The following warnings occurred:
Warning [2] Undefined array key "attachments" - Line: 20 - File: portal.php(680) : eval()'d code PHP 8.5.4 (Linux)
File Line Function
/inc/class_error.php 157 errorHandler->error
/portal.php(680) : eval()'d code 20 errorHandler->error_callback
/portal.php 680 eval
Warning [2] Undefined array key "attachments" - Line: 20 - File: portal.php(680) : eval()'d code PHP 8.5.4 (Linux)
File Line Function
/inc/class_error.php 157 errorHandler->error
/portal.php(680) : eval()'d code 20 errorHandler->error_callback
/portal.php 680 eval
Warning [2] Undefined array key "attachments" - Line: 20 - File: portal.php(680) : eval()'d code PHP 8.5.4 (Linux)
File Line Function
/inc/class_error.php 157 errorHandler->error
/portal.php(680) : eval()'d code 20 errorHandler->error_callback
/portal.php 680 eval
Warning [2] Undefined array key "attachments" - Line: 20 - File: portal.php(680) : eval()'d code PHP 8.5.4 (Linux)
File Line Function
/inc/class_error.php 157 errorHandler->error
/portal.php(680) : eval()'d code 20 errorHandler->error_callback
/portal.php 680 eval
Warning [2] Undefined array key "attachments" - Line: 20 - File: portal.php(680) : eval()'d code PHP 8.5.4 (Linux)
File Line Function
/inc/class_error.php 157 errorHandler->error
/portal.php(680) : eval()'d code 20 errorHandler->error_callback
/portal.php 680 eval
Warning [2] Undefined array key "attachments" - Line: 20 - File: portal.php(680) : eval()'d code PHP 8.5.4 (Linux)
File Line Function
/inc/class_error.php 157 errorHandler->error
/portal.php(680) : eval()'d code 20 errorHandler->error_callback
/portal.php 680 eval
Warning [2] Undefined array key "attachments" - Line: 20 - File: portal.php(680) : eval()'d code PHP 8.5.4 (Linux)
File Line Function
/inc/class_error.php 157 errorHandler->error
/portal.php(680) : eval()'d code 20 errorHandler->error_callback
/portal.php 680 eval
Warning [2] Undefined array key "attachments" - Line: 20 - File: portal.php(680) : eval()'d code PHP 8.5.4 (Linux)
File Line Function
/inc/class_error.php 157 errorHandler->error
/portal.php(680) : eval()'d code 20 errorHandler->error_callback
/portal.php 680 eval
Warning [2] Undefined array key "attachments" - Line: 20 - File: portal.php(680) : eval()'d code PHP 8.5.4 (Linux)
File Line Function
/inc/class_error.php 157 errorHandler->error
/portal.php(680) : eval()'d code 20 errorHandler->error_callback
/portal.php 680 eval
Warning [2] Undefined array key "attachments" - Line: 20 - File: portal.php(680) : eval()'d code PHP 8.5.4 (Linux)
File Line Function
/inc/class_error.php 157 errorHandler->error
/portal.php(680) : eval()'d code 20 errorHandler->error_callback
/portal.php 680 eval




Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 1,245
» Latest member: Virtualize Me
» Forum threads: 1,571
» Forum posts: 9,555

Full Statistics

Online Users
There are currently 357 online users.
» 0 Member(s) | 356 Guest(s)
Bing

Latest Threads
Shores of Hazeron Source ...
Forum: Updates
Last Post: OnePercent
10-25-2026, 01:08 AM
» Replies: 16
» Views: 1,150
Shores of Hazeron Develop...
Forum: Updates
Last Post: OnePercent
10-25-2026, 01:05 AM
» Replies: 28
» Views: 4,132
ESI Design Catalog
Forum: Design Studio
Last Post: jakbruce2012
10-20-2026, 01:20 AM
» Replies: 2
» Views: 5,874
Airplane Saga
Forum: Cantina
Last Post: Phoenix
10-14-2026, 11:13 AM
» Replies: 9
» Views: 9,670
Workshop inaccessible in ...
Forum: Hazeron Starship Bugs Closed
Last Post: SailorJerrys
09-14-2026, 03:48 AM
» Replies: 2
» Views: 1,053
New Web Server
Forum: Updates
Last Post: jakbruce2012
09-02-2026, 11:44 PM
» Replies: 13
» Views: 6,119
Using AI to get multiplay...
Forum: Arena of Ideas
Last Post: asphere8
08-28-2026, 01:51 AM
» Replies: 1
» Views: 618
Hazeron Play By Email (PB...
Forum: Cantina
Last Post: Celarious
01-11-2026, 02:03 AM
» Replies: 1
» Views: 1,961
How to modify a buiding ?
Forum: Cantina
Last Post: netshaman
11-28-2025, 02:36 PM
» Replies: 2
» Views: 1,703
Are NPC's allowed to pilo...
Forum: Cantina
Last Post: AnrDaemon
11-13-2025, 02:52 PM
» Replies: 3
» Views: 1,913

 
  Upgrading the Q of resources
Posted by: StreetCaptain - 02-03-2019, 08:17 AM - Forum: Arena of Ideas - Replies (9)

I think there should be a way to get higher Q resources than what are available in your environment. 

I propose a mid-late game technology that will, at cost, give you materials of a higher Q.

Say you only have Q100 Metal and want Q150? Maybe for every 10 points of Q, the materials required go up by a factor of ten, starting at a ratio of 10:1. So, to get your Q100 metal to Q150, it would take 1,000,000 metal to make 100. I feel like this would make it more viable to actually mine/pump/otherwise acquire low Q materials from your environment. This ideo obviously needs more work to be properly considered, but I'm posting here as kind of a marker of my thoughts so far, before I forget them.

Print this item

  2019-01-30 Spacecraft Factory, Targoss, Libraries
Posted by: Haxus - 01-30-2019, 03:20 PM - Forum: Updates - Replies (11)

Spacecraft Factory Bug
A newly built spacecraft factory can build any ship in 3 seconds. This bug was reported by several people in various forms.

The problem affected all manufacturing, not just spacecraft factories. When a building fetches materials from its own stores, labor is added to the process, which increases the time. When a building fetched materials from other connected buildings, it was not adding labor to the process. This is fixed.

In the process of fixing this bug, I found that my spacecraft factory did not automatically manufacture spacecraft at all. Workers were not fetching materials or running processes at the spacecraft factory. This is fixed.

Targoss and Гага́рин Never Despawn
Targoss and Гага́рин will stick around after their story ends.

A vital cleanup function was missed, if the story instance was dropped shortly after it started, before ever being saved to the database. It is fixed.

Targoss is Indestructible
Targoss' story ends, leaving an indestructible Targoss in the area.

Story characters now lose their invincibility setting, if any, when their story instance terminates. There you go; you can now kill Targoss again.

Targoss Appears in Space
Targoss appears in space, aboard spacecraft, and other useless places.

Targoss tutorial now requires that you be inside the atmosphere of a world and not aboard a spacecraft.

Shields Not Charging
It was reported that shields do not charge while in the down state. They are supposed to charge at a much faster rate when down.

I need to see an example of this because I cannot reproduce the problem. Shields seem to charge properly in my tests. There could be a numeric precision error on ships with very large shield capacity; again, an example is needed.

Rating Bug
Ratings do not update. After rating a blueprint in the exchange, my rating does not show up. It does appear on the web site after a few minutes.

Fixed a silly bug created while tidying up, just prior to building the previous update.

Libraries Nerfed
After upgrading operating systems on my development computer and debug servers, the gdb debugger started having trouble setting break points in my own libraries. This caused the search for the spacecraft factory bug on the running servers to become tedious and time consuming. I could not continue that way, hoping for an update to gdb that might fix it.

The solution was to statically link my libraries, instead of dynamically linking them into DLLs. Now there are less individual files downloaded by the launcher. The executable files grew a bit larger, for SoH and SoH Mail. The net result is smaller than using DLLs.

You do not have to do anything at your end. The old libraries can safely remain in the Shores of Hazeron/Programs folder. Nothing will use them. The launcher will not remove them. Here is the list of obsolete libraries, in case you want to manually remove them.

Windows

  • AuAtom13.dll
  • AuClientBase13.dll
  • AuData13.dll
  • AuDesigner13.dll
  • AuGL13.dll
  • AuGlobal13.dll
  • AuLoginClient13.dll
  • AuMail13.dll
  • AuMath13.dll
  • AuUtil13.dll
Linux
  • libAuAtom.so.13
  • libAuClientBase.so.13
  • libAuData.so.13
  • libAuDesigner.so.13
  • libAuGlobal.so.13
  • libAuGL.so.13
  • libAuLoginClient.so.13
  • libAuMail.so.13
  • libAuMath.so.13
  • libAuUtil.so.13
Hazeron Commander Nerfed
Hazeron Commander program is bulky and nobody uses it.

Hazeron Commander was removed from the distribution. A new launcher was posted with the Commander button removed.

UPDATE: Hazeron Commander is back. I am posting an update to the launcher update now, with the Commander button restored. I also added the launcher version number to its settings window, since it was not visible anywhere else.

Print this item

  Make walls smooth to walk next to
Posted by: Reinhard - 01-30-2019, 12:55 PM - Forum: Arena of Ideas - Replies (5)

As title says, the barriers/room void's are too 'sticky' for the player when passing them even at shallow angles. Here's an illustration demonstrating the difference between how collision friction is handled in TESV: Skyrim vs how it is in Hazeron. A smoother transition between collision and travel is appropriate in my estimation.

Skyrim: https://i.imgur.com/Ru88a0Q.gifv
Hazeron: [Image: lnDidDg.gif]

Print this item

  What blueprints am I supposed to use?
Posted by: kast - 01-24-2019, 06:38 PM - Forum: Cantina - Replies (5)

When starting out the game, there are a huge amount of building designs to choose from, most of them being too large and complicated for a stone age town. As someone who is new to this new system, how do I know which design to use for each building? Can I just use a default design? This aspect of the game seems so overcomplicated that it is sort of ruining my experience. I shouldn't have to scroll through every single design to try to find a simple building that I am actually able to use.

Print this item

  2019-01-23 Blueprint Ratings, Harvest Preons
Posted by: Haxus - 01-24-2019, 04:13 PM - Forum: Updates - Replies (5)

Blueprint Ratings
A rating system is needed for blueprints in the spacecraft and building exchanges.

Blueprint rating system is now in place.

  • Rate Blueprint button added to blueprint exchange windows.
    • When rating a blueprint, a review can also be entered.
    • An avatar can rate each blueprint only once. Subsequent ratings by the same avatar will replace their previous rating/review, for that blueprint.
  • Ratings are associated with the id of the blueprint.
    • A blueprint that is finalized again later, perhaps after changes, receives a new id with no ratings.
    • The old ratings do not transfer to the new id.
    • A blueprint that is unpublished then republished does not lose its ratings.
  • View Blueprint Ratings button added to blueprint exchange windows.
  • Construction blueprint filter by rating.
    • Filter can now consider rating of blueprints in the exchange.
    • Minimum rating can be specified.
    • Rating filter only applies to blueprints in the exchange, not to blueprints in your gear.
  • Ratings appear on the blueprint pages on the web.
    • Blueprint list shows average rating of all reviews.
    • Blueprint detail page shows all reviews.
Electricity Exploit
Fuel is free and I can sell electricity.

Fixed.

Electricity from Space
Should not be able to buy or sell electricity from orbit.

Fixed.

Harvest Preons
Harvest preons should not distinguish the type of preons.

The type of preon selected in the harvest preons mission order no longer affects the harvest operation. This is stated on relevant tooltips. The type of preon that is actually harvested is determined by the type of the star.

Ore Quarry
But taking a shot at building the basic quarry over the metal deposit made it automatically mine metal even thought the blueprint said stone only.

Quarry will no longer mine anything except stone. A quarry is created when a mine is constructed using a building with no shops, intended to provide an easy way to get started.

Open Channel Snafu
Another tiny thing that has always annoyed me, i can't opened a direct channel to a player, if i have a channel of the same name open already... i would love to be able to do that to invite multiple people to the same channel ^^;

This should work now.

Nonexistent Vehicle Processes
Remove mfg processes for nonexistent vehicles.

Manufacturing processes were removed for vehicles that have no 3D model and cannot be created.

Construction and manufacturing processes that depended on those vehicles were changed to reference a valid vehicle.

Flags Planted Stat
Needs to be a "Flags planted" stat on the avatar page lol

Flag planted stats will now be collected and reported.

Capitol Splitter Confusion
Prevent splitter on Capitol window from hiding the pane.

Splitter on capitol building window is now configured to prevent collapse of either of its panes. Previously, only the top pane was locked from collapsing.

Targoss Restart
Targoss says: most stories will restart if you drop them, this one will not

The Targoss tutorial will now restart repeatedly until it is finished, through the course of the story, not by dropping. The story will only restart if it is dropped. It waits at least three minutes to restart.

Early in the narrative, you are offered an option to skip the tutorial. That counts as finishing the tutorial.

If something goes wrong, you can now drop that story and wait for it to restart.

This change could result in the tutorial starting unexpectedly for some avatars.

Enemy Zuul
The Zuul unit is Shaman Lotar. Story characters are not supposed to prevent building construction due to the enemy presence rule.

Story characters no longer block construction.

Random Plant Bug
Building sites can specify the location of trees and shrubs. When those spots are set to choose the specie at random, only the common log tree or hay shrub is used when the building is placed in the environment.

Fixed a bug when selecting the random tree or shrub for building site landscaping. This eliminated a warning message that frequently appeared in the output stream, something about 'shrubcount == 0'.

libpng warning: iCCP: known incorrect sRGB profile
This warning appears in the output stream a lot.

A recent update to libpng started emitting this warning about a common condition found in png files.

The solution to the problem was to process all of my png files using the 'pngcrush' program. Pngcrush removes all unneeded data segments and recompresses the file using several lossless compression methods to determine the best result. In so doing, it corrects the incorrect RGB profile.

That process eliminated most of the warnings. As I find the source of the remaining warnings, I will fix them if possible. Every png file in my possession has been pngcrushed. I must assume the warnings are due to png files loaded by libraries that are not mine.

The warning itself is harmless and it can be safely ignored.

Print this item

  Can't Build Capitol?
Posted by: Heron - 01-17-2019, 06:53 PM - Forum: Cantina - Replies (8)

Hello all.  I've been a Hazeron player on and off for a number of years and just recently came back to see how things have been progressing. I paid the $5 bucks for 15 days and I like what I see - excited to get back out to the stars.

Anyway, I've started as a new emperor and have managed to build some unincorporated buildings in order to produce raw materials and such. I'm ready to found my first city but I can not find the capitol building anywhere in the build screen. I also don't see the police station as an option.  I took a deep dive into the wiki, tried youtube, briefly searched the forums, and then did all those things again. I just can't seem to find the answer.  I guess I'm missing some information somewhere... 

Could someone please instruct me on what needs to be done to place a capitol and found a city?

Print this item

  Empire Detection Mechanics Rework
Posted by: SpaceGeek - 01-17-2019, 01:21 PM - Forum: Arena of Ideas - Replies (1)

After discussing a bit with Dean on Discord, I had an idea to split up empire detection mechanics to be more logical and allow specific forms of detection, allowing an empire to place more deliberate focus into empire detection as an attainable goal. It would utilize Dean's suggestions as posted in his Fog of War and Deep Space Radar threads.


Radar Detection

Airports and Military Radars have different purposes. Airport radar is for tracking and identification while Military Radar should be dedicated toward threat tracking and targeting. I propose that Airports be able to show any vehicles within their range while Military Radar must exist in a city in order for defensive systems to target hostiles that aren't hovering directly above a city. In addition, airports and military radar will have a power consumption rating which determines their range. Airports will have a maximum rating lower than military radar, allowing military radar to be set to a larger potential coverage area. Detecting an alien ship within range would reveal the existence of the empire and its name, but not their planets or claimed systems until they are detected by one of the proposed Observatory types below.

As with Dean's idea, underwater cities would be undetectable by radar and any radar built underwater would have a nearly nonexistent range. This makes it effective for people wanting to hide a city from radar without giving them the unfair advantage of being able to detect others themselves.


Optical Detection & Fog of War

Observatories can detect the basic parameters of solar systems and planets at range, but the fidelity of reports depends upon the tech level of the blueprint for them. To see the status of a solar system, it must be within range of an observatory otherwise the system report reflects only the information available the last time it was in detection range or was last visited. Observatories can detect the optical effects of civilization upon a planet, but it takes time for these signs to become apparent (reflecting the time it takes for light to travel from the source to the observatory). The existing System Emission mechanic can be used for this.

Detecting cities via optical means will only reveal that an empire exists there, but no other details about it.

Unlike Dean's idea, I believe probes should not communicate with an observatory but with a new building type.


Radio Observatory

Radio Observatories detect transmissions coming from empire cities and ships. Detection of cities over long range occurs the same as the System Emission mechanic, but the lower threshold of detection is more relaxed: radio emissions can be detected much earlier (at a lower power rating) than by optical means. This reflects the real world potential of an alien civilization detecting our radio transmissions long before optical evidence of our cities is apparent. The existence of a Mass Media building would increase the time and range at which its planet is detectable. Detecting an empire via radio would reveal its name and any cities in a solar system.

Ships can be detected well outside of radar range, but the detection and ability to track the ship is not immediate and would depend on the ship, its crew, officer or captain communicating via the comm or by hailing. This makes it possible for a player to specialize in stealth by building cities underwater, utilizing mission disks and keeping communications to a minimum.

Wormholes should only appear in remote system reports if they are within range of a Radio Observatory. Considering that wormholes are ship-sized and they show visual radiation, it would make sense that radio emissions may be part of their nature. Perhaps polarities are detectable at higher TL blueprints.

Remote probes communicate via radio signals and would require a radio observatory to receive.

Hails and communications performed between ships and cities within the same system would not contribute to detection.


I believe there would be a more detailed progression to detection types with these ideas, increasing with tech level. As a civilization ramps up, it will gain the ability to use new types of detection while potentially making itself detectable to them and granting the potential to limit their vulnerability as well. Likewise, a civilization will be able to specialize in a specific area to have "optical stealth" or "radio stealth" on an empire level. It also reflects the realities astronomy in all its flavors. Optical astronomy has the longest range but is passive and will not reveal much about any empire detected with it other than the fact that they exist. Radar is short-range, immediate and reveals many characteristics but is not useful for long-range astronomy or remote detection of anything. Radio astronomy balances the middle-ground between Optical and Radar detection by revealing partial details at long range while making it possible for careless empires to reveal themselves from farther away.

Print this item

  Deep Space Radar Counter
Posted by: Deantwo - 01-17-2019, 12:25 PM - Forum: Arena of Ideas - No Replies

People wanting a reset seem to use the presence of the Weltreich empire's massive deep space detection network as a reason. Even if a reset was done, this issue would only return again if nothing is changed.

New-style radar installations can have such a long deep space detection range that you can detect others before they are ever able to detect you.

I suggest that power consumption of radar installations should scale with their size, and maybe even generate extra system emissions for the sole purpose of making such installations easier to detect by anyone that it can detect.
Preferably you should be able to detect anyone that can detect you.

This also mean reducing the deep space range of underwater radar installations. If you want to be undetectable, you shouldn't be allowed to detect others unless they can detect you first.

Related bug report: http://hazeron.com/mybb/showthread.php?tid=295

Print this item

  Fog of War
Posted by: Deantwo - 01-17-2019, 11:54 AM - Forum: Arena of Ideas - Replies (1)

One of the reasons people say they want a reset, is because old empires have a starmap with all systems explored.

This is only an issue because of how "explored systems" are handled. Once you have explored a solar system, simply by visiting it, you can forever and always see the current state of that solar system. If a new city is founded in an explored solar system two years after you were last there, you will instantly know about the new city.

To combat this issue I suggest that this "explored" status should be lost after some time without visiting it. System surveys should not be affected, only your real-time intel about the system.

Think of them as probes left behind from when your ship was there last, after some time those probes break down and need to be replaced. This also brings some interesting counter-intelligence options, for example allow your ship to remove all enemy probes from a solar system if it remains there for a vast amount of time.

In order to not make all space suddenly unexplored, the observatory building could maintain all probes in the neighboring sectors if it has power and a worker. Could even allow the observatory to slowly/randomly send probes to nearby solar systems, allowing you to gain some basic planetary information about nearby solar systems before reaching interstellar travel.

Print this item

Photo neat comparison
Posted by: Slaxx - 01-14-2019, 04:29 AM - Forum: Cantina - No Replies

[img]blob:https://imgur.com/1e9f9e2c-e867-4eb1-99c5-1ed6f105bcc6[/img][Image: Sqn09dp.png]

left: spacex's spacecraft
right: hazeron's rocket

Print this item