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  Inventory Full, Not Replacing Lower Quality
Posted by: Deantwo - 07-27-2019, 02:18 PM - Forum: Prerelease Bug Reports - Replies (7)

I have a machine shop producing tools. The storage has gotten full with quality ~150 tools using the available materials.

I built a new colony to get a better source of materials, quality ~200. After a few days now, the storage of old quality ~150 tools has not been replaced and it isn't getting used very fast. The manufacturing process just report that the inventory full.

There are a small amount of issues with building inventories in general it seems. If the manufacturing process would create more commodities than the building's inventory can hold, the manufacturing process might even fail and prevent any production at all.
See: (Bug report) No Stock Buildup, Yet Full?

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  Gas Giants feel too much like Ocean Worlds
Posted by: Deantwo - 07-26-2019, 11:59 AM - Forum: Arena of Ideas - Replies (5)

The visual state of gas giants since the oceans were added seem weird. They feel way too much like giant ocean worlds rather than gas giants.

The atmosphere should probably be more cloudy, and the ocean surface should be more like heavy clouds than just water surface. Light from the star should probably also become dimmer the closer you get to the ocean surface, so it doesn't just become suddenly dark because under water.

Maybe it would also be interesting to lower the ocean surface level more too, but that might not be very backward compatible.

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  Jumping on Gas Giant Aerial Platform
Posted by: Deantwo - 07-26-2019, 11:51 AM - Forum: Prerelease Bug Reports - No Replies

I am building an aerial platform in a gas giant. I placed some buildings on it while it is still under construction, which I don't know if is intentional, but considering the amount of labor required I aren't complaining.

I noticed that when jumping around on the platform, I can jump normally, but if i go onto a building's site on the platform my jumping feels weird and heavy.

It might be that being inside the platform's "building zone" doesn't apply gravity correctly to my character, and when I enter a building's site it is applied correctly.

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  Client Login Menu Mock-up
Posted by: Deantwo - 07-26-2019, 11:42 AM - Forum: Arena of Ideas - No Replies

Currently we have to click 4 buttons in order to enter the game. One of these seem to be able to at least be spared with a little rework to the login screen on the client.
i made this mock-up a while back, because Paint.Net is fun, but never got around to posting it here.

Put simply, merge the "client selection" and the "login" screens.
And while on it it is a good idea to add some labels to the screen so new players will know what button does what, without relaying on them thinking to read the tooltips.

PS: No "Deantwo" is not my username, and the password I typed is just "password". And yes that is the window size I use for the client on my computer.



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  2019-07-22 Status Update
Posted by: Haxus - 07-22-2019, 03:43 PM - Forum: Updates - Replies (6)

Status Update
There have been no updates for a while. What's going on?

I have been deeply engrossed in upgrading the creatures.

I pulled out the code that was started just before the new spacecraft and building designers were implemented. At the time, I felt they were a higher priority than upgrading creatures so I put creatures on the shelf for a while, two years?

The creature maker had suffered from some code decay but it didn't take much work to get it going again. I was not satisfied with it. The CPU work to make the skins of creatures was too much and the result frequently drew out the term uncanny valley. It also relied heavily on data to drive the shape of body parts.

This time I am taking a different approach. The appearance is much more cartoon than realistic, detouring around uncanny valley. The CPU work required to make the models is small, possibly less than it takes to put together the current/old style creatures. All body parts are generated so there is no reliance on any 3D model data.

I am almost finished with the first male/female pair of people. I'll post screen shots as soon as I have something that is presentable, likely within the next week.

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  New Resource Connectivity Mechanism
Posted by: Mr. Mortius - 07-20-2019, 09:33 PM - Forum: Arena of Ideas - Replies (6)

The "Stonehenge" structures that provide teleportation between systems should also allow the transfer of goods instantaneously between systems. This could provide some real use to them.

In order to use them, they must be found then hooked up to the trade network by road, airport, or harbor in the same way as any other building.

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  Hazeron Thunderdome Round I: Signups open!
Posted by: Vectorus - 07-18-2019, 01:10 PM - Forum: Cantina - Replies (5)

Hazeron Thunderdome
Round I

For some time, we've been trying to convince Haxus of the Fun to be had from a pocket-sized, fast-resetting deathmatch universe where the only constant is death. (And matches)

Since we haven't yet succeeded, we're going to start by making our own. Each round will need two teams and an umpire.

The teams:
  • Two empires, hostile to each other and everyone else. The umpire has total authority over both, allowing oversight and enforcing the rules. He will use this authority as sparingly as possible.
  • Players can vote for a team start, each team starting in one system, or a deathmatch start with each player in a system. In a deathmatch start, players are encouraged to manually attack other players on the same team. We'll have to see how well that works. More teams can be done, if there are enough umpire volunteers.
  • Avatars cannot join after game start. Avatars can join who already exist in the universe, but they must enter the game naked, not on the roster of any ship and with an empty bank account. Fresh avatars are recommended. Highborns not allowed; demis allowed if you're a masochist, but once they're dead they're dead. 
The zone:
  • One sector is added to the zone for every two signups. Leaving the zone means you're disqualified. The umpire can see the empire starmap so he'll know.
  • The zone will be fully surveyed by the umpire before game start and starting systems allocated to players.
  • Players will be transported naked to their starting locations by the umpire.
  • Warp permitted or not permitted based on player vote at game start. For small games, no-warp is encouraged. Umpire can see the patent lists.
  • The zone will be in a remote location revealed only to participants. Unauthorized ships entering the zone will be destroyed by umpire forces.
  • Umpires should survey the area using their own empire, so as not to reveal the starmap to the participants at game start.
The game:
  • The game has a maximum time of 4 weeks, increased by 1 week for every player above 4.
  • The game is over when the time expires, one team is destroyed or a player/team is declared winner by all other players/teams. A game can be declared stalemate by unanimous vote.
  • There is a grace period of 48 hours at the beginning of each round, during which players may not leave their starting systems. Particularly in small games, this prevents the player in the earlier time zone from running around grabbing everything.
  • The game is scored by developed systems owned and cities conquered. Each system owned is worth one point. Each city conquered is worth 4 points. Conquests must be reported to the umpires as they occur and will be counted throughout the game. This scoring system will develop over time. Umpire decides whether a system is developed enough to count.
  • As a prize, everything in the zone will be surrendered to the winning team. The winning team has a week to remove what they want to the wider galaxy before the umpire deletes everything in the zone. The umpires may at that point remove anything still remaining to their own empires.
  • To help ensure the availability of umpires, the winner of each round is expected to umpire the next round unless there is a good reason not to.
Some rules:
  • Rules will develop over time; the umpire has authority to enforce fair play as he sees best. That authority will become more circumscribed as concrete rules emerge.
  • No lag-bombs or exploits affecting quality of others' gameplay.
  • No unconquerable cities or indestructible spacecraft. 
  • No creative use of pirates. Pirates which emerge organically are thrown into the mix.

Signups for the first round are now open and will close early September! Game start is one week after that. Copy the list below and add yourself, removing the example. I will personally assist the first umpire. Sign up as an avatar and avatar ID please, not an empire or forum member. State your current empire if applicable. You can name your teams by vote after signups are complete

Umpire Volunteers:
  1. Haxus (0000) Ron Pauline Empire
Team Holt:
  1. Raymond Holt (5261796d6e6420) Weischelbrauniacs
Team Peralta:
  1. Jake Peralta (9544) Beatsie Boys

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  Underground Buildings Exploits
Posted by: Deantwo - 07-16-2019, 05:44 PM - Forum: Prerelease Bug Reports - Replies (16)

The Weltreich empire's favorite military HQ design is exploitively designed so that it is underground.
This prevents AI ships from attacking the building because they can't get a clear line of sight to the building without hitting terrain.
It also makes it impossible to destroy the buildings without explosive weapons. For example a spacecraft with only a energy weapon bay will be unable to ever destroy it. This is even true when the building is still under construction.

Blueprints:

Code:
Military Headquarters
Weltreich base <name>
Blueprint: 3067502 MilHill2
Architect: Racer FMXFM
Code:
Military Headquarters
Weltreich base <name>
Blueprint: 2844901 Hill
Architect: Ceruleas JVJHSJB

Somewhat duplicate of: (Bug report) Deep Deep Underground Military HQ Exploit
This is made even worse when coupled with the (Bug report) Military HQ Spam Exploit.
Also the (Bug report) Power Plant Prevent Military HQ Demolition/Destruction bug makes it impossible to get rid of them even while they are under construction.

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  Destroyed Airports still Detect Interstellar Cities
Posted by: Deantwo - 07-16-2019, 05:21 PM - Forum: Prerelease Bug Reports - No Replies

An airport that has been destroyed, reduced to 0 HP because of a military base and can't be repaired because of missing materials, can still detect cities in other solar systems.

Might be related to the issue with under construction radars too.
See: (Bug report) Unpowered and Underconsruction Radar Provide ATC

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  Military HQ Spam Exploit
Posted by: Deantwo - 07-16-2019, 05:02 PM - Forum: Closed Bug Reports - Replies (4)

It is possible to place additional military HQs while the there are no finished military HQs on the world.
This means that you can place more than one military HQ on a world.

This can horribly exploited, which the Weltreich empire has demonstrated to infuriating degree over the last couple weeks.

See attached pictures. Red dots on the map are military HQs.

Also the (Bug report) Power Plant Prevent Military HQ Demolition/Destruction bug makes it impossible to get rid of them even while they are under construction.

See also: (Idea thread) Move/Replace Capitol and HQ



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