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| 2018-10-26 Troops at Posts |
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Posted by: Haxus - 10-26-2018, 11:52 PM - Forum: Updates
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Troops at Posts
Troops do not appear at their designated spots at military buildings.
Troops now appear at guard posts at military buildings. One troop can appear per minute, up to the number of workers at the building.
Citizens at Posts
Citizens do not appear at their designated spots at buildings.
Citizens now appear at posts at buildings. Citizens appear due to your presence. While you are at a building site with citizen posts, those posts will be filled, up to the number of workers at the building.
Construction Process Show Component Roles
When a building analysis shows its construction process, it would be nice to know what things are required.
Construction process in building design analysis now shows the role of all components. Manufacturing process in spacecraft design analysis also does this now. Required components that get consumed are now listed first, followed by modifier components.
Server Deadlock
A server deadlocked.
Fixed deadlock while firing energy weapon at a ground base.
Location Under Water
I get a message when drawing roads that says, "Location Under Water". The cursor was green. I thought that was fixed.
Fixed an error in the road width used on the client to verify the location.
Fixed roads to not care about water at all.
Automatic Door Bug
I made a guard post with a gate that opens/closes. I walk up to the gate and it opens but it seems to be out of sync with the state of the gate/door on the server.
Fixed automatic door open bug on server.
http://hazeron.com/splash/Hazeron.Oct-26...01-824.png
Take Gear From City
NPCs that are created in new cities equip themselves based on gear in the city inventory but they don't take those items out of the city's inventory. A city with one rifle could arm an army that way.
Finished NPC gear init code. An unfortunate bug in that code cause a bunch of servers to crash right away when they were restarted. It is fixed and the servers restarted.
Troops Upgrade Equipment
Troops in new style cities do not upgrade their equipment when the city gets better stuff. My guards are standing around with bricks but my city has rifles and ammo.
Troops in new style cities now upgrade their equipment hourly.
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| 2018-10-23 Broken Terrain, Morale, Suffocation, Starvation, Road Draw Bug |
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Posted by: Haxus - 10-23-2018, 03:49 PM - Forum: Updates
- Replies (1)
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Broken Terrain
The terrain at the margins between roads and buildings is broken. There are hills or ditches where the terrain used to be level. This leaves voids under buildings and buries buildings in the sand.
Fixed an error that was introduced when craters were allowed to deform roads. Nothing needs to be done on the client side. The terrain will be correct with this update.
Morale
The negative effects of morale have been disabled since morale was implemented in the new buildings, to allow time to make adjustments.
Negative effects of morale are now implemented. Citizens may move away when morale is below -1.
Suffocation and Starvation
Population loss due to suffocation and starvation have been disabled since they were implemented in new buildings, to allow time to make adjustments.
Citizens will now die due to suffocation and starvation.
Road Draw Bug
When drawing roads near the coast, I often get a green cursor indicating the road is ok but when I click no road is made. This can be very frustrating at times.
Fixed a function that was performing further validation after the primary construction validator was happy. The result of this is roads can now go from land to under the sea.
I had a to-do item to permit this. There is no real reason not to, with the new style buildings. Old style cities could not do this because the entire city was considered to be an under sea city or not, which affected various things.
Empty City
I started a new empire and built my first city. The city grew to some size. Coal was needed to produce electrical power. The closest coal was a long way away so I built a new town there. The only homes in town were provided by a single large apartment building. Nobody ever moved into the homes. I built a wharf in each town, to connect them by sea. Still no citizens. I build a long road to connect them by land, no citizens. Curiously, it did have workers.
The coal town had only one home building making periodic attempts to get citizens. No citizens meant no babies. No airport meant no air/space travellers. That only leaves indigenous as a source of new citizens. The old town had lots of homes and its population was not full so it was getting all the indigenous as they became available, at a faster rate because its morale was higher.
To alleviate this situation, empty homes are now particularly attractive to citizens. - Citizens will move from a home with 2 or more residents to an empty home in another city, as long as the destination's morale is 0 or higher.
- Citizens move by sea if each building has wharf access.
- Citizens move by land to buildings that are connected by land.
- Only civilian citizens move in this way. Residents of military buildings do not move.
- Civilian citizens will move to empty military homes.
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| More effecient method for moving bulk items from a ship's HOLD? |
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Posted by: Snowmantis - 10-21-2018, 03:04 AM - Forum: Cantina
- Replies (2)
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Is there a way to move bulk items from the hold to your personal inventory? Something like standing at the capitol and setting the number of goods you can take from a building's inventory.
I recently chose poorly on a building for beginning an outpost and moving hundreds of stone from the hold to the building site on a motorcycle was not fun.
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| Empire Building Blueprints List |
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Posted by: Deantwo - 10-17-2018, 03:46 PM - Forum: Arena of Ideas
- Replies (6)
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Currently the construction window simply list all valid building blueprints for the selected building type, and has some limited options for filtering the list there.
This still means that the list is very long and confusing, especially for new players.
I suggest that each empire get a list of building blueprints that will appear on the construction window. The emperor (or government official with specific permission) can add public building blueprints to the empire's list of building blueprints from the building blueprint exchange.
This will allow the empire leader(s) to define a theme for the empire for members to follow, and limit the amount of public building blueprints available to a new player before they know what is what.
If a non-emperor player need a blueprint that isn't in their empire, they just burn the blueprint onto a disk/media and use it that way.
Source: http://hazeron.com/phpBB3/viewtopic.php?...70#p102670
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| 2018-10-17 Story, Jurisdiction Bug, Launcher |
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Posted by: Haxus - 10-17-2018, 02:06 PM - Forum: Updates
- Replies (3)
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Story
A lot of time was spent working on the story engine and story scripts. - Improvements were made to the capabilities of the story engine.
- Script compiler was improved, resulting in the detection of logical errors in a script.
- Scripts were improved to eliminate stuck situations.
City Jurisdiction Bug
Following Targoss instructions, I built a mine, farm, capitol, and police. The mine and farm were not part of the city until the server restarted.
Fixed assignment of city jurisdiction when a new police station was created. It was ignoring buildings that did not belong to the same empire as the capitol. Those first buildings were empire 0. Jurisdictions are verified when servers reload. That code did not have the error so the jurisdictions were corrected at that time.
Launcher
It would be nice if the launcher would notify when a new version of the launcher is available.
Launcher now shows a message if a newer version is available.
Mail Name Bug
When a new avatar is created and enters Hazeron for the first time, their name is not correct on the mail window, until after they relog.
Fixed incorrect avatar name bug.
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| Glassings beam |
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Posted by: Norm49 - 10-15-2018, 01:47 AM - Forum: Arena of Ideas
- Replies (3)
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It would be cool to be able to glace planet like the Covenant in halo. But also having ship that can undo the glassing for balance game play.
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