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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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| 2019-06-28 Star Map Friends, Search System Scan, Search Cache |
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Posted by: Haxus - 06-29-2019, 12:22 AM - Forum: Updates
- No Replies
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Star Map Friends
The poll posted in the previous thread revealed that friends shouldn't provide position information to anyone at all.
The presence of friend empires no longer helps you receive information about cities and spacecraft in solar systems they know about. To receive city information in solar systems explored by your empire, one of the following must be true. - Empire city or base is in the system.
- Empire spacecraft is in the system, not in deep space.
- Empire airport terminal or base air terminal is within 17.32pc of the system.
- Avatar is in the system when the star map request is made.
Search System Scan
The star map search tool should be able to show a scan of the system.
Solar system scan widget added to star map search tool.
Search System Cache
The star map search tool is very slow the first time. It should cache the data so it is faster.
Star map search data is now cached.
Please be patient if you have a huge star map of scanned systems. If you cancel a search, any data created along the way does get cached so you can do it a bit at a time if it is really slow.
New emperors exploring space will likely not notice because the cache will fill as they go.
A player who joins a new empire would have to wait the first time.
The Settings|Program|Clear All Cached Files button removes the local cache file.
Construction Blueprint Filter Architect Id
The construction blueprint filter should show the id next to the architect names because names don't have to be unique.
Avatar id added to architect list on filter dialog.
Search for Suns
When searching for suns, the check boxes should be OR'd instead of AND'd.
Sun check boxes on search tool are now treated as an OR, so any one of them true finds the system.
Workshops
It was suggested that the word workshops be used instead of shops, to add clarity.
The word shop was changed to workshop where appropriate.
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| 2019-06-27 Star Map Cities, Star Map Search, Star Map XML Nerf |
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Posted by: Haxus - 06-27-2019, 08:53 PM - Forum: Updates
- Replies (18)
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Star Map Cities
After a solar system is explored by an empire, the star map supplies information about the cities there forever. This enables the empire to remotely monitor every system they have ever explored.
When star map information is sent to a client, information about cities is only sent if the following conditions are true. - The city's solar system must be explored by the client's empire.
- One of the following must be true.
- Empire or friendly city or base is in the system.
- Empire or friendly spacecraft is in the system, not in deep space.
- Empire or friendly airport terminal or base air terminal is within 17.32pc of the system.
- Avatar is in the system when the star map request is made.
Empire or friendly refers to the city empire's stance toward the client's empire.
Spacecraft presence in a system is based on their position reports, which may lag their actual location by as much as 10 minutes.
17.32pc is the diagonal distance across a sector, which is 10x10x10pc. That seemed to be a reasonably close range for general space traffic, using the spaceports in the area, to be familiar with "nearby" cities.
Star Map Search
A tool for searching the star map is needed, which addresses the requests posted in the previous forum thread.
The star map now has a search tool for finding solar systems. You can access it using a button on the star map tool bar and also by right-clicking on a system in the star map view window.
Star Map XML Nerf
Now there is a star map search tool. The XML exporter can go.
Star map XML exporter was removed, hopefully for the last time.
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| Formal War Declaration |
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Posted by: Deantwo - 06-25-2019, 07:34 PM - Forum: Arena of Ideas
- Replies (12)
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A lot of players don't like the idea of being wiped out in a couple of hours with no warning what so ever. Most call it "newbie-stomping" or "noobstomping".
The general idea of a "formal war declaration" mechanic could be implemented to delay and inform players of what is going on.
For example disallow empires from damaging military bases and buildings on claimed worlds without first declaring a formal war.
The war declaration would have to be sent to the empire and wait about 24 (or more) hours before it goes into effect. The time before the war declaration becomes active could scale the size between the empires. If a large empire declare war on a tiny empire, the activation could take longer.
Once the war declaration is active the empires can attack and destroy buildings on claimed worlds.
This would prevent empires from wiping each other out before at least one diplomatic action with obvious intent. As the delay would mean that the defender has time to prepare to either flee or fight back, maybe even call on allies.
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| 2019-06-25 XML Star Map Nerf, Transporter Crash |
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Posted by: Haxus - 06-25-2019, 04:26 PM - Forum: Updates
- Replies (32)
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XML Star Map Nerf
A primary design goal of SoH was to present a game space so vast that it could not be dominated by one single player or faction. The XML output of the star map breaks that design goal. One single player, using a network of listening posts, is able to monitor the entire universe for slight changes in the XML output that reveal the presence of new players.
XML export function removed from star map.
Transporter Crash
An attempt to transport to a fence caused a server to crash.
Fixed crash when a fence, using a built-in fence style, is a transporter target.
Removed fences from the list of buildings presented as transporter targets.
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| Fun and Games |
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Posted by: Vectorus - 06-24-2019, 03:39 PM - Forum: Cantina
- No Replies
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I was reading through some succession games on the Dwarf Fortress boards. They can be really fun. I wonder if we could do some similar things to promote co-operative play - all our skills need honing, anyway, before the Steam griefers arrive.
Does anyone have any good ideas? Now we have so many avatar slots there's really no reason not to have some throwaway fun. I thought perhaps:
-Ringworld deathmatch. Two teams start building cities on neighbouring ringworld segments, separated by the small unbuildable area. It's a fight to the death, but no leaving the system so spacecraft can't be that advanced. Grace period. Teams should be online at the same agreed time(s). Each team limited to a certain number of man-hours per day not counting designer time. All building and spacecraft designs must be original. No outside help.
-Pain train. An ancient colony ship is being towed from the edge of a star system, very slowly, into the sun by a tugboat with a tractor beam. Shields system is damaged to 0%. The colonists awake from stasis: they have weapons, food, vehicles and small craft on the ship. If they can gather enough resources to repair systems and raise the shields, the tractor lock will break. Problem is, automated scrapper drones occupy all the critical systems and command areas of their ship, including the shield room, have small craft of their own and will hinder them as they try to visit planets. Probably a one-session game with a few hours on the clock. When the ship hits the sun, it's game over. Limited respawns per team.
- A game set up in a system with only one non-hostile world. That world has a massive enemy fortress. The team will start on an icy moon, in a finished biodome with a crate of food. They'll have a shield and some physical barriers for protection - anything inside the barrier is safe, but they'll have to pull down the barrier to start expanding beyond the dome limits. The dome is positioned not to contain all needed resources, so enemy raids can destroy vulnerable outposts. Ultimate goal is to take down the fortress. After a grace period, the enemy team can start to make moves against them. Same restrictions: each team limited to a certain number of man-hours per day, not counting designer time. No leaving the system. All designs original. No outside help. Battles by appointment.
-Sublight adventure. Like the old Journey to the Centre of the Galaxy. We build a fancy co-op spacecraft with a big player crew, take shifts to pilot it. We have a defined mission and route, such as fill the brig with creatures with extraordinarily high attributes, or cross the entire galaxy without FTL. During away team missions or battles as many people come online as possible. An opposing team with numerous, less powerful ships harries the team, forcing them to stop and build facilities for repair etc. Supplementary objectives could be added along the way for an episode-of-the-week feel.
More ideas? Sign-ups? :)
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| Transport to Fence cause Server Crash |
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Posted by: Deantwo - 06-23-2019, 03:54 PM - Forum: Closed Bug Reports
- Replies (1)
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Ordered my transporter operator to beam me down to some fence.
Code: Deantwo: Lock on to Chain Link Fence with Razor Wire at 20.31°E 42.11°S, 1 to beam ashore.
Server seem to have crashed. (Also know as Limbo, for people that call everything that.)
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| 2019-06-20 Patent Bug, Handcraft Bullion |
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Posted by: Haxus - 06-20-2019, 11:36 PM - Forum: Updates
- No Replies
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Patent Bug
Started developing the patent to mine radioactives. 10 radioactives are required. It should only be 1.
Patents that consume materials were multiplying the amount required by 10, like a production process. Fixed production multiplier bug.
Handcraft Bullion
When I handcraft bullion from metal, I only get 1 coin.
When bullion is handcrafted, you now get the amount of cronos equal to the value of the metal. Fractions are lost.
Fence Construction
I built a farm, the Pioneer Cabin by Haxus. It has small bits of split rail fence at the corners. I drew chain link fence with razor wire around the farm, snapping to the corner posts of the split rail fence. The flags along the fence line appear. I can walk on the site and the locator says I am at a fence under construction but Work Construction Site does nothing. If I run back and forth along the fence line it eventually gets built but not always.
Fixed bug that caused fences to only adjust to the terrain on the client side. On the server side, the fence was a straight line and hilly terrain caused trouble finding it. The fix means that existing fences may not conform to the terrain.
Adding any construction, such as a short bit of dirt road, will cause fences to adjust to the terrain. Fences are adjusted immediately, before construction on the road begins. The road can be deleted right away.
Also, deleting any construction will cause fences to adjust to the terrain.
Destroyed Building Money
When a building is destroyed, all money it contained is lost. If that is the only bank in town, most of the money in town is lost.
When a building is destroyed, whatever money it had is given to the community. If the community has a bank, that is where it will go, otherwise it gets stored in a different building. If there are no other buildings, the money is lost.
This transaction appears on the city report as "Transfer from Destroyed Building".
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