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| 2018-07-20 Weapon Bases and Guard Towers |
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Posted by: Haxus - 07-20-2018, 05:34 PM - Forum: Updates
- Replies (22)
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Military Weapon Bases
Military weapon bases are now functioning. - Weapon bases import the ammo they need to fire their weapon.
- Without radar, weapons target enemy units up to 500m away.
- Military radar assists in acquiring targets within range. Add a military radar to the base to fire at distant targets.
- Weapons fire omni directionally, like the weapon bays on a spacecraft. They will not fire if their shot is blocked or if it would hit a friendly unit. Their shot is not blocked by their own building.
- All weapons in the building design are operated if enough workers are present.
Weapons are operated by workers at the building. Nobody ever occupies the fire control console(s). They are needed to provide information about the weapon. The console would not work if a person sat at one. When designing the building, it is best to place the console somewhere in the middle of the hull mass so it is completely inaccessible and invisible.
I tested this using the Pulse Cannon in the exchange. It is an energy weapon. I have not tested using missiles, rockets, or guns yet.
Military Guard Towers
Military guard towers are now functioning.- Guard towers import the ammo they need to fire their turrets.
- Without radar, turrets target enemy units up to 500m away.
- Military radar assists in acquiring targets within range. Add a military radar to the base to fire at distant targets.
- Turrets aim and fire. They are deadly accurate. They rotate at a limited speed; they do not turn instantly. They will not fire if their shot is blocked or if it would hit a friendly unit. They do not consider blast radius effect on friendly targets when firing.
- All turrets in the building design are operated if enough workers are present.
Turrets are operated by workers at the building. Nobody ever occupies the turret station(s). They are needed to provide information about the turret. The console would not work if a person sat at one. When designing the building, it is best to place the console somewhere in the middle of the hull mass so it is completely inaccessible and invisible.
I tested this using the Laser Tower in the exchange. I have not tested using missiles, rockets, or guns yet.
My small base has a lot of laser towers. They only have 2hp, lol. I tried assaulting the base with a lone attacker...many times...many different ways. It was very difficult to get close to the base. Death was sudden and brutal. I was safest among the buildings of the base itself, where I could use them for cover. Then it was a matter of sniping laser towers one by one, and getting killed a lot. It is possible that a well planned base could be invincible to attack by a lone attacker.
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| Merge House and Apartment |
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Posted by: Deantwo - 07-18-2018, 06:10 PM - Forum: Arena of Ideas
- Replies (13)
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If we are going to make housing possible in (almost) all buildings, and cramped living conditions will only be affacted by "small home > medium home + large home * 2", then I don't see a reason for having both House and Apartment.
So maybe just merge House and Apartment together into "Housing" or something.
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| Blueprint description |
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Posted by: Neils Iyssada - 07-17-2018, 02:12 PM - Forum: Arena of Ideas
- Replies (2)
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Hi !
It could be nice to have a description for blueprints. Even a short one. It would be useful to give credits to the original design (in my case a browser-based strategy game which has great designs, the dev accept the use of his designs at the only condition of properly saying that it's a design took from his game).
If it's not too short we could even add some advices like what's its exact role(s), some lore, or some troubleshooting.
Thanks for reading !
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| Model Detail Slider |
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Posted by: 5crownik007 - 07-17-2018, 01:17 PM - Forum: Arena of Ideas
- No Replies
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Seeing as cities are made of detailed models and meshes now, my computer is dying of performance loss, dropping to 1 FPS. This didn't happen with old-style cities.
I do have a terrible computer, but it would be much appreciated if there was an option to remove some details from the buildings.
specs:
four intel i3 core processors
NVIDIA GeForce GTX 660
8gb of RAM
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| 2018-07-16 Buildings Going Neutral, Chain of Command, Morale |
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Posted by: Haxus - 07-16-2018, 04:50 PM - Forum: Updates
- No Replies
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Buildings Going Neutral
Buildings were changing to empire 0, after being built.
Fixed a bug when updating city jurisdictions. Buildings that were not in any city jurisdiction at all were being set to empire 0.
Those buildings are now set to the empire who claims the world. If there is no claim then the current empire who owns the building remains unchanged.
Building Chain of Command
I thought everyone had permission to change empire 0 buildings.
On unclaimed worlds, empire 0 buildings, not in the jurisdiction of cities, are now in the command of everyone.
On claimed worlds, you must be a member of the claiming empire to be in command of a building.
Morale
Morale effects are not fully enabled.
Does anyone need more time to make adjustments before morale effects are fully enabled?
Power Plant Bug
Second City on Same Planet does not associate Power
Fixed.
Can't Unjam Doors
Doors on new style ships can be blown open but you can't unjam them.
Fixed.
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| Empire Defense Fleet and Encounters |
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Posted by: Deantwo - 07-14-2018, 09:47 PM - Forum: Arena of Ideas
- Replies (1)
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Right now the only ships that can spawn in an encounter are pirate ships. Haxus talked about adding trader ship encounters in systems with brokers at some point. But doing the talk in the sensor sharing thread I was wondering if maybe empire defense fleet encounters shouldn't also be a thing.
You setup a ship as part of the empire's defense fleet, in a military hangar or something. Then when an ADIZ incursion is reported by a city the defense fleet ships will calculate the distance to the location and just teleport over there when the calculated travel time passes. Spawning similar to a pirate ship with an attempt to drive the invader away.
It could simply be a military hangar building where you select a spacecraft blueprint and it builds one of ships but keeps it hidden.
There are issues with how this would be limited. I mean people would just build millions of those military hangars.
First possible idea is to just use something similar to pirate encounters, a ship can't trigger more than one encounter in a system within a time span. So an empire might have a lot of military hangars all over their empire, but they won't spawn a million defense ship every second.
Not only an interesting defense method, but also would make empires feel a little more alive.
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| Multiple Weapon Emitters |
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Posted by: Vectorus - 07-14-2018, 04:27 PM - Forum: Arena of Ideas
- Replies (1)
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If your weapon emitter is at the front of the ship, and you face the enemy, everything looks fine. If he ducks behind you, your shot comes out of some weird point on the back of your ship. A bit immersion-breaking.
Shields already divide the ship's orientation into "facings". Suggestion: define up to 6 emitter points for a weapon, based on target facings. The Enterprise, from Star Trek, has multiple phaser banks on the saucer. If the Klingons are behind you, the weapon emits from a phaser bank behind the bridge. If they're to the left, it comes from the left bank. The same weapon can fire in any direction, so you lose no effectiveness compared to the present. No more terrifying laser beams cutting straight through your own captain's cabin.
Ultimately, this could work with custom firing arcs, but the 6 pre-existing facings seem like an easy start.
Turrets:
I looked at the Macross on the gallery. So many turrets. Would be nice if multiple aesthetic turrets could turn to face your aim point and fire multiple shots, while being part of the same system!
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| 2018-07-13 Hit Points |
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Posted by: Haxus - 07-13-2018, 06:54 PM - Forum: Updates
- Replies (2)
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Hit Points
There was some consensus that the hit points change should affect existing spacecraft and buildings.
Upon server restart, existing buildings and spacecraft will be adjusted. If they have system damage that exceeds their new maximum hit points, the damage is removed, completely repairing that system.
18 Galaxies
Conflict zone empire standings shows Weltreich has cities in 18 galaxies. There are only 17 galaxies in the conflict zone.
Fixed an error when tallying cities on gas giants.
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