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ESI Design Catalog
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Airplane Saga
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Workshop inaccessible in ...
Forum: Hazeron Starship Bugs Closed
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New Web Server
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Using AI to get multiplay...
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Hazeron Play By Email (PB...
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How to modify a buiding ?
Forum: Cantina
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Are NPC's allowed to pilo...
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| Make "Grid follows work" more useful |
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Posted by: Reinhard - 08-25-2018, 12:56 PM - Forum: Arena of Ideas
- Replies (1)
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It is tedious using grid follows work if you make a mistake and need to go back, since the grid has already moved to the new position with no quick way to revert it.
I think it can be improved if you make it follow the work more closely. I.e. If the user issues a back command as they are drawing an extrusion/spindle, the grid center will also revert to its previous position, not just follow the users work flow in one direction.
This can be extended more so, that if you cancel an extrusion/spindle the grid will return to the very beginning of the extrusion/spindle drawing.
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| The State of the Universe |
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Posted by: 5crownik007 - 08-25-2018, 06:53 AM - Forum: Cantina
- Replies (44)
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What's happening? Who controls everything? Is anything interesting? Does anyone know?
A few things I know: - Weltreich blockades the Intergalactic wormholes for all non-allies.
- The French are shooting people?
- I... exist
Anyone else know what's happening? We need to record this for history reasons!
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| Nuclear Powerplant Modules for spaceships |
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Posted by: zalphor - 08-24-2018, 08:39 PM - Forum: Arena of Ideas
- Replies (5)
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I had an idea, considering i use nuclear on any planet i can put it on.
Nuclear powerplant module for spacecrafts. IE add a nuclear generator to the spacecraft. We use grav drives for thrust so we dont really have to have any other fuel on board, and nuclear only gets used for base building at the moment so why not give it more life.
As it stands the hydrogen power plant doesn't make sense to me unless it is to suggest that your using it in fusion or a combustion process and as its not exactly specified from what i can tell it would be nice to have alternatives.
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| Insulation on inferno/frigid bodies |
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Posted by: zalphor - 08-24-2018, 08:29 PM - Forum: Arena of Ideas
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I after looking at some discussion in an updates post http://hazeron.com/mybb/showthread.php?tid=228
I thought i might post an idea. Why not add an insulation construction material for construction on inferno/frigid planets, that way your not just increasing life support. Not to mention you could implement it in a temperature related system.
To me the game should require insulation and life support for all moons but more insulation for inferno and frigid planets. I know it makes it just that more complex but it doesnt have to be hard to produce. And then later down the road you can use more effective and lighter insulation as to not take up so many resources and space. if not by adding a better material then at least let it scale with the quality of the insulation.
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| 2018-08-23 Swim Ashore Death, Atmospheric Pressure, Abandonment |
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Posted by: Haxus - 08-23-2018, 11:13 PM - Forum: Updates
- Replies (11)
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Capital City, Capitol Building
Usage of the word capital vs capitol was incorrect in some places.
Thank you Deantwo for helping me get this right. I think the usage is correct in all places now.
Shield Operator Detects Own Ship
When ordered to keep shields raised if any other units are detected, the shield operator raises the shields due to his own ship.
Shield operator no longer sees his own ship when scanning. This could have affected other scanning activities. They were also fixed.
Atmospheric Pressure
It would be nice if the weather information on the compass window included the barometric pressure.
Compass window now shows barometric pressure in bars. This is the result of a simple formula and won't produce realistic results on gas giants. The highest pressure the game will ever report is 4.053bars. That is significantly less than the atmospheric pressure of a real gas giant.
Swim Ashore Death
A player created a road across some water. When you swim ashore to the steep bank of the road, you get hit with a bunch of damage due to collision with terrain.
This flushed out a bug when applying a vector offset due to your prone body position. The vector was applied incorrectly but was never noticed previously.
The error caused by the incorrect vector calculation caused a prone body to climb steep hills with its eye balls. The body stuck out straight into space.
With the error fixed, the body now orients to lie flat on the terrain, as it should.
However, in this swimming case the terrain is so steep that the body rotates flat to the terrain then slides backward down into the water. It took a little fiddling to figure out how to get out of the water. It seemed to work best to swim up to the terrain parallel to the water line then stand as soon as I got out of the water. It took some practice but then it was a sheer cliff.
Claim to Create Empire
When a person of empire 0 hand crafts a flag, they are presented with a UI to create an empire first. If they somehow acquire a flag without hand crafting, it does nothing when they click on the terrain.
When an empire 0 avatar clicks on the terrain with a flag, they are now presented with the UI for creating a new empire.
Disease and Poison on Death
When a body dies due to poison, the poison condition is removed. If they die for some other reason, their poison and disease conditions persist. That can be annoying.
That is working as designed but it turns out to be obnoxious.
Now when a body dies, all disease and poison is removed from the body, regardless of the cause of death. This creates an easy out, to rid yourself of diseases, poison, acid and fire.
Map Key Update Bug
Key of handy places to see on the map does not update when things change.
Fixed map key to update when the window becomes visible. If you need it to refresh, close and reopen it.
500 Building Limit
There should be a limit to the number of buildings on a world.
The total number of buildings on a world should now be kept less than 500. A -1 morale penalty is incurred for every building beyond that number.
One single building can use up all the available building volume on a world so there is no need to build a thousand of them.
World Building Congestion Indicator
The indicator on the Construction window to show amount of development on the world is awful or terrible, not sure which. I can't stand it.
Reworked the building congestion indicator. It now draws a simple representation of the world landscape with a city that grows as your city grows. The tool tip gives the numbers.
After a little travelling around, I found it to be a very useful and interesting indicator for getting a sense of world development at a glance. I really like it.
City Abandonment
New style cities were reporting abandonment when they should have been fine.
Fixed an error when deciding which cities are immune to abandonment due to the presence of capitals.
Broker Chatter Spam
Walking onto the site of a broker triggers a thought message about the broker not having any shipments. This gets annoying.
Broker comments are now stated only if you press the refresh button. A refresh is silent when triggered by walking onto the site.
Enemy Crew from Free City
A ship boarded crew from a free (empire 0) city. The crew that came aboard were enemies.
Free cities will no longer board crew or officers to any ship.
Can't Open Door
A door was stuck open. Attempting to close the door created the message, "The door cannot be opened."
Fixed response from stuck doors to say "opened" or "closed" as appropriate to the current door state.
Life Support Inadequate for Inferno Atmosphere
This error is misleading when trying to build on an airless moon in the inferno zone.
The error message was poorly worded. It was changed to say, "Life support inadequate for inferno conditions."
City Report Ships
New cities do not report ships like old cities.
New cities now report ships on their city report. They report all ships that are on the site of any of their buildings, not roads. If the city has any sensors, then all ships in orbit are reported. Ships of their empire in orbit are always reported, regardless of sensors.
Old cities report ships in orbit, only if the ships are units of the city's empire.
Event Log
New cities do not report an event log like old cities.
New cities now report their event log. Some tuning may be needed to get the right events into the log and to not report events too often or that don't matter.
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| Broker Shipment Requests |
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Posted by: 5crownik007 - 08-22-2018, 09:52 AM - Forum: Arena of Ideas
- Replies (12)
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Allow Brokers to import materials from other cities. Something like this:
Request shipments from another broker in another city which will have to be approved by someone in the chain of command of that city.
Once approved, the shipment is created and sent, like a normal shipment.
My reason for this is so that you do not have to travel all the way to another city to send shipments to a colony city that's in early stages of construction. It would be a lot easier if I could just request a shipment from far away without having to travel there. It also opens up the opportunity to request supplies from allied empires without having to ask them through comms, just send the request(though comming them with a reason why might be a good idea)
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| 2018-08-21 Galaxy Capital, Map Key |
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Posted by: Haxus - 08-21-2018, 02:08 PM - Forum: Updates
- Replies (7)
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Galaxy Capital
It would be nice to have a capital in each galaxy.
You can now designate one city in each galaxy to be the galaxy capital. A button was added to the capitol window to do this.
Sector capitals will send their tribute to the galaxy capital, if there is one, instead of the empire capital.
New and old style cities were affected. Either can be a galaxy capital and they will both send tribute to the galaxy capital when appropriate.
This does not affect city abandonment rules. A sector capital is still needed to keep in touch with the cities in a sector. A galaxy capital is not needed to maintain contact with sector capitals.
Base Status Personnel Wrong
When I ask my base for status, it reports only those people at the academy and at the space marine barracks. What about everybody populating the other buildings?
Fixed an error reporting base personnel.
Transferred Passengers to Base and They're Gone
I debarked some passengers to my military base. They left the ship. The population of the base did not change. Where did they go? I debarked cryo passengers and they seemed to transfer just fine.
Fixed an error adding transient population to cities and bases.
Tribute
New cities do not send tribute to their capital.
New cities now send tribute. - Cities must have a bank and their empire must have an empire capital to send tribute.
- Tribute is never sent across the sigma discontinuity.
- Tribute is sent once per day, at the first city report during the midnight hour GMT.
Empire Capital City
- Sends tribute to the overlord empire capital, if the empire is a vassal.
- Holds the money if the empire has no overlord or if the money could not be sent across the discontinuity.
- Tribute amount is a percentage determined when the vassal swore allegiance to the overlord.
Galaxy Capital City- Sends tribute to the empire capital.
- Holds the money if there is no empire capital or if the money could not be sent across the discontinuity.
- Tribute amount is 50% of the money in the bank system.
Sector Capital City- Sends tribute to the capital of its galaxy.
- Sends tribute to the empire capital, if no galaxy capital.
- Holds the money if no capital or if the money could not be sent across the discontinuity.
- Tribute amount is 50% of the money in the bank system.
City- Sends tribute to the capital of its sector.
- Sends tribute to the capital of its galaxy, if no sector capital.
- Sends tribute to the empire capital, if no galaxy capital.
- Holds the money if no capital or if the money could not be sent across the discontinuity.
- Tribute amount is 50% of the money in the bank system.
Military Base- Does not have a bank.
- Does not send tribute.
Transport Fee for Recruits
When I pick up passengers, they are prepared to pay for the passage. I get paid when I drop them off at an airport terminal but I don't get paid when I drop them off at a military base.
Passengers now pay regular fares when debarked at a military base.
Base Board Cryo
I can unload new recruits at a base from cryo or passenger berths. If I want to empty a base, there is no way to load everybody. You can only load space marines, crew and officers.
Base personnel who are not space marines, crew or officers can now be boarded into cryo berths.
Military Passengers
I cannot load passengers from a military base but an officer can.
Fixed an error that permitted an officer to load passengers from a military base when ordered to do so.
Map Key
The map could use a key to explain the colored spots.
A control was added to the map window that lists things on the map that add colored dots. Claim flag, town squares, capitols, airport terminals, base hq's and base air terminals are listed. Other buildings are not listed to keep the list short.
Geological features are also listed, the ones that would appear as transporter destinations.
Select a place in the list to center the map on its location.
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