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  Sensor Sharing
Posted by: Vectorus - 07-13-2018, 04:30 PM - Forum: Arena of Ideas - Replies (1)

Correct me if I'm wrong, but my understanding is that a ship will only attack an enemy which it can itself "see". 

If so, this does not seem lifelike. An enemy can enter your large trinary system and be detected by a city, but if your ships are patrolling at the other edge of the system, they won't go and help until their own sensors pick it up. If your enemy is in another system, even if they're wreaking havoc and it's only next door, that fleet won't do anything at all.

Should your empire share sensors? You would set a ship policy: "respond to threats within X radius". If an enemy is picked up by any means within X parsecs, the ships will try to intercept according to their officer's posture. This would increase the effectiveness of patrols and NPC defenders drastically, I believe, as well as suiting common sense.

(If we really wanted to go overboard, we could set weighting factors for combined hp of enemy contacts vs distance from current position. If a fleet of 90 billion hp is detected all the way across your empire, your ships will try to help. If it's only 2000 hp they won't bother. Or, conversely, a small ship might avoid contacts bigger than itself.)

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  2018-07-12 Shields Disrupted, Building Destruction, Armor
Posted by: Haxus - 07-12-2018, 10:26 PM - Forum: Updates - Replies (7)

Shields Disrupted
Shields can be difficult to breach with transporters when they get shot down, then come right back up again. An opportunity should be created to beam aboard.

http://hazeron.com/gallery/DisruptedShield.png

When shields are reduced to zero by damage, they become disrupted for 20 seconds. This is per side on spacecraft.

  • The visible appearance of the shield bubble changes. On spacecraft, the visible appearance of the disrupted side changes.
  • Disrupted shields do not block moving objects or weapons fire.
  • Disrupted shields continue to charge as usual.
  • Disrupted shields do not block transporters. On spacecraft, transporters are not blocked if any side is disrupted.
Building Destruction
Military HQ is supposed to protect civilian buildings from destruction. Military HQ is supposed to be protected from destruction by military buildings.

On a world with a military HQ, civilian buildings can no longer be destroyed. They can be damaged down to zero hits points and lit on fire. They just won't go the final step to being destroyed.
  • A city or base with heavily damaged buildings will incur a -1 morale penalty.
  • A city or base with burning buildings will incur a -1 morale penalty.
  • Buildings that are heavily damaged or burning do not run any manufacturing processes.
Military HQ is similarly protected from destruction while any non-HQ military buildings exist on the world.

Non-HQ military buildings are not protected from destruction. After they are destroyed, the HQ can be destroyed. After the HQ has been destroyed, civilian buildings can be destroyed.

Instead of destroying cities, a conquerer could destroy the existing military base, then build their own base, to take control.

Building Repair Materials
Damaged buildings (civilian and military) are repaired slowly, using construction materials available in their community. Buildings only require their basic construction material to be repaired, i.e. lumber, stone, metal. Who imports them at a base?

In order to insure bases have repair materials, military HQ, military dock, and military air terminal now import basic construction materials.

Retail stores do this in a city. Not new, just fyi.

Offset Shield Bubble
It is conceivable that a shield bubble could be large enough to extend outside the atmosphere.

The shield bubble is now offset downward to keep the top of the shield bubble inside the atmosphere. This could result in a strange situation if a very large shield bubble is built on a ringworld or small world, where the bubble might get pushed out the back side.

Shield Base Radius vs Power
The radius of the bubble at shield bases is determined by the shield equipment volume. Shield equipment volume also determines the size of the shield capacitor. This makes it difficult to make a strong shield that is small in size.

Shield base now augments its shield power using its battery. This allows increased energy absorption without changing the diameter, which is still determined by the shield equipment volume.

There is a slight difference between the two stores of energy. The shield is recharged every ten seconds, by taking as much power as needed from power plants. The battery is recharged more slowly, by taking 60 units of power once per minute from power plants.

Shields absorb 10hp of damage per unit of energy, adjusted for shield module quality.

Shields on Report
The values shown for shields on the analysis reports are meaningless now that shields are no longer treated like armor.

Analysis reports for spacecraft and buildings now show the amount of hit points absorbed by shields, per side for spacecraft. There is no longer any difference between the combat effectiveness of the shield modules. I will likely nerf the kinetic shield module. The cloaking shield still has potential.

Building Armor
The analysis reports for buildings show they have no armor, even when I dial up the armor.

The hull module data that was added for buildings did not define any armor factors. They are there now. This fixes all existing buildings; they don't have to be rebuilt.

Hit Points ÷ 10
The hit points on new style buildings and spacecraft are quite large.

Hit points on buildings and spacecraft were reduced by a factor of 10. This will not affect existing spacecraft and buildings, only new ones built after this change.

Kinetic vs Energy Armor
There are a few places where armor resistance is reported vs kinetic and vs energy damage. What does it mean? This is confusing.

Armor is now only reported as a single generic value, based on contact weapon mode with no specific weapon effect. Actual armor effectiveness varies based on weapon mode and effect.

Armor resistances against every combination of weapon mode and effect are not reported; it is too much information. Armor resistance cannot be usefully organized into categories like kinetic or energy.

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  2018-07-10 Shields
Posted by: Haxus - 07-10-2018, 03:48 PM - Forum: Updates - Replies (14)

http://hazeron.com/vid/ShieldHits.mp4
http://hazeron.com/vid/ShieldBaseAtlantisLanding.mp4

Military Shield Projector
Military shield projector building is now operational.

  • Shield bubble appears at the proper radius; it was previously incorrect.
  • Shield protects its contents where they literally reside inside the bubble. Parts of buildings that extend outside the bubble can be targeted.
  • Shield projector recharges its capacitors every 10 seconds. Energy is taken from power plants connected by ground.
The Bubble is the Shield
Previously, shields were treated as surface armor. The bubble was there only as a visual cue that shields were present. This was confusing to players who perceived the bubble to be the shield itself. Now, the bubble is the shield.

This caused some things to change.
  • Shields block weapon fire that originates outside the bubble. Weapons hit on the shield bubble, not the hull.
  • Shields do not block weapon fire that originates inside the bubble. Weapons inside the shield can fire outward.
  • Shields do not block explosives used to open doors because the blast originates inside the shield. This is a change from old style ships, where hull doors were protected by shields.
  • Shields block objects that enter the shield too fast. An object is blocked if it enters the shield with a speed greater than 150m/s relative to the shield. This one is going to kill some people.
  • Shields do not block objects moving around inside the shield or moving from inside to outside the shield.
  • Shields block missiles, rockets and bombs that enter the bubble. They explode on the shield surface. Shrapnel does not hit shield contents. Bombs that hit shields do not make craters in nearby terrain.
  • Shields absorb blasts and collisions. The protected ship cannot be pushed by hitting the shield.
  • Incendiary, acid, etc. weapons that explode on the shield do not inflict the protected ship with fire or acid.
Shield Hit Effect
The hit effect on the shield bubble was not working. It is fixed. You will now see an orange glow at the point of impact on the shield.

Shield Transparency
Shields now become more transparent as their energy is reduced.
  • On spacecraft, sides of the shield bubble are transparent according to energy at each side of the shield.
  • On buildings, shields do not have sides and the entire shield bubble uniformly becomes more or less transparent.

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  Incredulously slow construction speed
Posted by: zslayern - 07-06-2018, 07:36 AM - Forum: Arena of Ideas - Replies (2)

Remember when building processes were able to be sped up with the appropriate types of tools or electricity? This seems to have been phased out for most buildings with the New-Style designer (apart from a select few which do have it), resulting in horrendously slow building speeds (4 labor/sec) which is a major pain in the ass for buildings which require an upward of tens of thousands of labor to complete.

Is this feature going to be reimplemented anytime soon? It's kind of tiring waiting for buildings to complete (my 15 line hydroelectric power plant took 3 hours), while my pc is heavily locked down due to how much Hazeron takes from it, and you have no pops to help since its a newly created colony.

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  2018-07-03 Delete Blueprint, Intended Purpose, Military Import, Patents
Posted by: Haxus - 07-03-2018, 03:39 PM - Forum: Updates - Replies (2)

Delete Blueprint
I deleted a building blueprint from the on line library. It said it was deleted. Then it came back.

Fixed.

Delete Blueprint Window Closes
When I delete a blueprint from the on line library, the window closes. This is annoying when I want to delete more than one blueprint.

Fixed.

Gun Tower and Weapon System Ammo Storage
Gun tower and weapon system should require storage for their own ammunition.

Fixed. Existing blueprints will continue to be valid without storage but they will have nowhere to store ammunition (or lenses, as appropriate). They may not work efficiently.

Who Imports Tech?
What building imports tech disks?

Mass media building now imports tech disks. They also import blank paper and blank disks so they can publish tech about their local industries.

Harvester Modules in Buildings
When making a military weapon system, I was offered a selection of harvester modules and a tractor beam.

Fixed.

Patent Already Recorded Q
When a process reports that a patent is already recorded, the Q would be nice to know.

Fixed. Q is reported of the patent that could not be stored.

Storage Crystal Error
Storage crystal reported it was full when it had lots of free space, after I tried copying a blueprint to it that was already on the crystal.

Fixed failure message when the cause is an existing duplicate design.

Building Blueprint Intended Purpose
Buildings could be filtered better if the intended purpose of each blueprint was known.

Building blueprints now store their intended purpose.

  • Intended purpose is configured on the properties window, using the combo box that used to show if the design was valid for a particular industry and why not on failure. The setting in that combo box is now saved with the blueprint.
  • The blueprint must be valid for the intended purpose to pass finalizing.
  • There is a 'Not Specific' option.
  • Intended purpose is used only for filtering. It does not limit what industries can use the blueprint.
Construction window filter now has a check box to show only designs whose intended purpose matches the building being constructed. The default setting is 'off', until there is at least one blueprint intended for every industry.

Existing blueprints will report no specific intended purpose. They will only be visible if the filter check box is off.

Military Motor Pool Import
Military motor pool should import fuel and munitions for military ground vehicles.

Done.

Military Dock Import
Military dock should import fuel and munitions for military water vehicles.

Done.

Military Air Base Import
Military air terminal should import fuel and munitions for military flying vehicles.

Done.

Military Power Plants
Power plants are a strategic resource. Military should commandeer power plants that do not belong to any city. This would permit construction of a military base on a world with no city to supply power.

Power plants are now considered to be military buildings if they are not part of a city and if there is a military HQ on the world.

Military power plants are manned by allocating personnel from the military base.

City Importing from Warehouse Bug
An old style city was causing lots of error messages when it tried to import stuff from a warehouse that belonged to empire 0.

Fixed commerce restrictions test when importing from empire 0.

Broker Export Bug
Old style cities do not always import from the warehouses and storage tanks of new style cities.

Fixed a bug that prevented old style cities from importing from new style cities if the old style city was connected to any other old style city.

How To Get Started
Welcome letter for new avatars is outdated.

Avatar welcome letter was updated to say how to build a new city and how to form an empire.

Patents Cross Discontinuity
When an empire records patents on one side of the discontinuity, they are available on the other side. This breaks the separation of the discontinuity.

Patents are now recorded separately between sides of the discontinuity. Existing empires will show all current patents as recorded on both sides of the discontinuity.

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  Patents Cross Discontinuity
Posted by: Haxus - 07-02-2018, 10:19 PM - Forum: Arena of Ideas - Replies (5)

At present, patents that are known to an empire are shared across both sides of the discontinuity. This seems to break the separation otherwise imposed by the discontinuity.

It would be relatively easy to split patent knowledge between the parts of an empire that exist on each side of the discontinuity.

Before doing that, I wanted to hear some opinions. Is this a problem at all?

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  blinking effect to stars
Posted by: Slaxx - 07-01-2018, 11:12 PM - Forum: Arena of Ideas - Replies (4)

add some blinking effects to stars. this way it looks way more alive.

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  Show Broker Trade Routes on Starmap
Posted by: Mr. Mortius - 07-01-2018, 05:23 PM - Forum: Arena of Ideas - Replies (1)

Another convenient feature would be to allow toggling broker shipping routes on the star map. This would make tracking production chains much simpler.

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  Show Last Reported Fleet Locations on Starmap
Posted by: Mr. Mortius - 07-01-2018, 02:46 PM - Forum: Arena of Ideas - Replies (1)

It'd be very convenient if the in-game star map took the last reported location of a ship from fleet mail (or even real-time position?) and displayed it on the map. This would make it easier to know where everything is located in a single glance.

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  2018-06-27 Q1 Bug
Posted by: Haxus - 06-27-2018, 04:35 PM - Forum: Updates - Replies (7)

Q1 Bug
A bug was reported that output Q was not correct when building Q of operation increases over time.

This is fixed. Process will be corrected at the next Q increase of the building. If you have a process that needs to be updated immediately, remove and recreate the process.

World Overpopulation Morale OBOB
A world very close to its population limit reported morale -21 due to overpopulation. Morale penalty is supposed to be -20 at max population.

Fixed an off-by-one-bug when calculating the world overpopulation morale penalty.

Military Base Cramped Living Conditions
My military base reported cramped living conditions. It struck me that was par for the course in the military, if memory serves correctly.

Military bases are no longer subject to cramped living conditions morale penalty.

World Building Limit
I built my first full city using the new buildings, all the way to space travel, including moon base to mine eludium and lumenite. I wasn't particularly efficient at it, just rambled through it using smaller buildings. About the time the first wormhole capable spacecraft got built, the city started reporting a morale penalty for world building limit. I haven't built any military defenses yet.

Based on this experience, I increased the world building limit to 400, up from 200.

Military Shield Radius
The radius of the shield bubble made by a military shield projector is based on the volume of the shield equipment. The radius of the shield is now reported in the building design report. The shield bubble is now visible.

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