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  World Map doesn't update after asteroid strike
Posted by: Tamunshin - 12-14-2019, 01:05 AM - Forum: Prerelease Bug Reports - Replies (2)

My homeworld recently experienced some unplanned restructuring thanks to an asteroid. The planet remained intact but there are now some wicked craters on the surface. The world map onboard my spacecraft has correctly updated to represent the new geography, but the menu map hasn't.


Spacecraft Map:
   


Menu Map:
   

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  Avatar Skills - Add a skill for Texas Hold'em wins
Posted by: Snowmantis - 12-13-2019, 03:58 PM - Forum: Arena of Ideas - No Replies

Would like to see a few "fun" skills added to the avatar skill screen that might be used to entice other in-game activities and perhaps lead to the addition of leader-boards for a selection of skills.

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  Empire Ranking and Leaderboard
Posted by: Deantwo - 12-13-2019, 07:39 AM - Forum: Arena of Ideas - Replies (11)

With the new changes to the decay and "Empire Standings" page, I think is is about time we discuss how empires should be ranked on the leaderboard once again.

We have discussed it at least once before, and I'll link to what I found here for discussion.

Up until now all empire ranking has been based on empire size. Either number of (loyal) citizens, number of cities, or number of worlds. This all suggest that there is only one way to play the game, which isn't really something that sounds nice in a big open game like this. There are however issues with figuring out how to otherwise rank empires.

There is also the concern that any ranking would expose too much information about your empire to potential enemies. So any information should probably be obscurified in some way. Or at least so general that it is of less use to the potential enemies.

To further give players the feeling of having options, it would be interesting to have multiple stats to tracks and rank. Lets make some simple categories and discuss possible ways of calculating each stat.

Empire Size

It would be obvious to keep the systems/population count in some way, some indication of empire size. Rather it should be the pure number of either citizens, cities, worlds or systems, or some calculated average of them is definitely up for debate.

We don't want a lone capitol building in some system to count equal to a system with thousands of citizens. But at the same time it does count as territory that the empire is keeping safe from decay and defended against enemies.

So I would suggest either one of two (population or systems count), or both values separated into two separate columns (Territory and Population). But I don't know how we would obscurify them, or if we would even have to

Empire Military

This might be a hot topic. How to measure the military power of an empire without giving away too much information?

The first idea I had was simply to calculate the total volume of all fleet spacecraft AND military buildings. Spacecraft volume is what matter in the end-game, who has the bigger gun. But a good way to obscurify it is to just toss in military building volume.

There have been suggestions of just counting number of officers stationed on ships in the past. But that might give away too much information or simply be too easy to exploit with tiny ships.
Also, should company ships even be counted? I have not found a single reason not to make my flag ship as a company ship. A company ship can't be captured, so that is a huge advantage as long as you have enough money to cover the price of fuel and ammo. But that is likely a separate issue for another day.

Empire Economy

Economy in the game is mostly non-existent right now. Unless we count maximum quality of available construction materials, but that might be too much information and likely also a strain on the servers to calculate too often.

Could simply leave it blank while we wait for economy fixes, think of it as a goal. If any economy system that is implemented can't be used as an empire ranking statistic, it likely won't be good. But again that is likely a separate issue for another day.

Empire Technology

With technology it is also debatable rather or not it exist is a meaningful way enough way to measure. The correct patent system doesn't limit anything, it merely serves as a technological progression milestone or to hide things new players don't need to see yet.

In the current system the only patent that would be worth tracking the process of would be the warp FTL drive patents. But simply showing an empire's highest warp-drive capability would definitely be giving too much information to enemies.

Empire Diplomacy

We do not have any galactic community mechanics or grand diplomacy, so there are no good numbers to track here. At most we already have this in the form of allies and vassals contributing to empire size.
Showing how many empires have set your empire as "Friend" might be giving away too much information again, even if it would be a fun stat.

Anyways, thoughts?
This is very much a brainstorming thread rather than anything else. So toss your ideas in on the topic and lets discuss it!

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  2019-12-12 Officer Trade, Server Deadlock
Posted by: Haxus - 12-12-2019, 09:05 PM - Forum: Updates - Replies (17)

Server Deadlock
A server deadlocked last night while a world was being destroyed by asteroids.

This was a great bug to flush out. The relevant code hasn't changed in years but the flurry of activity involved in hitting a world with all those asteroids made the deadlock situation happen. It's a good day.

Officer Trade
Officer could not buy tools at an airport.

Fixed numerous bugs that were preventing this from working.

Request Cargo Bug
Landed at airport in ship without transporters. Requested cargo for sale. No answer.

Fixed.

Trade With City On Road
Ship cannot trade with a city while sitting on a road of the city.

Fixed. The ship has to be on a road. The location of the ship must be within the city limits, as defined by its capitol and police station jurisdictions.

Government Target Value
Government target value was used as the basis for assassination mission payments. It was multiplied by an empire reward value that no longer exists. The result is that the payment for assassination missions is very low.

Government target value is now expressed in cronos. It will appear on the avatar's web page that way. That is the amount that the payment for assassination missions will be.

Conditions Error
An error message keeps appearing while loading avatars from the database. Something about a bad condition.

Fixed an error reading pregnancy conditions that were stored before the DNA change.

Founded City Stats
Someone suggested that showing all the cities founded by every avatar was giving away too much information about them.

Removed city stats from avatar web pages. Also removed solar system name containing their home building, which appeared there briefly.

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  Fleet Organization and Grouping
Posted by: Mr. Mortius - 12-12-2019, 06:56 AM - Forum: Arena of Ideas - Replies (7)

I have some suggestions for an improvement to how spaceships and fleets are handled. Most of this focus is on the current follow command.

The goal: Be able to form groups of ships with each performing a specialized function. This could include, for example, a fleet consisting of a heavily shielded command ship, an atmospheric harvester for remote refueling, an orbital bombardment ship, and an anti-ship craft.

Key components:
-When going to warp and a follow ship command is active for a ship within a certain distance that belongs to the same empire, fix the ships relative to each other so they stay together during warp and system transition.
-Include a "Follow at relative position" command. This would allow a ship to always be positioned in a formation.
-Allow "Fleet" mission orders to be issued at once. For example, a mission disk that tasks ships 1-3 to orbit above a planet 120 degrees from each other while ship 4 harvests hydrogen then transfers this fuel to ships 1-3 in order.

Together, this would allow much better coordination of groups of ships for military or harvesting missions. Discussion would be helpful.

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  Asteroid Impact Effects
Posted by: martianant - 12-12-2019, 02:34 AM - Forum: Arena of Ideas - Replies (5)

First, this is amazing. The asteroid impact you recorded haxus, truly breathtaking. 
Now on to the suggestion, currently it seems the results are:
Whole asteroid -> world destroyed
large chunk -> world destroyed
small chunk -> city wipe

I'd like to suggest a slight change:
Whole asteroid -> world destroyed
large chunk -> world transformed into lava world
small chunk -> city/life wipe

Inspired by real life, a simulation of a 500km asteroid hitting earth.

For reference the asteroid that caused the mass extinction event that wiped out the dinosaurs (and most life) was 10-15km in diameter... I know scale is 'wonky' at times, but I think this change would be more interesting, imagine you are exploring and find a lava world in the habitable zone. You then realize, it used to be someone's home. The poor buggers.

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  2019-12-11 Lag Spikes
Posted by: Haxus - 12-11-2019, 09:22 PM - Forum: Updates - Replies (5)

Lag Spikes
Servers are getting hit by crippling lag spikes that last for minutes at a time.

Found/fixed a problem when stacking items that have DNA. They weren't stacking, resulting in inventories at meat packing plants with tens of thousands of discrete items. This was causing a huge lag spike during a periodic maintenance function.

Avatar Page Cities
How do I know the current status of my cities that I have lost?

Cities founded by an avatar are now listed on their individual avatar web pages.

Empire Standings
The empire standings page shows a big confusing table of numbers.

Reworked the empire standings page to simplify the information and freshen the appearance.

Made links of avatar names.

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Video MacOS - UI Glitches
Posted by: FinalGen - 12-11-2019, 09:00 PM - Forum: Prerelease Bug Reports - No Replies

Code:
  Model Name:    MacBook Pro
  Model Identifier:    MacBookPro15,1
  Processor Name:    Intel Core i9
  Processor Speed:    2.3 GHz
  Number of Processors:    1
  Total Number of Cores:    8
  L2 Cache (per Core):    256 KB
  L3 Cache:    16 MB
  Hyper-Threading Technology:    Enabled
  Memory:    16 GB

Intel UHD Graphics 630:

  Chipset Model:    Intel UHD Graphics 630
  Type:    GPU
  Bus:    Built-In
  VRAM (Dynamic, Max):    1536 MB
  Vendor:    Intel
  Device ID:    0x3e9b
  Revision ID:    0x0002
  Automatic Graphics Switching:    Supported
  gMux Version:    5.0.0
  Metal:    Supported, feature set macOS GPUFamily2 v1
  Displays:

Radeon Pro 560X:

  Chipset Model:    Radeon Pro 560X
  Type:    GPU
  Bus:    PCIe
  PCIe Lane Width:    x8
  VRAM (Total):    4 GB
  Vendor:    AMD (0x1002)
  Device ID:    0x67ef
  Revision ID:    0x00c2
  ROM Revision:    113-C980AL-075
  VBIOS Version:    113-C97501U-005
  EFI Driver Version:    01.01.075
  Automatic Graphics Switching:    Supported
  gMux Version:    5.0.0
  Metal:    Supported, feature set macOS GPUFamily2 v1

This is a brand new macbook with very little installed running macOS 10.14.6 (18G1012).

https://www.youtube.com/watch?v=h3iLBOOldQk

For some reason the UI flickers between what looks like 2 different resolutions. You can see the first res during app launch. If I try to full screen using the in game button, the app will just hang and I have to force quit.

As you can see at the end, the system is running the game off of the Radeon and not the Intel.

Any ideas?

Thanks!

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  2019-12-09 Abandonment Decay, City Founder, Empire Policies
Posted by: Haxus - 12-10-2019, 02:48 PM - Forum: Updates - Replies (19)

Building Decay Enabled
Building decay due to abandonment was implemented in the last update but the actual decay of buildings was delayed through the weekend, to give people plenty of time to tag the systems they wanted to keep

Buildings and cities will begin to decay in this update. The rules posted in the previous thread apply.

A lot of buildings are going to disappear soon after the servers wake up. The current count on the empire standings page is 124,044.

City Founder
Someone suggested that the founder retain some level of control over their cities.

This was an interesting idea that has several effects:

  • City founder is now in the chain of command of their own cities, if the founder is in the same empire as the city. No government office is required.
  • Government office can add other people to the chain of command of a city.
  • Cities are surrendered using the Cities and Bases page of the Governance window.
  • Cities can only be surrendered by the founder, unless the founder is not a citizen of the empire. In other words, the emperor can't give away cities founded by citizens but it can give away cities founded by non-citizens, such as cities it captures or cities surrendered to it.
  • This enables the founder of a city to transfer their own cities before changing empires, unless the cities belong to another empire, in which case they aren't listed on the Cities and Bases window.
  • City founder permissions were removed from empire policies. No office is automatically granted to the founder of a city. No office is needed.
  • Founder of a city never changes, even if the city changes empires. However, you must be in the same empire as the city to be in its chain of command and to surrender it.
  • Founder relationship to city empire affects morale.
    • 0 if founder is not in any empire
    • 0 if founder is dead and gone
    • +2 if founder is in city empire
    • +1 if founder is in friend empire, based on founder empire's stance toward the city's empire
    • +1 if founder is in vassal empire
    • -1 if founder is in neutral empire
    • -2 if founder is in enemy empire
Empire Policies Nerf
While removing founder permissions, it seemed that some of the other policies could be removed also. They either don't apply any more or they are confusing and unnecessary.

Removed empire policies.
  • Right To Found Cities - All citizens can now found cities on any world in their chain of command and any world they claimed. That means a citizen with no government office can only found cities on worlds claimed by them.
  • Zone Build Permissions - Removed zone build permissions because they were no longer compatible with new city build rules. No code was using zone build permissions any more.
  • Trespass Policy - Trespass policy was removed. A Trespass diplomatic incident is logged when a neutral city or station is detected within sensor range of an empire station; that is their ADIZ. Cities are also supposed to log an incident but they aren't currently doing it; it's on my to-do list.
  • Rewards - Rewards page removed from empire policies.

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  Beware of Asteroids!
Posted by: Dragonly - 12-07-2019, 02:37 AM - Forum: Cantina - Replies (24)

So I heard mention of asteroids not too long ago and blew it off, it being many many months since I last played. 

..

Logged in today to find my homeworld destroyed and only one small moon base remaining. Guess I should have listened closer!

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