with a sun inside the radius of the black hole. This led to a bug that has caused a similar error, where a binary star orbits inside the primary.
Pilot Dives Ship into Black Hole
Fixed a bug that caused a pilot to try flying through the black hole when ordered to fly through a wormhole on the other side.
Suns Rendered as 3D Objects
Suns are no longer strictly rendered as sprites.
Sun Surface Temperature
I also delved into the surface kelvin temperature to produce a much greater distribution of sun light colors, instead of using the same RGB for every sun type, which was only 7 different colors. Now the color is calculated from the kelvin temperature, which is determined from the type and spectral decimal classification. The result is a broader more subtle differentiation of thousands of sun colors and the light emitted by them.
Gold
Gold ore now exists in the environment; it can be mined and smelted into gold. Gold is used to make cronodollars. Cronos are no longer manufactured using any other metals.
Gold Jewelry
Jewelry processes now require gold where they used to require metal. Gold could also find its way into other manufacturing processes.
Citizens Save Their Money
Citizens now withdraw some amount of money from the banking system and store it outside the banking system. The amount is determined by their morale, with lower morale causing them to squirrel away more money. This money is lost to the banking system forever.
Decay
Nothing about decay requires anybody to log in. Officers no longer get lonely if nobody hails them. Land rule prevents decay of cities in solar systems that are declared to be someone's land, as long as that someone's account is active.
Neutral Zone Eliminated
Twenty galaxies are accessible to all players, per the current Universe map in the wiki at https://hazeron.com/wiki/index.php/Universe.
Noncombatant State of Empires
When an empire has no players on line, it falls into a noncombatant state. A noncombatant empire cannot be attacked and its units will not attack anyone else.
Harvesters, trade operations, and manufacturing continue to function. Units and cities will interact with players who are on line as usual.
Diplomacy tab of the Governance window shows this status by color coding the empire name. A tooltip on the name explains the meaning of the color.
(01-14-2022, 04:38 PM)Haxus Wrote: Keeping it simple, the formula for noncombatant empires that I favor is beginning to look like this.
Empire becomes noncombatant 15min after the last avatar in the empire logs off. It is complicated to check all avatars on the same account and a player could easily sidestep this by using multiple accounts.
Units within orbital range of worlds with an empire military base are immune to attack; they will defend that area but they will not pursue enemies outside the area. Thus they become invincible defenders but their range is limited; otherwise someone will put a big invincible station somewhere bad, like near an intergalactic wormhole. The presence of a military base insures that no other empires have cities on the world, to prevent an invincible defense using an alt empire.
All other units continue to attack and defend as normal without immunity.
Harvesters continue to operate. Officers and crew execute their missions. Manufacturing processes grind away.
Maximum Ship Model Size Reduced
The size reduction was in megabytes, not in physical dimensions. The size limit of spacecraft designs is now 28MB; the uncompressed size limit is now 14MB. Based on the existing designs in the database, this new size would only exclude a few of them.
Fog of War
This was fun. When you are on a world that is unexplored, the world map is now shrouded to obscure the areas that have not been explored by you or anyone in your empire. Space vehicles in orbit automatically explore the entire world.
Fog of war is not implemented on ringworlds. The size of the data was just too large and it changes too much. It is rare to arrive at a ringworld other than by space vehicle so this should rarely be noticed.
Fog of War Bug
Fog of war now cleared properly when you are aboard a sailboat.
Aquatic Plants
Plants can now be found growing under the sea. Aquatic plants do not produce seeds and you can only forage hay from them.
This may get more attention later to improve the plant models to be more aquatic looking. I reused the same plants as on land with a shader that swizzles the colors to make them more red/brown instead of green. I also modulated the wind vector to be slower, like a water current. This all came together surprisingly well to present aquatic plants.
No Sex in Hazeron Starship
It is no longer possible to procreate in the solo game and indigenous people are always fully clothed. I wasn't happy with the Steam version being classified as adult only, like a movie rated X. This would severely limit the potential audience and those adults who did play would be disappointed if they expected to find something pornographic in this adult software.
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| NPC's EVA suits don't work |
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Posted by: mabmoro - 03-03-2022, 09:47 AM - Forum: Bug Reports
- Replies (12)
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I have a colony where citizens are spawning then immediately dying. It's airless, but I have air supply, power, food, and EVA suits/helmets. Confirmed in city status that all are in stock, and no penalties to morale for missing them. Can provide info as to specific colony as needed, but I've seen a few others posting similar things.
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| 2022-03-01 Game On Line Again |
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Posted by: Haxus - 03-01-2022, 11:01 PM - Forum: Updates
- Replies (13)
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The game is back on line again.
There was considerable resistance today. I wasn't sure if things were going to come together. Suddenly, everything was working.
I'll spend some time tomorrow looking at other build platforms, as suggested in the server updates thread.
I'll also get busy putting back the account stuff on the web page, so you can control your account and password. For now you must remember your old login name and password if you want to play.
One thing that has not been restored is the empire standings report and avatar pages. Part of me says this is too much information to give away. Any opinions?
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Giant ship creation |
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Posted by: Zorik5720389 - 02-28-2022, 01:52 PM - Forum: Design Studio
- Replies (2)
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What's the best way to make ships with >= 10^9 volume? Saw ships and stations before with such volumes back in SoH. Whenever I try to make similar giant ships, game starts to eat through my RAM and takes forever to finalize ship. On Windows it can somewhat finalize ship after an enormously long time with all this RAM eating, but on Linux it gets automatically closed when RAM+Swap limit is reached, making it impossible to finalize ship.
Tried to use trick with stacking cubes inside hull before, only increased volume by around 10%, which is not much. This way, finalization took longer than without them.
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| Trouble Creating Turbo Lifts |
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Posted by: Greydog - 02-28-2022, 12:54 AM - Forum: Design Studio
- Replies (8)
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I've been following Haxus's Tutorial on Turbo Lifts (several times now) and for some reason I can't seem to get it to work.
- Lift created according to tut.
- Stop created.
- Door cut between lift and Bridge
- Paths created/associated to door
- New stop created (Cargo Bay) ..Header confirms I am at new location
- Lift aligned to Cargo Bay
- Door cut
- Paths created/associated to door
At this point I rt click on the turbo lift icon, it confirms I have 2 stops (Bridge, Cargo Bay) and I am at the cargo bay.
- I click on bridge and nothing happens.
- I refresh and header confirms I am at the bridge but lift car is still at cargo bay
- I'm using off line designer that came with U6 with a working preview .. Preview starts me on the bridge. I can open the lift door but there is no car behind it.
I have literally deleted everything and redone the tutorial 4 times. I cannot get that car to move.
edit* https://cdn.discordapp.com/attachments/2...ulti-c.SoH
I'm out of ideas, any help is appreciated.
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Your experience with Syndicate |
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Posted by: Booterror - 02-15-2022, 10:57 PM - Forum: Cantina
- Replies (18)
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Hello folks, its recently come to my attention that certain people feel that the Syndicate is the one true problem that is preventing Hazeron from being successful.
Now, I'll admit that the image of the Syndicate holding a gun to the head of this game, safety off, finger on the trigger ready to kill it the second its successful is HILARIOUS to me... But I would say its rather far from the truth.
I suppose it could just be my viewpoint at fault here, So I've created this poll and thread to get to the bottom of things here!
Thank you for your time!
I know, being the first reply to your own thread is seen as a faux pas, But I'm a Syndicate OG I do as I please.
Anyway our glorious leader Staines wrote a wonderful summary of us in another thread, so I'm quoting it here as its rather relevant to the thread:
(02-15-2022, 09:10 PM)OriginalGangstaStaines Wrote: Going to be 100% open here as a member of Syndicate here.
Very rarely were we just outright horrible to people.
When we played as Syndicate in U3, most of what we did was stop noobstompers, or fight in Pan-Galactic War 2 with our allies, and then recruit all parties in the war after we'd intervened to stop it - this resulted in a very interesting playerbase because almost every player had been at war with each other in the past couple of years. It was a great melting pot of all kinds of players.
When we played as Harvesters in U3, we straight up roleplayed the light PVP and tried to cause as much drama and excitement as possible with the minimum of damage. The entire purpose was simply to get an exploit fixed as fast as possible by inflicting it on the galaxy in a silly, exciting way (the mothership) as emergent content. Virtually the minute the bug was fixed we stopped. It was entirely kayfabe except for a couple of people who were abnormally prideful, that we did kick a couple of times due to being nasty in chat to our members.
When we played as Exiles in U4, it was pretty brutal. We did our regular action of sweeping/recruiting the systems within 2 hours lightspeed around us so we could utilise the full economic yield of everything within a sector range of the capital. Fun fact, when syndicate used to claim the 15 parsec zone around our spawn capital, we'd actually recruit the people who spawned in near us, or we'd supply them with a colony ship with enough supplies to flatpack an entire planet and a moonbase, plus a couple of players to assist). Unfortunately due to the anonymous empire name (people's morale dropped immediately if they found out they were at war with syndicate), we ended up in an immediate war with the french, which resulted in a few small empires getting trampled after aligning with our enemies during the very violent fighting. None of it was out of malice, it was just a very full scale war that ended up with a few people getting very battered due to their positions on the wormhole network, and their faction alignment. Overall, fantastic war, very high intensity.
When we played as Syndicate at the start of U5, "the box", we never actually destroyed anyone in a particularly unjustifiable way? We declared war on the entire galaxy at once, with the option of "vassal or die" (something that was essentially meaningless in gameplay terms)... that was literally an inbuilt out-button to disengage from any PVP with Syndicate. Eventually, the only people we actually fought were the rebel alliance and a few players who were literally too prideful to exist in a multiplayer environment. I don't regret that at all, and on the contrary, I think it created really one of the absolute high points of Hazeron, where people on both sides had great memories of the interactions and the fun. There was very little real drama in that time that wasn't just a bit of kayfabe fun.
Basically...
Syndicate has always been a rational, reasonable, merciful, and inexorable force for fun in Hazeron. If someone harbors genuine ire for Syndicate, it's because either they don't understand the true nature of Syndicate, or they were mad about Pan-Galactic War 2 upending the power balance in U3, mad at being stopped from noobstomping, or they were too prideful to simply hit the "PVP-OFF" button during U5. The only other time we've shot at people is when they've been genuinely nasty, bitter, isolationist hermit weirdos, that abused our members. Oddly, encountering those people was more common than I would have liked, maybe Hazeron attracts them.
Even Syndicates odd catchphrase, "Sieg Syndicate, I guess?" is generally confusion, and entertained acceptance, of the fact that people considered us violent thugs, despite being one of the few legitimate real cultures in a universe of one-man-empires.
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