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| 2019-12-16 Targoss. Login Chat Lag, World Building Lag |
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Posted by: Haxus - 12-17-2019, 03:48 PM - Forum: Updates
- Replies (7)
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Where's Targoss?
Targoss stopped showing up.
Fixed an error in the story engine when testing lineage of avatar to insure Targoss story doesn't start for highborns or demiavatars.
Trespass
New cities do not report trespassers. Old cities did.
Buildings with radar will now report trespassers in their radar range. Trespassers are buildings or stations that belong to a neutral empire.
Login Chat Lag
When I first log in, I cannot chat for a minute or two.
This happens when the Construction window requests the current public building design exchange information for the first time.
You can prevent it by leaving the Construction window closed when you log out. It will remain closed at login. When the window is opened, it will request the data.
Building exchange data is now compressed prior to sending. This didn't help much since the data was already pretty tight. My tests got about 10% reduction in data size due to compression.
Building and spacecraft exchanges are now preceded by a thought message warning when the data is large, exceeding 5MB. It informs the player that they cannot receive chat messages until the exchange data is received. A follow up thought message informs when the data transfer is complete.
World Approach Building Lag
I get a huge lag spike when approaching a world with buildings.
Found/fixed a scene sync bug that caused a little stutter when receiving new atoms into the scene. That stutter caused buildings to create and delete their rendering objects several times. Many buildings quickly added up to a huge lag spike, especially bad if any were under construction or destroyed.
Moved creation and management of building models into the model maker thread pool. This allows the grunt work of building the OpenGL model to be done in a thread that is not the foreground rendering thread, relieving some scene lag. This didn't actually save much on completed buildings because their final models take almost no processing before feeding them to OpenGL. However, this saved a lot of foreground processing time on buildings under construction or destroyed, because the board framework model takes a lot of work to construct.
The model maker offers an additional huge benefit. Multiple buildings using the same design now share the same OpenGL model, instead of each of them building/managing their own model. The creation of only one common model reduces the scene construction lag time and memory usage, when multiples of the same building designs are present. All buildings benefit, including buildings under construction and destroyed.
World Departure Building Lag
I got a moderate lag spike when departing a world with buildings.
Fixed a problem that eliminated the lag spike almost entirely. There was still a bit of grinding as building models were removed from the scene.
Implementation of the model maker thread pool completely eliminated those last grinding bits of lag.
World Map Buildings
World map sometimes does not show all the buildings on the map until you move close to the planet.
Fixed. Due to this change, you may now see airport beacons from much farther away.
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| Empire Ranking and Leaderboard |
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Posted by: Deantwo - 12-13-2019, 07:39 AM - Forum: Arena of Ideas
- Replies (11)
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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 |
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Posted by: Haxus - 12-12-2019, 09:05 PM - Forum: Updates
- Replies (17)
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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 |
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Posted by: Mr. Mortius - 12-12-2019, 06:56 AM - Forum: Arena of Ideas
- Replies (7)
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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 |
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Posted by: martianant - 12-12-2019, 02:34 AM - Forum: Arena of Ideas
- Replies (5)
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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 |
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Posted by: Haxus - 12-11-2019, 09:22 PM - Forum: Updates
- Replies (5)
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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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MacOS - UI Glitches |
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Posted by: FinalGen - 12-11-2019, 09:00 PM - Forum: Prerelease Bug Reports
- No Replies
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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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