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  dumb thought: hazeron unlimited?
Posted by: xoyv - 06-27-2018, 11:46 AM - Forum: Arena of Ideas - Replies (6)

so to start off, i used to play SoH a LOT, way back when, and when it went pay to play i was a bit heart broken, but understanding. servers cost money to mantain and having however many players on one means a server needs a lot of upkeep

but most recently i had a thought. there's another "poor graphics high gameplay" game out there that had a monthly fee system for server upkeep, and they had the idea of taking their game and putting the whole thing, with player runned dedicated servers and such kit, onto steam, and with a $30 price tag wurm online is doing pretty great.

so what i was thinking, since "Shores of Hazeron costs a lot to operate", why not follow suit? granted it would sort of split the playerbase up a bit, but that'd probably be the price to pay for less server load. additionally it'd be putting SoH on a popular and well known platform so who knows how many more people would get to enjoy it?


ultimately, this is entirely up to Haxus. if they think it's a great idea and want to put it out there, or if they don't want to go though the extra effort just to market it somewhere else, is entirely their decision. they made SoH and it's up to them what they want to do with it

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  Creature or DNA creation facility
Posted by: Slaxx - 06-26-2018, 05:42 PM - Forum: Arena of Ideas - Replies (1)

so i think a society so far avanced should be able to create new species (animals) in a facility.

it could either put out a complete animal or just give you its DNA

the purpose is to use the dna on farms or settle the species on a planet.

maybe using the genesis device. but maybe there is a easier way to replace animals.

but yeah, thats the idea.

a building where you can create new species.

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  2018-06-25 Starvation and Suffocation
Posted by: Haxus - 06-25-2018, 09:04 PM - Forum: Updates - Replies (1)

Starvation and Suffocation
Cities in harsh environments do not import food or air. This results in huge morale penalties, threatening suffocation and starvation.

Made several changes here.

  • Cantinas, Retail Stores and Groceries now import stuff if they have no workers, in a harsh environment. In a habitable environment, these buildings require a worker to import things.
  • Airport Terminal and Military Air Base now import air, in a harsh environment. They import hydrogen and gasoline in all environments.
  • Capitol and Military HQ now import air, in a harsh environment. They import food and medical supplies in all environments.
Police Office Bug
The building code says a police station only requires one office but it doesn't work if you make one with only one office.

Fixed an error calculating the jurisdiction area, when less than two offices was decided to be an error.

Overworked Penalty Includes Service Jobs
In a recent update, the overworked morale penalty was change so it did not include service jobs in the determination. This results in unworked jobs without any notice to the player.

Overworked penalty was changed back to check all jobs, not just manufacturing and professional jobs. The purpose of the morale modifier is to alert the player when not all jobs are getting work.

Building HP Clutter
The hit points number next to the building icon in top-down view is overpowering.

Building hit points are no longer displayed on undamaged buildings.

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  RFinder 1.1.0 (Updated 2020-02-25)
Posted by: expert700 - 06-25-2018, 07:17 PM - Forum: Non-functional and Abandoned - No Replies

Overview
RFinder is a not so creatively named tool for scanning survey reports for specific resources.
Requirements:

  • JRE 1.8+
Releases

Source

Why did I make this?
I preferred the way Galactic Dossier did things, with showing resources instead of resource zones like in Hazeron Prospector. Making this was faster than decompiling Galactic Dossier and updating it to work again. As an added benefit, RFinder is also about 15x faster to load all the resources of my 22mb star map into the table than Hazeron Prospector is.

Future Plans (No Guarantees!)
  • Bringing down memory usage.
  • Ability to search for systems fulfilling a customizable set of requirements (Ex: A system with both Q250+ Ore and Q250+ Lumenite).
Screenshots

Album

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  Deantwo for Forum Moderator
Posted by: expert700 - 06-25-2018, 04:22 PM - Forum: Arena of Ideas - No Replies

Recently we've been seeing quite a bit more spam on the forums, and I don't think its something that Haxus should have to waste his time dealing with. We all trust Dean, he's a pillar of the Hazeron community, and the only disputes he even gets involved in are regarding game mechanics.  Why not just make him a forum mod to save your time, Haxus.

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  2018-06-22 Power Plants, Ship Yards
Posted by: Haxus - 06-22-2018, 04:26 PM - Forum: Updates - Replies (1)

Power Plants
In old cities, most power plants do not require plastic. It seems that all new style power plants require plastic. This changes the technology requirement significantly for new players.

Changed the construction requirements so only the nuclear power plant requires plastic. That matches old style cities, which did require plastic for nuclear power plants. I also reduced the amounts of things needed to build power plants.

Existing power plant designs will likely need to be finalized again to benefit from these changes.

Shipyard Vehicle Placement
A ship yard put the boat out in space where I could not get to it, way up above the water.

Fixed.

Construction Blueprints Filter
A filter was added to the construction window, to limit the contents of the combo box. It is minimal. If you want to filter on other criteria, tell me what they are.

Misc Buildings
Blueprints were added to the exchange for a few miscellaneous buildings.

  • Airport Radar
  • Aircraft Factory
  • Hydroelectric Power Plant
  • Ship Yard

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Thumbs Up Made the game
Posted by: Nathan54 - 06-21-2018, 02:48 AM - Forum: Cantina - No Replies

Haxes I hope you post another update soon. I’m glad that you made the game!

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  2018-06-19 Starvation, Suffocation, Power Reserve, Patents
Posted by: Haxus - 06-20-2018, 12:38 PM - Forum: Updates - Replies (8)

Air and Suffocation
Citizens of new style cities now consume air, on worlds with unbreathable atmospheres.

Air consumption is reported on the city report.

The rate of consumption of air is one unit per city report period per citizen.

When no air is in stock at the end of a report period, 10% of the citizens suffocate to death. A morale penalty of -5 is incurred for suffocation. Deaths due to suffocation are currently disabled. Suffocation is reported, with a message that says it is disabled.

When insufficient air is in stock at the end of a report period, a 'gasping' morale penalty is incurred, -2 if the air supply was less than 1/2 the air needed, -1 if the air supply was less than the full amount of air needed.

Food and Starvation
Citizens of new style cities now consume food.

Food consumption is reported on the city report.

The rate of consumption of food is based on the body size of the citizens. The amount of nutrition points consumed at each meal is equal to 1/5 of the citizens body hit points. Food units are consumed based on the nutrition value provided to the citizens.

When no food is in stock at the end of a report period, 10% of the citizens starve to death, at least four. A morale penalty of -5 is incurred for starvation. Deaths due to starvation are currently disabled. Starvation is reported, with a message that says it is disabled.

When insufficient food is in stock at the end of a report period, a morale penalty of -2 is incurred for hunger.

Power Reserve and Consumption
Power reserve and consumption is now reported on the city report for new style cities.

Power reserve capacity is the sum of the capacitor space in all the buildings.

Power reserve is the current amount of power stored.

Power consumption is the number of units of power consumed since the last city report cycle.

20,000 Mine Machinery
A vehicle factory created a lot of lag when it manufactured 20,000 mine machineries.

Unfortunately, this unimplemented vehicle caused a steady stream of log messages on the server, slowing it down a lot. Movement in the area was also very slow, especially since the client produced a steady stream of log messages due to their presence in the scene.

Old style buildings can still make them for the benefit they provide to some manufacturing processes. They still won't spawn in the scene.

New style buildings will no longer bother to make them since they do not track them the way old style cities did. Mine machinery, commercial ships and tanks will have to wait until work on the custom vehicle designer is done.

Brokers Use All Storage
Warehouses and storage tanks were a bit restrictive, only allowing their selected commodity to be stored there.

Warehouses and storage tanks can now be used by brokers to store the things they buy, according to whether the commodity requires liquid or dry storage. Those buildings continue to accumulate the commodity they are configured to accumulate.

Patents and RnD
New style city reports now report the patents that are stored in the buildings in the city.

They also report the number of shops assigned to develop each patent.

Overworked Penalty
Since the addition of a professional worker class, service jobs should not count toward overworked penalty.

Overworked penalty in old style cities is incurred when the total number of jobs exceeds the total number of citizens, and there are no empty homes.

I changed new style cities to incur the overworked penalty if the number of manufacturing + professional jobs exceeds the total number of citizens, and there are no empty homes.

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  The Exoskeleton Problem
Posted by: Simon - 06-18-2018, 01:15 AM - Forum: Arena of Ideas - No Replies

So in dealing with the actual engineering of real-life exoskeletons, we're confronted with size ratio and fit problems.  In short, you can't make something metal that fits over a human (or alien) frame that moves exactly like said pilot and doesn't limit movement.

A children's show on Netflix, Deep, presents an interesting solution I hadn't seen before, and I thought I'd share that for the designers on here, because, as I understand it, exoskeletonsuits are on many wishlists, and we may get a chance, someday to make our own designs for them or influence the design itself.

Here's a pic, the detail in concern is the pilot's arms protruding beneath the robot arms, with the robotsuit mimicing the pilot's movements. (Yes, I know that design allows a careless pilot to crush their arms, shut up.)



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  2018-06-12 Morale COUNTDOWN
Posted by: Haxus - 06-15-2018, 03:09 PM - Forum: Updates - Replies (17)

Morale
In old style cities, morale influences cause the morale level of the city to rise or fall, within a range of -20 to 20.

In new cities, morale is simply the sum of those morale influences. There is no morale level to rise or fall. When the +|- factors are listed on the city report, the sum of those values is the current morale of the city.

Morale is limited to the range -128 to 127.

Morale affects birth rate.

  • When morale is zero or more, babies will be born in the city, if the world population is two or more.
  • When morale is less than or equal to the number of breeding pairs, no babies are born in the city.
  • The rate of baby production is based on the number of breeding pairs (1/2 the world population) and the magnitude of the morale.
  • The maximum rate per world is one baby per minute.
Morale affects migration of indigenous people, on habitable worlds and ringworlds.
  • When morale is zero or more, indigenous people move into your buildings.
  • When morale is -2 or less, citizens depart the city to live among the indigenous.
  • At -1 morale, indigenous people neither arrive nor depart.
  • The magnitude of the morale increases the rate of arrivals and departures.
  • The maximum rate per world is one arrival and one departure per minute.
Morale affects travellers arriving and departing from airports, at buildings connected to an airport.
  • When morale is zero or more, travellers arrive via airports.
  • When morale is -2 or less, travellers depart via airports.
  • At -1 morale, travellers neither arrive nor depart.
  • The magnitude of the morale increases the rate of arrivals and departures.
  • The maximum rate per world is one arrival and one departure per minute. 
Departures of indigenous and air travellers are currently disabled to allow time for players to adjust to these changes.

COUNTDOWN begins. Departures will start in one week. Post here if that's too soon; perhaps you need more time to raise the morale of your new cities above -2.

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