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  Avatars can't join empires. Founders aren't made emperors.
Posted by: Vhwatgoes - 05-05-2020, 10:28 PM - Forum: Prerelease Bug Reports - Replies (3)

Update: As of the server reboot today (May 6th, 2020), things are back to normal.
_______________

As of maybe a few days ago, no empire citizen lists are being updated. New empires show as "Forgotten Empire ##", and their founders aren't being made emperors.

New players have their early games stumped, as they have no authority over buildings at all.

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Bug Production bonuses apply twice per shop (Exponential bonuses)
Posted by: Vhwatgoes - 05-01-2020, 04:58 PM - Forum: Bug Reports - Replies (5)

The formula for output is currently: [ (10 x Shops) + (1 x NumOfBonuses x Shops ^ 2) ] x 2

The expected formula is: [ (10 x Shops) + (1 x NumOfBonuses x Shops) ] x 2


This means with one bonus: 
100 shops will produce at 10x the expected linear output.
1000 shops produce at 92x the expected linear output.
30000 shops produce at 2,728x the expected linear output.


This also causes materials to multiply with smaller and smaller inputs, creating stuff from nothing.

Some examples from Vooker, but I have verified the formula with other processes and additional bonuses:

[Image: Screenshot_174.png]
[Image: Screenshot_175.png]
[Image: Screenshot_176.png]
[Image: Screenshot_670.png]

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Information Add info to HUD Sensor Target
Posted by: Vhwatgoes - 05-01-2020, 12:39 PM - Forum: Arena of Ideas - No Replies

[Image: roHVqpV.png]

Sensor targets are pretty oblivious. It would be nice to have a name like "Empire - Capitol" or "Empire - ShipName"  to the left of the rangefinder so that player Helmsmen and other crew can be fed more information from the sensordude instead of the captain having to switch between them.

[Image: SkZB5pq.png]

I realize the firing station already includes some of this information, but it would be nice for all participating crew to see.

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  Allow Designating One Avatar as 'Online' for Exploration Purposes
Posted by: voyager - 04-30-2020, 06:30 AM - Forum: Arena of Ideas - Replies (2)

I was chatting with lajret and realised that players who can leave their computers on overnight to run long exploration missions are unfairly advantaged. Perhaps allowing accounts to designate an avatar as 'online' for the purpose of exploration would act as a compromise? Since the restriction of exploration to online avatars is fairly agreeable in-context and banning AFK exploration seems both unenforceable and impractical. The additional benefits would be user energy and server bandwidth savings, and cons being that it encourages AFK exploration.

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  Travel Restrictions
Posted by: voyager - 04-30-2020, 04:20 AM - Forum: Arena of Ideas - No Replies

Sometimes you can get solar systems with companion stars in tight orbits such that the wormholes are very close or even inside of the companion star! This can be a massive hazard to ships, despite the fact that such danger is inferable from the observatory report and strictly obvious after exploration. Therefore, it should be possible for empires to set travel restrictions such that AI will avoid moving through select systems when on longer journeys. This has the added benefit of allowing empires to avoid other hazards, such as perhaps a system with an enemy base.

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  2020-04-29 Client Crash, Noob Teleport
Posted by: Haxus - 04-29-2020, 10:59 PM - Forum: Updates - Replies (24)

Client Crash
Someone reported a persistent crash whenever they logged in to one of their avatars.

Fixed an error when evaluating the environment on ringworlds. The error was introduced during the etherium changes.

Noob Teleport
Someone suggested that it would be handy to let new emperors teleport around on their homeworld.

New emperors can now teleport to any place on their homeworld. Right click on the map to do this.

The "new" state of an avatar is cleared when any of these things happens:

  • The avatar stands at a building site.
  • The avatar stands inside a spacecraft.
  • The avatar boards a vehicle.
  • The avatar accepts a berth aboard a spacecraft.

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  RE: Unable To Enter Game - Posting Etiquette
Posted by: voyager - 04-28-2020, 04:22 PM - Forum: Cantina - Replies (5)

(08-08-2018, 09:05 PM)Haxus Wrote: If you are unable to enter the game, please post in this topic. It will get quick attention.

Your post will be removed when I think the problem is resolved. Please repost if it persists after that.

(04-28-2020, 12:44 PM)AnrDaemon Wrote: Please don't flood this thread. One post per character is enough.

I'm just following instructions m8, and people were doing the same in the last thread. Does editing a post even signal a change to the thread? If it doesn't, it'd be near impossible to track for a large playerbase. Maybe Haxus can weigh in, since both reporting styles are in play.

I've made this thread to keep the other clean and also invite discussion.

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  Small Designer Improvements
Posted by: voyager - 04-28-2020, 10:58 AM - Forum: Arena of Ideas - No Replies

The most glaring annoyance with the designer, in my opinion, is how it makes editing difficult. This is because it has a very weak sense of semantic grouping in the form of rooms/associations and hides important information such as transporter pads. By doing this, the designer impedes organisation and makes iterative workflows a drudgery. Therefore, I suggest the following:

  • Hierarchical node grouping system like in Blender. This will allow more natural semantic groupings separate from the ones needed for lighting, turbolift operation and doors. It will also make accessing the otherwise hidden properties of nodes easier, as they can be represented as children of the parent node.
  • As implied by the first point, reification of the hidden properties of nodes. Things like seat location, seat type, emitter location, weapon style, transporter pads, etc. should all be visible and/or manipulable.
This would also obviate the need for some of the operations like the one that sets emitter location and enlarge the scope of modular parts.

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  2020-04-24 Server Crashes, Vehicle Disintegration, Pilot to Planetoid, Refinery
Posted by: Haxus - 04-24-2020, 07:57 PM - Forum: Updates - Replies (9)

Vehicle Disintegration
While tracing the server crash problem, a previously unknown problem was uncovered. Vehicles were being fetched to buildings in environments that were too harsh for the vehicles to exist. The vehicles were then destroyed by the environment, causing more vehicles to be fetched and destroyed.

Vehicles no longer suffer hull stress damage when new and at a building site.

Server Crashes
The vehicle disintegration problem helped to find the etherium bug that has been plaguing the servers.

Fixed etherium bug that fatally broke some data if multiple threads simultaneously changed an atom's parent atom to something different.

Pilot to Planetoid
NPC pilot does a poor job of flying to a planetoid. He tends to fall behind it as it orbits, then chases it without ever getting close enough to be in its gravitational zone.

Navigator now leads the destination world when it is part of an asteroid belt.

Land at Airport on Planetoid
NPC pilot will not land at an airport on a planetoid in my system.

Fixed error checking for obstructions at the landing site.

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Star 'Search Nearby Systems' Reveals Planets and Ringworlds
Posted by: Vhwatgoes - 04-23-2020, 03:03 PM - Forum: Prerelease Bug Reports - Replies (1)

Going to the Star Map Solar System Seach....

[Image: tp3AbTI.png]

In the menu, since the filters only give results of scanned systems, leave them blank and only enter a parsec range. Receiving a full list feels like bypassing the limited filters, but it also has a generous but limited range.

[Image: rpq02QO.png]

"Observed, not Surveyed" status doesn't reveal resources, but reveals world dimensions and a few other things.

It feels like an exploit compared to how Ringworlds have been traditionally discovered.

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