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| Transporter and platforms |
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Posted by: Vooker525 - 07-11-2019, 07:19 PM - Forum: Prerelease Bug Reports
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-Crew cannot target building that is on platform. Says that its beyond transporter range. Tested with aerial platform, probably same thing with other types of platforms.
-Ordered to beam me aboard when i was on aerial platform, upon entering teleport my game crashed. After restart i was on ship. Happened only once, hard to recreate
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| Refineries on aerial platform |
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Posted by: Vooker525 - 07-11-2019, 07:14 PM - Forum: Closed Bug Reports
- Replies (5)
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Unable to harvest cryozine using refineries on aerial platform that in in atmosphere of gas giant. Other resources such as air and hydrogen can be harvested. Cryozine is present.
Probably same happens with ioplasma too
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| Targoss torch sound |
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Posted by: Vooker525 - 07-10-2019, 11:39 PM - Forum: Prerelease Bug Reports
- No Replies
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Targoss was to my right, i told him to go away, he said "goodbye blah blah blah" and despawned, but his torch sound left in my right headphone until i restarted game. Switching characters didnt help
One more reason to kill him
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| "Travel to system" order you are already in |
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Posted by: Vooker525 - 07-10-2019, 11:30 PM - Forum: Prerelease Bug Reports
- No Replies
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Order ship to travel direct to system that you are already in, regardless of distance to main star. Crew and officer wont do anything and order wont be completed forever, until manually removed/set as completed.
Would be nice to add some logic like saying "we are already here" or move to main star if ship is outside the outer reaches of system with using warp if possible
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| System search works incorrect |
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Posted by: Vooker525 - 07-10-2019, 10:46 PM - Forum: Closed Bug Reports
- Replies (5)
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-When search for resources, ticking more than one will make search fuction try to find systems with both of these resources at desired Q in one system. Function has "AND" logic instead of "OR", so there is no point in ticking all resources and setting high desired Q. Would be nice to have switch for that logic.
-When search for resources with high desired Q set, function will show systems that do not have such resources or even systems where they dont exist.
Example: find Antiflux particles minimum Q250. Function shows 2 systems. One of them has antiflux but much lower than set quality. Second system does not have rings at all.
-There is "Atmosphere Density" in list but no "Vegetation density", which is more important
-Not sure what "Atmosphere Density" does in search. Probably shows systems that have worlds with minimum atmo density percentage that we set. In that case percentage is same as quality 1-255, but should be 0-100. Need separate line for it. I set it to 250 and it did show some results though
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| Friends |
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Posted by: Slaxx - 07-06-2019, 04:53 PM - Forum: Cantina
- Replies (5)
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Hello friends. I would like to tell you where to find me. Near berlin to the east. You will find me.
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| Harvestable Resources from Neutron Stars and Black Holes |
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Posted by: Mr. Mortius - 07-06-2019, 04:05 AM - Forum: Arena of Ideas
- Replies (1)
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I would like to suggest adding harvestable resources to black holes and neutron stars. These resources could require some sort of specialized harvesting equipment, to differentiate them from the nearly universal process: build city, build mine, get resource. Maybe they could require a station to be towed into orbit over them, or require ships to be manually piloted, swooping down into the "Atmosphere" (the purple pulsating swirls for neutron stars and the blue shell for black holes) to be harvested. These could be called neutronium and hawking particles. Adding in some diversity of harvesting that requires player interaction could be interesting if it was used in small quantities for rare and powerful items. These could act as a placeholder for future uses (similar to viathol, flomentum, and plutonium), and act as limited/valuable resources in much shorter supply than others due to requiring manual piloting.
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| 2019-07-02 Signal Detection |
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Posted by: Haxus - 07-02-2019, 11:43 PM - Forum: Updates
- Replies (15)
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Signal Detection
The emission of power consumed in solar systems is too revealing, especially for new players. As soon as they start generating power, they can be detected and stomped.
Instead of emitting total power consumed, solar systems now emit a warp signature. The warp signature is a measure of the accumulated warp factors engaged in the system.
Warp signature signals are emitted hourly by solar systems. This is a bit more responsive than the previous energy emissions, which were emitted every six hours.
Airport terminals and base air terminals account for one warp drive engage per hour, at the maximum warp factor available to the empire. Warp technology of an empire is based on the highest patent they know for making a warp drive.
For example, if a ship engages warp at factor 4 and another ship engages warp at factor 2, and the system contains two cities with spaceports owned by empires with warp 2 technology, the solar system will emit an accumulated warp signature of 10.
Warp signatures reach about one sector per accumulated warp factor. The example signal would reach about 10 sectors. Beyond that it is too weak to be detectable.
The signal can be detected by radar of an empire with warp technology and spacecraft with sensors and warp drives. Their warp signature detection range is reported on their analysis report, replacing deep space detection range.
Actual maximum detection range is the lesser of the two values: the range the signal can reach and the detection range of the radar or sensors.
Wording on the star map was updated in appropriate places.
Color and marking of detected systems was changed.
Star map filter settings now includes a check box to turn on/off the warp signature markers on unexplored systems. Previously, the yellow detected markers could not be turned off.
New Avatar Respawn Bug
Created a new avatar. Buit a quarry; it became my home. Hand crafted a flag, which made me create/join an empire. Got killed and BAM! I'm in limbo.
Fixed an unfortunate bug that prohibited a person from respawning on their starting world when any building existed that belonged to a different empire. Fixed another bug that prevented a person from respawning at an enemy building. Buildings that belong to empire 0 are now considered when making those checks.
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