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Workshop inaccessible in ...
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How to modify a buiding ?
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Currently i have an issue...
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Ioplasma recipe missing i...
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No Record of Shipment Fou...
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| Asteroid Appears Unbeatable For AI Using Ballistics + Missiles |
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Posted by: voyager - 04-13-2020, 10:07 PM - Forum: Prerelease Bug Reports
- Replies (1)
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So today was my civilization's doomsday, and for RP reasons I wanted the ship I sent out to use large missiles and piercing heavy weapons ammunition. Unfortunately, it seems the officer could not destroy it using 300 missiles and 3000 rounds of QL >150 ammunition. For the missiles, I think the issue was that the AI follows the asteroid at a distance of >5k by default, thus at 1km/s, the 5s lifetime of the missile is too short to actually impact the target. As for the bullets, they seem to just shoot off to the side of the asteroid. While I understand getting the AI to work better is an ongoing project, I feel this could negatively surprise many of the expected steam players as not everyone might have energy weapons in reserve or the time/skill to handle the asteroid themselves.
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| Possible Bug: 'Hold Fire' Stance Prevents Harvesting |
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Posted by: voyager - 04-13-2020, 07:20 PM - Forum: Prerelease Bug Reports
- Replies (2)
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I think it's a matter of opinion, but Deantwo suggests we treat it as a bug. A ship with the 'hold fire' stance will do nothing when ordered to harvest, even though the usual 'earn our keep' message plays. A compromise may be just a follow-up message from the crew saying "holding fire" in response to the order to harvest.
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| 2020-04-13 Assorted Bugs, Account Status |
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Posted by: Haxus - 04-13-2020, 02:26 PM - Forum: Updates
- Replies (8)
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Account Status
It would be nice to see my account expiration time and status in the game and to be able to buy more time there. This is essential for the Steam version.
The Bio(F8) window now has an Account page to view the current status of your login account. There is a button to open your web browser at the Accounts page of the Hazeron.com web site. Login there to buy more time using PayPal.
Unfortunately, the PayPal buttons require a complex conversation with the PayPal servers that is beyond the scope of what I want to do inside Shores of Hazeron. It is more than just opening a link.
The Steam version will conduct the conversation with the Steam servers without leaving the game. That is part of the Steam API.
Due to the nature of this change, players are now permitted to login to the game when their account is expired. Avatars are extremely limited in what they can do on an expired account. Messages inform you when this is the case.
These are the specific limitations when your login account is expired: - You cannot create a new empire.
- You can only communicate on the Voice channel.
- You cannot alter a mission.
- You cannot publish or unpublish blueprints.
- You cannot conduct diplomacy.
- You cannot construct or demolish buildings, roads or fences.
System Transition Bug
On sytem transition the ship changes direction and reverts to 0m/s.
Fixed.
Server Crashes
There have been a number of server crashes this week.
I traced and fixed some of them, which reduced the frequency of crashes a lot. They are not all fixed; I'm monitoring them and tracing them as I can.
Server Monitor
The Server Monitor is a program I use to keep watch over the SoH servers. Server monitor no longer notices when a server is deadlocked. Due to the etherium change, the status poll of the server monitor program no longer hangs if an atom manager thread is deadlocked.
Created a test that tells the status poll when an atom manager thread is deadlocked.
Export Star Map Broken
Star map exporter no longer includes system information.
Fixed.
Star Map Search Broken
Star map resource search window no longer works.
Fixed.
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| Conquest of Solar Systems |
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Posted by: Deantwo - 04-13-2020, 08:31 AM - Forum: Arena of Ideas
- Replies (51)
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We were talking about this a couple weeks ago, and people were talking about it last night too. So lets start a new thread for this.
See also: (Idea thread) Formal War Declaration
I was playing with the idea of instead of declaring war on an empire, since empires are a weird and easily exploitable entity. And cities can be deleted or rebuilt in an instant, such as bulldozing capitol and building a new one. Maybe it would make more sense if you had to declare war on a solar system rather than an empire or city.
A solar system is a place that contains stuff and and it can't be changed (aside from its name). The owner of stuff in the solar system can change at the drop of a hat via surrender mechanics or be bulldozed. But most of the value is the solar system itself.
Also at the same time to slow down the amount of damage a single attacker can do in just a few hours, it would also be beneficial if the attacker had to leave warships in a solar system for an extended period of time to not make all attacks end within the same hour of the attacker entering the solar system.
This would also slow down wars a lot, making for a more relaxed and strategic movement of ships and frontlines.
Example for thought:
An attacker goes to the solar system they want to capture or destroy. They can freely attack all military targets in the solar system, such as; spacecraft, space stations, and military buildings. But they would not be able to harm civilian buildings right away.
In order to target or capture civilian targets, the attacker would have to contest/siege the solar system by removing defender's military presence. Then the spacecraft would have to remain in the solar system for an extended period of time, broadcasting propaganda and such on the hail channel so the inhabitants knows about it. Could even be a whole week for the capital solar system of an empire.
The defender can then try to stop the siege, or even broker peace with the attacker. Even if the defender is totally unable to do anything to defend themselves and no peace can be found, they will have time to request help from others. When the siege completes the attacker can destroy or capture any city, building, or world in the solar system.
In the end, this would mean that civilian targets can't simply be destroyed over night. The attacker would have to leave at least one spacecraft in the solar system, preventing them from destroying a whole empire with just one spacecraft over night.
Ok, let whatever else brainstorming begin!
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| Can't explore |
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Posted by: Xantheose - 04-11-2020, 09:28 AM - Forum: Prerelease Bug Reports
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Hi
System scanning fill the system map tab with all informations, planets, quality of each ressources, but in the star map all theses systems are considered as unexplored or visited systems.
Refreshed map and even systems scanned 2-3 days ago are still unexplored, even if i'm in.
>dean inb4 but... but xantheose you have to give me your location, system name, ship name and id, also provide a link to the .SoH
No. Haxus will pm if he need that. But it's not necessary since it is very easy to reproduce, just have to scan a system in a new sector.
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| Haxus OK ? |
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Posted by: Greydog - 04-10-2020, 11:04 PM - Forum: Cantina
- Replies (21)
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In normal times I wouldn't ask this question ..I would simply be patient. But things being as they are I can't help but hope that he's alright and it's the game bugs that have silenced him ..not the covid bug.
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| Problem with AI - landing at wrong City and airport |
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Posted by: Snowmantis - 04-10-2020, 12:49 AM - Forum: Prerelease Bug Reports
- Replies (2)
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The AI pilot decision process seems to have difficulties determining the proper landing when city names are similar. 100% reproducible (so far)
Scenario:
City number 1 with airport in Zone 1 - Lets call it "Maga City1"
City number 2 with airport in Zone 2 - Lets call it "Mega City2"
Instruct AI to orbit over "Maga City1"
Instruct AI to land at airport "Maga City1 Airport Terminal"
The AI almost always lands at "Maga City2 Airport Terminal"
Seems like there is some landing logic overriding the command as this is the second planet with this issue.
WORKAROUND = renaming at least one city without the space corrects the issue. I.e rename "Maga City2" to "MagaCity2". Just strange that there seems to be unique IDs for many things in SoH, yet the cities and airports don't have a unique ID or the landing logic is not using the unique ID?
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