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| Latest Threads |
Workshop inaccessible in ...
Forum: Bug Reports
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New Web Server
Forum: Updates
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Hazeron Play By Email (PB...
Forum: Cantina
Last Post: Celarious
01-11-2026, 02:03 AM
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How to modify a buiding ?
Forum: Cantina
Last Post: netshaman
11-28-2025, 02:36 PM
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» Views: 1,207
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Are NPC's allowed to pilo...
Forum: Cantina
Last Post: AnrDaemon
11-13-2025, 02:52 PM
» Replies: 3
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Currently i have an issue...
Forum: Cantina
Last Post: Deantwo
10-16-2025, 03:19 PM
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Another Open Letter to Ha...
Forum: Cantina
Last Post: asphere8
09-03-2025, 05:03 PM
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Spacecraft unable to spaw...
Forum: Closed Bug Reports
Last Post: wad67
08-03-2025, 07:25 AM
» Replies: 9
» Views: 22,968
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Ioplasma recipe missing i...
Forum: Bug Reports
Last Post: Xantheose
07-26-2025, 04:32 PM
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No Record of Shipment Fou...
Forum: Bug Reports
Last Post: Vectorus
05-05-2025, 07:09 PM
» Replies: 0
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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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| 2019-12-09 Abandonment Decay, City Founder, Empire Policies |
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Posted by: Haxus - 12-10-2019, 02:48 PM - Forum: Updates
- Replies (19)
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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! |
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Posted by: Dragonly - 12-07-2019, 02:37 AM - Forum: Cantina
- Replies (24)
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So I heard mention of asteroids not too long ago and blew it off, it being many many months since I last played.
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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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| 2019-12-05 Land Bug, Respawn, Building Limit Reduced |
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Posted by: Haxus - 12-05-2019, 10:26 PM - Forum: Updates
- Replies (11)
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Land Bug
Land designations are lost if you teleport.
Fixed. This is the reason for the server update today. Otherwise things were chugging along just fine.
Respawn Broken
The respawn sequence is broken. You can't recall to a building.
The problem was caused by some validation code checking your spawn city, which might not be a "city" these days, if it was just a random building. Recalling to a city only worked if you were tied to the capitol building, due to some obsolete logic. Now you can tie to any building, even unincorporated buildings, which was the original intent.
This is the spawn sequence.
- Arena exit if you are in an arena.
- Berth aboard your ship. Ship must be private or you must be a passenger or you must not be an enemy.
- Home building. You must not be neutral or enemy.
- Galaxy capitol of your current galaxy. Building must belong to your empire.
- Capitol of a random city on your current side of the discontinuity. Building must belong to your empire.
- Empire capitol. Building must belong to your empire.
- Current habitable world. Must be suitable homeworld. Must have no buildings other than empire 0 or your own empire.
- Habitable world in current system. Must be suitable homeworld. Must have no buildings other than empire 0 or your own empire.
- Newly generated homeworld.
Respawn Ship Life Support Down
You can't respawn to your ship if the life support system is not working. Is there a way to know this is why it failed?
You will now sometimes get a thought message when you cannot recall to your berth due to the life support system being down. You get the message if the ship is in your current solar system. You don't get the message if your ship is farther away than that.
Also, if you hail your ship or ask for a status report, they will report if the life support system is down.
Respawn Close Helmet
When I respawn into a harsh environment, it would be nice if the visor on my helmet closed automatically.
Helmet visor now closes automatically if you spawn into a harsh environment. Helmet must already be on your head and its seal must not be broken.
Take Item Snafu
I placed an item on static display on a building. I couldn't take it off.
Fixed an error when removing items placed on buildings. This may have already been reported, pending testing. It's been tested now.
Land Systems Decay
Land solar systems should be protected from overall system decay, the way buildings are.
Land solar systems no longer decay when empty and abandoned.
500 Buildings, Lamp Posts and Fences is Too Much
The construction limit of 500 buildings, lamp posts and fences is too much. There is no conceivable need to have that many buildings on a world, especially since buildings can individually be very large.
World building count limit reduced from 500 to 250. This will cause a negative morale penalty on worlds with too many. They won't be deleted. This does not affect abandonment. The low morale won't cause buildings to decay but it will affect migration of citizens.
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| Teleport Invitation |
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Posted by: Haxus - 12-05-2019, 07:55 PM - Forum: Arena of Ideas
- Replies (18)
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Players can invite other players to teleport to their location.
This teleporting is kind of an exogame activity. Its intended purpose was to enable friends to easily join up with one another. Without it, players who start far apart might have a hard time getting together.
I would like to make changes to reduce its usefulness as a convenient form of transportation.
One simple change would be to permit teleporting be used only between two avatars in the same empire.
Thoughts?
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Full throttle crash while entering orbit |
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Posted by: jakbruce2012 - 12-05-2019, 02:17 PM - Forum: Prerelease Bug Reports
- Replies (2)
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I just watched my crew dive straight into a habitable world instead of going to orbit.
I was not able to catch it in time. Instead of slowing down as the ship got closer to the planet the AI seemed to go to full throttle.
This was on a 14 day build ship.
Haxus please...
Officer's final log:
Code: 12/5/2019 9:10 AM
ENS Loybe
Flying over BVO'FCV'R'a II at 17.64°E 31.70°N.
Order of the Crimson Fang Reclaimation, OCF Cutlas PROTO2 class Submersible Starship, Q236, 17,956,086m³, 35,685,202/36,103,018 hp
BVO'FCV'R'a II, Planet 11,400m dia, BVO'FCV'R'a, Habitable zone
BVO'FCV'R'a (1.1, -4.7, 1.7)
Sector (100, 143, 0)
Captain's Log, Final Entry
Commander,
My ship, Order of the Crimson Fang Starship Reclaimation, has been destroyed. All hands were lost.
I was deployed from Ageless Forge Alpha III in Ageless Forge Sector, Shores of Hazeron.
In memory,
ENS Loybe
SPACECRAFT DESTROYED
Disintegrated by extreme hull stress.
EVENT LOG
Time
Note
12/5/2019 9:06 AM
Traveling through solar system. BVO'FCV'R'a (1.1, -4.7, 1.7). Sector (100, 143, 0).
DAMAGE REPORT
Fuel Cell, 99%
 Plastic
1132 needed
 Electronic Part
1140 needed
 Metal
22805 needed
 Mechanical Part
1169 needed
Gravity Drive, 68%
 Electronic Part
21999 needed
 Mechanical Part
66630 needed
 Metal
66555 needed
 Plastic
22017 needed
 Grav Coupling
22002 needed
Hold, 99%
 Electronic Part
241 needed
 Mechanical Part
264 needed
 Metal
4870 needed
 Plastic
242 needed
Hull, 99%
 Metal
335495 needed
 Mechanical Part
16808 needed
 Plastic
16781 needed
 Electronic Part
16869 needed
Power Plant, 68%
 Electronic Part
19543 needed
 Mechanical Part
9796 needed
 Metal
9777 needed
 Plastic
4866 needed
Capacitor, 67%
 Electronic Part
52069 needed
 Metal
25984 needed
 Plastic
12963 needed
Sensor, 71%
 Electronic Part
4867 needed
 Mechanical Part
1623 needed
 Plastic
1618 needed
Shield, 67%
 Electronic Part
6599 needed
 Plastic
1327 needed
 Cryo Heat Sink
1314 needed
Weapon Bay 85, 90%
 Heavy Weapon
956 needed
 Electronic Part
943 needed
 Mechanical Part
1911 needed
 Metal
1913 needed
Weapon Bay 86, 83%
 Electronic Part
2312 needed
 Mechanical Part
2302 needed
 Metal
2307 needed
Weapon Bay 387, 58%
 Electronic Part
1931 needed
 Mechanical Part
1924 needed
 Metal
1929 needed
Weapon Bay 408, 19%
 Electronic Part
2223 needed
 Mechanical Part
2220 needed
 Metal
2239 needed
Weapon Bay 409, 28%
 Electronic Part
1985 needed
 Mechanical Part
2003 needed
 Metal
1992 needed
Weapon Bay 88, Inoperative
 Heavy Weapon
1146 needed
 Electronic Part
1150 needed
 Mechanical Part
2306 needed
 Metal
2295 needed
Weapon Bay 388, 21%
 Electronic Part
1850 needed
 Mechanical Part
1857 needed
 Metal
1871 needed
 Tesloid Dissipator
932 needed
FTL Drive 78, 78%
 Electronic Part
269 needed
 Metal
48 needed
 Plastic
89 needed
 Lumenite
43 needed
FTL Drive 79, 80%
 Electronic Part
223 needed
 Metal
38 needed
 Plastic
73 needed
 Antiflux Particles
73 needed
ACCOUNT
 0¢ Ship's Fund
 0¢ Fleet Tax Collected
FUEL
 Hydrogen 21683290 Q138 in 70629332 Fuel Cells
 Electricity 305864 in 306095 Capacitor
CARGO
Hold Space 5885777
Air
55809 Q215
Crystals
10148 Q230
Electron Beam Lens
4000 Q225
Minerals
10180 Q212
Oil
30096 Q221
Ore
50032 Q234
Stone
50327 Q227
Viathol
10080 Q237
MISSION
Active, Do Once


Orbit BVO'FCV'R'a II.
ROSTER
4 Officer Berths
18 Crew Berths
18 Troop Berths

ENS Loybe

Jack Katogh

SN Abut

SN Avesheg

SN Awuczay

SN Cijo

SN Dimtidi

SN Elkaeyot

SN Fahuw

SN Fidlil

SN Gaxaloxom

SN Gyusti

SN Ihdozpol

SN Lafreg

SN Neha

SN Ohawasik

SN Ribuk

SN Terag

SN Weteek

SN Yiciuy
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| 2019-12-04 Land, Abandonment and Decay |
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Posted by: Haxus - 12-04-2019, 03:25 PM - Forum: Updates
- Replies (28)
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Land
Avatars now have land associated with them, in the form of solar systems. Land is an important factor in the next topic Abandonment and Decay.
The solar system that contains the avatar's home building is automatically part of their land. The solar system is not protected from abandonment if the home building is destroyed. The solar system remains protected even if the home building is destroyed.
In addition to their home system, each avatar may designate up to ten solar systems to be their land. The land designation is arbitrary. Any solar systems can be chosen.
This does not claim those solar systems as property. There is no way to know if a solar system is already part of another avatar's land. Any number of avatars may designate the same solar system as their land.
Land is shown on a new Land page on the Bio window. There, land can be removed and the current solar system can be added to your land.
Land can also be added using the Cities and Bases, System Scan, and Star Map windows. The cities list supports multiple select, so you can do a bunch of them at once.
Abandonment and Decay
The previous update produced some good ideas on this topic. Here are the new rules for abandonment and decay, with some clarifications.
Abandonment
A building can become abandoned. - Building abandonment begins three days after: 1) an avatar on line was last present in its solar system or 2) it stops being protected by the land designation of an avatar.
- Buildings in the land solar systems of an avatar are protected from abandonment while the avatar's account remains active.
- Buildings do not have to be part of a city. All buildings in land systems are protected.
- Empire of the avatar and the buildings is not a factor.
- Abandonment appears as a negative morale modifier on the city report. The negative modifier is the number of days since the building began feeling abandoned, up to -1000.
- Land may take up to 24 hours to register the change of an avatar's account status, whether active or inactive.
- Solar systems may take up to 24 hours to be notified when they become land, to gain that protection.
- There is no extra benefit to overlapping the lands of multiple avatars.
Decay
Once a building is abandoned, it is subject to decay. Decay is disabled in this update. Decay will likely be enabled Friday.- Up to three abandoned buildings in a city will decay at each city report cycle. Decayed buildings are listed on the city report.
- Unincorporated buildings on a world will decay. This goes unreported.
- When a building decays due to abandonment, it is completely destroyed.
- Probability of decay increases as the negative abandonment modifier increases.
- Decay conforms to city build rules so bases will decay before cities, on any given world.
- A city report with decaying buildings is marked with a highlighted icon.
- The final city report from a decaying city does not expire in the mail queue. It is marked with a highlighted icon.
Buildings on Empire Standings Pages
The empire standings pages show counts of various things in the universe but it does not include buildings.
Buildings are now shown on the empire standings pages, currently at 124,000!
I am eagerly looking forward to seeing a reduction in that number, soon. With a universe reset on the way, and servers blinking red, I'm not feeling particularly patient. How does Friday sound, to enable building decay?
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| Resource Quality bug has returned |
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Posted by: jakbruce2012 - 12-03-2019, 11:41 PM - Forum: Closed Bug Reports
- Replies (6)
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I'm experiencing another instance of the old scan quality vs harvest quality bug.
AFAIK this had been fixed once before.
The issue occurs on Hub System 01 Beta Ia(YP,RSF,MC,c Beta Ia)
I'll leave Impel(WLEFXKB) on site if you want to have a look.
Buildings in Zone 3 are harvesting crystals and minerals, scan report says Q236 crystals, and Q212 minerals
Mines are harvesting Q99 crystals, and Q50 minerals.
Gathering by hand gets the same results, Q99 and Q50.
Edit: It seems this is affecting multiple systems, number of bodies listed, as well as types is not always correct either.
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