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  New Door Type and or Multi State Object
Posted by: jakbruce2012 - 09-23-2018, 05:47 PM - Forum: Arena of Ideas - Replies (2)

I would love to see a new type of door implemented, that instead of open or closed steps through its states one at a time.
One state advanced per button press, maybe even two button types(next state, and previous state).
No automation at all. No auto open or auto close, no action permitted by AI.

This could be used for screen covers, multi state shutters, movable equipment, reactor inspection covers, airlocks that require one door to always be closed, etc...

I'm wondering if this is even possible, and if so it would be an amazing feature to have.  Could be lumped in with the existing door object in the designer.

I suggest this because even non-automatic doors still close themselves after a time and that prevents their use for many of these things.

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  Burn Patents On Capture
Posted by: Deantwo - 09-23-2018, 08:42 AM - Forum: Arena of Ideas - Replies (2)

Currently if you capture any city of an advanced empire, you get access to ALL their patents.

I suggest that most (not all) patents get deleted from the city before the ownership transfer happens. Akin to the people shredding all the confidential patent research before trying to escape or surrender. A few random patents can be left behind as you always miss something when you are in a rush.

[Image: shredder.png]

This would limit that major reward from capturing one city from an advanced empire. Force them to actually capture more than one city if they are attempting to gain patents.

I will point out that yes, patents aren't that valuable right now, since if you can use a patent you can also make it. But this could apply to other things too maybe, such as dumping fuel and weapons upon capture.

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  Move/Replace Capitol and HQ
Posted by: Deantwo - 09-22-2018, 05:41 PM - Forum: Arena of Ideas - Replies (5)

Currently is it impossible to upgrade your Capitol building or your Military Headquarters to a new blueprint without removing the whole city/base. Same with moving the building once it is managing a city/base.

I was thinking that maybe it would be useful if we could hold down CTRL when placing a new building and it would place the new building and transfer all settings to it and remove the old building.
For example placing a new Military Headquarters would instantly bulldoze the old one, allowing you to both move it and upgrade it to a new blueprint.

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  Replace/Remove Wormhole P FTL Drive
Posted by: Deantwo - 09-22-2018, 11:59 AM - Forum: Arena of Ideas - Replies (6)

Currently a LOT of players accidentally make their first starship with a Wormhole P FTL Drive, and are then confused about why they can't return to their home system after going through a one way wormhole connection.

I suggest making the Wormhole PN FTL Drive the default/first, and then change Wormhole P FTL Drive into something else.
For example you could rename it to Wormhole P+ FTL Drive and make it cheaper to make and operate than the normal Wormhole PN FTL Drive. Or something like that.
Or simply remove the Wormhole P FTL Drive altogether.

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  Electrical Power Simplification
Posted by: Deantwo - 09-22-2018, 10:42 AM - Forum: Arena of Ideas - Replies (4)

Original post: http://hazeron.com/mybb/showthread.php?t...248#pid248

I would love to see electricity behave differently from normal commodities.
Have power plants produce a static amount of power based on job amount per tick. Then have static power consumption be subtracted and use the remaining output to recharge batteries in power plants and military installations. If not enough static power is produced, drain some from power plant batteries.

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  2018-09-21 Vehicles, NPC Pilot, Exchanges
Posted by: Haxus - 09-21-2018, 02:56 PM - Forum: Updates - Replies (11)

Vehicles not Tallied
Vehicles in my town do not affect the construction or manufacturing processes there.

Finished the code that was intended to do this.

  • All vehicles in town are shared by all buildings. For example, one farm machinery would be enough to satisfy every farm in town.
  • Vehicles are tallied if they are at any building site or in any building of the same town as the building that is looking for one. Vehicles must belong to the same empire to be counted.
  • When a vehicle is added or removed from the town, it can take a few minutes for all buildings to notice.
Construction Modifiers
It seems like the new buildings have less time reducing construction modifiers than the old buildings.

Added SUV, computer, electricity, and shovel as time reducing modifiers to all construction processes, if they did not already require those things.

Exchange Structure
It is painful to look for a space station among the blueprints in the exchange.

Added a Structure column to show the hull structure of blueprints in the exchange.

Exchange Industry
It would be nice to easily see what industry each building blueprint is intended for.

Added an Industry column to show the intended purpose of building blueprints in the exchange.

Spacecraft Startup Jolt
When the crew starts moving my ship away from a planet, there is invariably a huge sudden jolt as the ship begins to move. It is as if it turns to the desired heading instantly, which is confusing. The turn should be smooth.

Fixed three bugs that were contributing to this problem:
  • Pilot turn code had an error when calculating turns in negative angle directions. A sign was wrong on a value in the calculation.
  • Pilot initiation of turn on a spacecraft at rest needed to signal the need for immediate processing by the physics thread.
  • Initial rotation call on a spacecraft at rest calculated a huge turn due to an elapsed time error.
NPC Pilot Roll
The NPC pilot frequently rolls the ship for no apparent reason. This is making me sea sick.

Pilot was observing the orientation to gravity well policy too strictly. He now rolls the ship only when necessary.

Server Crash
A server crashed this morning.

Fixed code that used a null pointer when accessing the construction process on a building that was no longer under construction.

Servers Chugging
Some servers have been struggling in the past few days.

Fixed an unanticipated side effect of removing Tech items. Some spacecraft had mission orders to purchase Tech items by category. This caused a problem because the category was no longer valid.

Memory Leak
A memory leak was spotted while fixing the server crash.

Fixed memory leak when receiving a construction process on a building.

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  2018-09-19 Building Quality of Operation Nerf
Posted by: Haxus - 09-19-2018, 08:37 PM - Forum: Updates - Replies (17)

Building Quality of Operation
The quality of operation of buildings is confusing. It imposes a year long delay on new empires before they can compete fairly with other empires.

Building quality of operation removed.

  • With the removal of building quality of operation, tech items no longer serve any purpose.
  • Mass media building no longer produces tech items. Mass media building does nothing at all any more. It might be repurposed as a morale building.
  • Repair shop quality is no longer a factor when repairing or recovering spacecraft.
  • Detection range of buildings now appears on the building design analysis.
Deep Space Detection Range
Buildings and cities have a maximum range for detection of signals emitted by solar systems. This range is incorrectly calculated, based solely on the quality of operation of the building, not the size of the sensors.

Changed calculation for deep space detection range to be based on sensor range. The maximum range possible is around 600pc. The Airport Radar 1000M blueprint in the exchange has a range of 9.3pc.

Spacecraft Detect Emissions
Someone suggested that spacecraft participate in the detection of system emissions.

Spacecraft with sensors will now detect emissions from solar systems.
  • Deep space detection range is reported on the design analysis.
  • As with cities and buildings, emissions from the solar system containing the ship are not detected.
  • Systems only emit their signal once per six hours. A spacecraft would have to loiter that long in a system, to detect every possible signal.
  • The ship itself does not indicate when it detects a signal. It just responds appropriately so the star map gets updated.
Building Quality of Construction
Buildings always show a quality of construction of 1.

Fixed construction process to establish quality of construction upon completion. Quality of construction affects weapons, shields and sensors.

This is not a new factor on new style buildings. Old style buildings do not store their quality of construction.

Lockup at Transporter Station
Client program locked up when I viewed the sensor mode screen on a transporter station. The ship was at a ringworld.

Slapped console display code that decided to draw the ringworld using 18M line segments. It won't be doing that again.

Spacecraft Blueprint Quality Limits
The size of spacecraft blueprints is limited by two factors. The quality of construction limits the overall size. The quality of life support limits the number of berths. This puts an unfair limitation on new players.

Removed spacecraft blueprint size limit progression based on quality. Removed berth limit due to life support quality.

Vague Indigenous Directions
It was requested that the indigenous give a slightly better description of the location of a place they are telling about. "Less than 10km northeast" is a lot of terrain.

Indigenous directions were improved. They now use intermediate directions, such as "north-northeast", to give a better indication of direction. They also estimate the distance to the nearest kilometer, such as "about 7km".

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  Automatically Start Standings Page on Restart
Posted by: Mr. Mortius - 09-19-2018, 03:18 AM - Forum: Arena of Ideas - No Replies

The empire standing's page is occasionally left down after a server restart. If it's possible, automating the startup for the standing's page as part of the server restart process would be useful.

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  Nerf Building Quality Progression
Posted by: Haxus - 09-17-2018, 06:25 PM - Forum: Arena of Ideas - Replies (48)

A player recently quit the game, saying they felt the game mechanics forced you into a subscription for a year. I assume they were referring to the quality progression of buildings and the size limits on spacecraft related to that quality.

The quality progression of buildings was not intended to create a subscription requirement. It was intended to make the technology associated with that quality more valuable, not so readily available.

How important is that quality/time progression? Does it add to the game or take away?

If I buy a game of Monopoly, I can compete equally with seasoned players, right away. There is no time delay before I can mortgage properties. Should we adopt that sort of philosophy?

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  2018-09-17 Cleanup Blueprint Exchange
Posted by: Haxus - 09-17-2018, 04:48 PM - Forum: Updates - Replies (2)

Store Emission and Detection Info
The emission and detection information resulting from power usage in solar systems is not saved between server restarts. It takes a long time to accumulate.

Emission and detection information is now saved and restored between server restarts.

This also flushed out a minor bug that caused solar systems to be updated to the client at times when no update was needed.

Kick Dying Body
Sometimes when a creature falls to the ground dying, I want to roll them over to see them better.

Attacks on a dying body now cause it to change dying position, even if the attack does not cause any damage.

Body Cleanup
Poison and disease are not always removed when I die, particularly in primeval world.

Fixed dead body cleanup code. 

Village Reputation Reset
My reputation with the village gets reset when I die but the villagers continue attacking me.

Stopped indigenous from attacking when the target's reputation is reset.

Client Crash
My client crashed while I was dying in primeval world and villagers were kicking my dying body.

Fixed thread conflict when rendering on screen messages.

Repair Exchanges
The blueprint exchanges contain designs that are no longer valid or that do not match the design analysis shown in the exchange. It is confusing.

Developed functions to clean up the blueprint exchanges.

  • Each design is loaded and analyzed.
  • If it is no longer valid for manufacture or construction, the exchange entry is removed.
  • If the design analysis report changes, the exchange record is updated with the new report.
This will clean up all exchange records, not just the ones that are publicly available to everyone.

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