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		<title><![CDATA[Hazeron Forums - Arena of Ideas]]></title>
		<link>https://hazeron.com/mybb/</link>
		<description><![CDATA[Hazeron Forums - https://hazeron.com/mybb]]></description>
		<pubDate>Sun, 03 May 2026 08:15:22 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Mission Order: Officer Save Game]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3138</link>
			<pubDate>Mon, 05 May 2025 18:47:44 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=27">Vectorus</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3138</guid>
			<description><![CDATA[Sometimes, I order my ship to make a long journey, or perform a complicated mission. I leave the computer for a while. Lieutenant Sundiver valiantly completes nine tenths of the mission, then the desire to sunbathe overcomes him, or the game crashes, costing hours of progress.<br />
<br />
I know he is only an NPC, but it would be nice if, after completing a long voyage, the officer could take a moment to save my game before continuing...A mission order to that effect would be welcome!]]></description>
			<content:encoded><![CDATA[Sometimes, I order my ship to make a long journey, or perform a complicated mission. I leave the computer for a while. Lieutenant Sundiver valiantly completes nine tenths of the mission, then the desire to sunbathe overcomes him, or the game crashes, costing hours of progress.<br />
<br />
I know he is only an NPC, but it would be nice if, after completing a long voyage, the officer could take a moment to save my game before continuing...A mission order to that effect would be welcome!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Make the Steam Workshop visible to potential buyers]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3132</link>
			<pubDate>Fri, 29 Nov 2024 15:29:41 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=47">Ivan</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3132</guid>
			<description><![CDATA[Make the Steam Workship visible to people who don't own Hazeron starships and therefore are potential buyers.<br />
<br />
Having them see what is possible in terms of ships and buildings (and interiors) might attract more buyers.<br />
<br />
Other games show the workshop even if you don't own the game.<br />
<br />
People reading in the reviews about the workshop, but not being able to see it, might be confusing.]]></description>
			<content:encoded><![CDATA[Make the Steam Workship visible to people who don't own Hazeron starships and therefore are potential buyers.<br />
<br />
Having them see what is possible in terms of ships and buildings (and interiors) might attract more buyers.<br />
<br />
Other games show the workshop even if you don't own the game.<br />
<br />
People reading in the reviews about the workshop, but not being able to see it, might be confusing.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[add an " add item" button in the building interface]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3129</link>
			<pubDate>Thu, 07 Nov 2024 02:40:25 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1641">netshaman</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3129</guid>
			<description><![CDATA[Currently there is two buttons in the building interface ( at the sub-menu "buiding" next to "manufacture" ) , one named "take item" , the other "trash item" .<br />
I propose to add a third button named " add item" .<br />
With this one you can obviously add an item from YOUR personal inventory ( backpack , body , etc ) to the city inventory .<br />
Like ORES for example.<br />
Some will say : " this is redundant with the "sell" function in the communication menu  !<br />
You are right , but it WILL be useful when you want to just add an item ( like an ore ) for smelting when you are ALONE without ANY other citizen around  !<br />
Some buildings need metal to build them and without any citizen , smelting an ore is impossible manually ( i didn't found out to do this ) from the ores you have in your backpack, so an "add item" button should be the solution. ^^<br />
Thanks for reading.<br />
P.S : if a mean exists to do this, please tell me, i' m actually stranded on a lonely planet after the destruction of the main planet by the asteroid and without having the possibility to smelt ores , i just can't advance anyway.<br />
This IS really a game blocker.]]></description>
			<content:encoded><![CDATA[Currently there is two buttons in the building interface ( at the sub-menu "buiding" next to "manufacture" ) , one named "take item" , the other "trash item" .<br />
I propose to add a third button named " add item" .<br />
With this one you can obviously add an item from YOUR personal inventory ( backpack , body , etc ) to the city inventory .<br />
Like ORES for example.<br />
Some will say : " this is redundant with the "sell" function in the communication menu  !<br />
You are right , but it WILL be useful when you want to just add an item ( like an ore ) for smelting when you are ALONE without ANY other citizen around  !<br />
Some buildings need metal to build them and without any citizen , smelting an ore is impossible manually ( i didn't found out to do this ) from the ores you have in your backpack, so an "add item" button should be the solution. ^^<br />
Thanks for reading.<br />
P.S : if a mean exists to do this, please tell me, i' m actually stranded on a lonely planet after the destruction of the main planet by the asteroid and without having the possibility to smelt ores , i just can't advance anyway.<br />
This IS really a game blocker.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Fleet Channel, named fleets channels  and no Starforce channel]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3111</link>
			<pubDate>Tue, 14 May 2024 00:04:18 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=47">Ivan</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3111</guid>
			<description><![CDATA[I like the fact that fleets were added. But there a thing that bothers me: You cannot give orders to ships under a flagship that you're not berthed at.<br />
<br />
I had envisioned fleets in a slightly different way:<br />
<br />
- You could create fleets and name them, e.g. First Fleet, Orion Sector Fleet or Battlegroup Gamma.<br />
<br />
- Hailing in the Fleet channel would then open channels to all individual ships like before, aswell as open channels to all named fleets. Giving orders in the named channels would then give the order to all ships within that fleet. Also currently it seems to open 2 different channels to flagships (one from Fleet and one from Starforce)<br />
<br />
The formations and travelling together I had not envisioned, but they do sound nice, so I'm ok with that. I however envisioned it to merely be a way of communicating with a select group of ships (instead of all ships in system/sector range). But grouped warps/jumps do sound cool.<br />
<br />
<br />
This would be nice because you could give orders to fleets aswell as to all individual ships of every fleet at all times. . After completing individual orders ships could then return to the flagship. That way ships within a remote fleet can be sent to do errands.<br />
<br />
And best of all, it could solve the Starforce naming conundrum because that channel would not be needed anymore<br />
<br />
I realise that this might be nitpicking a bit and maybe asking to much for Hazeron but i got that from X4 foundations where individaul ships can be sent do orders, then automatically return to fleet orders after finishing the individual task.<br />
<br />
Might just be fueled by resitance to change, dunno, we'll see what other people think. :D]]></description>
			<content:encoded><![CDATA[I like the fact that fleets were added. But there a thing that bothers me: You cannot give orders to ships under a flagship that you're not berthed at.<br />
<br />
I had envisioned fleets in a slightly different way:<br />
<br />
- You could create fleets and name them, e.g. First Fleet, Orion Sector Fleet or Battlegroup Gamma.<br />
<br />
- Hailing in the Fleet channel would then open channels to all individual ships like before, aswell as open channels to all named fleets. Giving orders in the named channels would then give the order to all ships within that fleet. Also currently it seems to open 2 different channels to flagships (one from Fleet and one from Starforce)<br />
<br />
The formations and travelling together I had not envisioned, but they do sound nice, so I'm ok with that. I however envisioned it to merely be a way of communicating with a select group of ships (instead of all ships in system/sector range). But grouped warps/jumps do sound cool.<br />
<br />
<br />
This would be nice because you could give orders to fleets aswell as to all individual ships of every fleet at all times. . After completing individual orders ships could then return to the flagship. That way ships within a remote fleet can be sent to do errands.<br />
<br />
And best of all, it could solve the Starforce naming conundrum because that channel would not be needed anymore<br />
<br />
I realise that this might be nitpicking a bit and maybe asking to much for Hazeron but i got that from X4 foundations where individaul ships can be sent do orders, then automatically return to fleet orders after finishing the individual task.<br />
<br />
Might just be fueled by resitance to change, dunno, we'll see what other people think. :D]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Suggestion for Cities and Bases Screen]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3099</link>
			<pubDate>Sat, 20 Apr 2024 21:35:03 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1771">andreykl</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3099</guid>
			<description><![CDATA[Please make "Cities and Bases"'s right click menu more usable. So far this screen is one of the few that stays open 24/7 for me.<br />
<br />
Specific suggestions:<br />
- Add 'travel to' options when not in the system as selected city. There should be no need to open any other screens to do something so basic as travel<br />
- Add System survey report<br />
- Add Land/Hover/Orbit options<br />
- Add Transporter options<br />
<br />
Example in the attachments.<br />
<br />
Best regards<br />
Andrey.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://hazeron.com/mybb/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=95" target="_blank" title="">New_cities_and_bases.png</a> (Size: 148.57 KB / Downloads: 5)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Please make "Cities and Bases"'s right click menu more usable. So far this screen is one of the few that stays open 24/7 for me.<br />
<br />
Specific suggestions:<br />
- Add 'travel to' options when not in the system as selected city. There should be no need to open any other screens to do something so basic as travel<br />
- Add System survey report<br />
- Add Land/Hover/Orbit options<br />
- Add Transporter options<br />
<br />
Example in the attachments.<br />
<br />
Best regards<br />
Andrey.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://hazeron.com/mybb/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=95" target="_blank" title="">New_cities_and_bases.png</a> (Size: 148.57 KB / Downloads: 5)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Add real bot spacecrafts for automatic interstellar trade]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3095</link>
			<pubDate>Wed, 17 Apr 2024 07:58:11 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1613">Akynos</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3095</guid>
			<description><![CDATA[Like many of you, I feel that the empire is quite <span style="font-weight: bold;" class="mycode_b">empty of life,</span> and I'd love to <span style="font-weight: bold;" class="mycode_b">see more activity</span>, especially with spaceships. <br />
<br />
There's nothing like gazing at your space station and seeing dozens of spaceships coming in and out, right?<br />
<br />
Right now, this isn't really possible, though.<br />
<br />
Sure, you can do that manually with actual starships and crews, but you can't get enough ships to make that scenario happen unless you've fully colonized a ringworld (which is kinda tedious). Besides, even if you've got like 20 trading ships, considering the size of it all, you could maybe have 3 or 5 at the same place and time?<br />
<br />
<br />
We have brokers with automatic shipments. <br />
<br />
We have a system to trade. <br />
<br />
We also have blueprint models for ships. <br />
<br />
Why not have the broker act as a kind of special "spacecraft factory" and generate a small, low-poly cargo ship, taken from a select list of blueprints, spawned with an AI crew that follows a simple trade route loop?<br />
<br />
To make it even more "bustling", it could also be done for any interplanetary trading (if it's not too taxing on the CPU/GPU)<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Here would be my suggested changes:</span><br />
<br />
- Brokers now require a cargo ship to run their shipments between systems (+ planets?). The ship can be selected from any valid "trade ship" blueprint. The ship will spawn at the broker once the shipment is ready, along with an automated crew.<br />
<br />
- The ship's roster is not changeable, nor its mission (set based on the shipment orders). The ship will follow the trade route as a normal ai-run ship would. Every ship has a simple "travel-to X -&gt; move to space station/airport -&gt; deliver cargo -&gt; refit &amp; refuel -&gt; despawn or return to destination with or without goods" mission it will complete without interruption unless attacked or the shipment cancelled.<br />
<br />
- A new type of ship is now available: cargo ships. These ships require a considerably lower poly count and have their size limited. They also require a certain storage mass/total mass threshold to be passed. They require resources to build just like any other ship. The ships' speed is based on the design.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Other cool gameplay benefits:</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">- </span>Shipment arrival will be a lot clearer now, and each successful shipment will have a satisfaction to it (instead of being just a numbers refresh)<br />
<span style="font-weight: bold;" class="mycode_b">- </span>Pirate attacks can finally be more meaningful (once they are reworked I guess). With smaller, weaker ships, it will make pirate-cleansing a worthwhile activity for the bored player.<br />
- There will be a true meaning to overextending empires, protection, guerilla warfare, economic war, sieges and blockades. Players will have to expand their military fleets to patrol precious shipment lines, giving a natural expansion difficulty to counter gigantic yet "empty" empires.<br />
- Distance can be more of a serious factor in expansion, instead of just hunting for the highest quality of resources possible, even if it's over 100 parsecs away.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Problems/criticism I thought of:</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">-</span><span style="font-style: italic;" class="mycode_i">It would put too much pressure on the hardware, resulting in lags and stuttering. </span><br />
With a very low poly count and lowest-Q textures, this might be ok? Since they are not meant to be interacted with up close unless in cases of attacks, this should minimize system load.<br />
<br />
<br />
-<span style="font-style: italic;" class="mycode_i">It makes the game unnecessarily more difficult or complex.</span><br />
I would say that the gain in "aliveness" would be worth the complexity here. Any system feels dead until you acquire a massive fleet, which is endgame stuff. How many players who RQ the game due to all the bugs and unnecessary difficulties would keep playing if they saw a few little shuttles going back and forth between their early colonies? I know this feeling is what has kept me coming back to SoH like a relapsing crack addict for years!<br />
<br />
-Furthermore, it wouldn't require any extra work from the players, since it would all be automated. It would only require the selection of a cargo ship blueprint at shipment setup, that's it.<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">It will only add frustration as shipments run out of fuel, get attacked, atmodive or sundive. We have enough frustrations!</span><br />
<br />
For sundive and atmodive, nothing to do here but improve the code. Should be fixed at some point.<br />
For fuel and attacks, I see this as part of the gameplay. As in "game" and "play", not "work". Trade routes are essential to any empire. I see this as a critical part of the whole experience that most players are looking for. <br />
Well-managed shipment lines with the right designs should never run out of fuel. As mentioned earlier, attacks on shipments will add an interesting aspect to all kinds of expansion and warfare.<br />
<br />
<br />
-<span style="font-style: italic;" class="mycode_i">It's too complex to implement.</span><br />
As I see it in my mind, it would only require:<br />
- creating a new spaceship category with a few criteria for eligibility<br />
- tweaking the broker to add a spacecraft factory tab, only allows construction of cargo ships, make it require a small spacecraft spot, as the ship spawns automatically load a crew with a looped mission, despawn on mission end.<br />
Add a few custom lines like "deliver to a space station first if there's one, if not then airport", basic defense/surrender script against attackers (I think that's already in the code anyway) and voila - should be on!<br />
<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">-It's good, but it's low prio, will probably never get considered</span><br />
IMO it's one of these low-hanging fruits that have a lot of potential to uplift the game experience at very little cost. Honestly I only see fixing common bugs and finalizing proper AI empires as having a higher prio. I think this would make a great next step afterwards.<br />
<br />
Oh, and making the designer simpler/working with presets more easily. That too.<br />
<br />
<br />
<br />
<br />
Let me know your thoughts! Do you think it would work and should be next in line?]]></description>
			<content:encoded><![CDATA[Like many of you, I feel that the empire is quite <span style="font-weight: bold;" class="mycode_b">empty of life,</span> and I'd love to <span style="font-weight: bold;" class="mycode_b">see more activity</span>, especially with spaceships. <br />
<br />
There's nothing like gazing at your space station and seeing dozens of spaceships coming in and out, right?<br />
<br />
Right now, this isn't really possible, though.<br />
<br />
Sure, you can do that manually with actual starships and crews, but you can't get enough ships to make that scenario happen unless you've fully colonized a ringworld (which is kinda tedious). Besides, even if you've got like 20 trading ships, considering the size of it all, you could maybe have 3 or 5 at the same place and time?<br />
<br />
<br />
We have brokers with automatic shipments. <br />
<br />
We have a system to trade. <br />
<br />
We also have blueprint models for ships. <br />
<br />
Why not have the broker act as a kind of special "spacecraft factory" and generate a small, low-poly cargo ship, taken from a select list of blueprints, spawned with an AI crew that follows a simple trade route loop?<br />
<br />
To make it even more "bustling", it could also be done for any interplanetary trading (if it's not too taxing on the CPU/GPU)<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Here would be my suggested changes:</span><br />
<br />
- Brokers now require a cargo ship to run their shipments between systems (+ planets?). The ship can be selected from any valid "trade ship" blueprint. The ship will spawn at the broker once the shipment is ready, along with an automated crew.<br />
<br />
- The ship's roster is not changeable, nor its mission (set based on the shipment orders). The ship will follow the trade route as a normal ai-run ship would. Every ship has a simple "travel-to X -&gt; move to space station/airport -&gt; deliver cargo -&gt; refit &amp; refuel -&gt; despawn or return to destination with or without goods" mission it will complete without interruption unless attacked or the shipment cancelled.<br />
<br />
- A new type of ship is now available: cargo ships. These ships require a considerably lower poly count and have their size limited. They also require a certain storage mass/total mass threshold to be passed. They require resources to build just like any other ship. The ships' speed is based on the design.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Other cool gameplay benefits:</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">- </span>Shipment arrival will be a lot clearer now, and each successful shipment will have a satisfaction to it (instead of being just a numbers refresh)<br />
<span style="font-weight: bold;" class="mycode_b">- </span>Pirate attacks can finally be more meaningful (once they are reworked I guess). With smaller, weaker ships, it will make pirate-cleansing a worthwhile activity for the bored player.<br />
- There will be a true meaning to overextending empires, protection, guerilla warfare, economic war, sieges and blockades. Players will have to expand their military fleets to patrol precious shipment lines, giving a natural expansion difficulty to counter gigantic yet "empty" empires.<br />
- Distance can be more of a serious factor in expansion, instead of just hunting for the highest quality of resources possible, even if it's over 100 parsecs away.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Problems/criticism I thought of:</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">-</span><span style="font-style: italic;" class="mycode_i">It would put too much pressure on the hardware, resulting in lags and stuttering. </span><br />
With a very low poly count and lowest-Q textures, this might be ok? Since they are not meant to be interacted with up close unless in cases of attacks, this should minimize system load.<br />
<br />
<br />
-<span style="font-style: italic;" class="mycode_i">It makes the game unnecessarily more difficult or complex.</span><br />
I would say that the gain in "aliveness" would be worth the complexity here. Any system feels dead until you acquire a massive fleet, which is endgame stuff. How many players who RQ the game due to all the bugs and unnecessary difficulties would keep playing if they saw a few little shuttles going back and forth between their early colonies? I know this feeling is what has kept me coming back to SoH like a relapsing crack addict for years!<br />
<br />
-Furthermore, it wouldn't require any extra work from the players, since it would all be automated. It would only require the selection of a cargo ship blueprint at shipment setup, that's it.<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">It will only add frustration as shipments run out of fuel, get attacked, atmodive or sundive. We have enough frustrations!</span><br />
<br />
For sundive and atmodive, nothing to do here but improve the code. Should be fixed at some point.<br />
For fuel and attacks, I see this as part of the gameplay. As in "game" and "play", not "work". Trade routes are essential to any empire. I see this as a critical part of the whole experience that most players are looking for. <br />
Well-managed shipment lines with the right designs should never run out of fuel. As mentioned earlier, attacks on shipments will add an interesting aspect to all kinds of expansion and warfare.<br />
<br />
<br />
-<span style="font-style: italic;" class="mycode_i">It's too complex to implement.</span><br />
As I see it in my mind, it would only require:<br />
- creating a new spaceship category with a few criteria for eligibility<br />
- tweaking the broker to add a spacecraft factory tab, only allows construction of cargo ships, make it require a small spacecraft spot, as the ship spawns automatically load a crew with a looped mission, despawn on mission end.<br />
Add a few custom lines like "deliver to a space station first if there's one, if not then airport", basic defense/surrender script against attackers (I think that's already in the code anyway) and voila - should be on!<br />
<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">-It's good, but it's low prio, will probably never get considered</span><br />
IMO it's one of these low-hanging fruits that have a lot of potential to uplift the game experience at very little cost. Honestly I only see fixing common bugs and finalizing proper AI empires as having a higher prio. I think this would make a great next step afterwards.<br />
<br />
Oh, and making the designer simpler/working with presets more easily. That too.<br />
<br />
<br />
<br />
<br />
Let me know your thoughts! Do you think it would work and should be next in line?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Scan sector option in starmap]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3092</link>
			<pubDate>Sun, 14 Apr 2024 02:48:54 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=47">Ivan</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3092</guid>
			<description><![CDATA[Right now when you want to scan every system in a sector ith 30 systems. You need to to right click the system, left click travel to system, then right click again, left click scan system and then preferably also left click the system name to select it so you know this system is done. =&gt; 5x30 = 150 clicks to get a list of mission 60 orders. We all did this, even in the MMO. The tedium didn't deter us. Now it's singleplayer, maybe player hosted sever multiplayer in the future. So might aswell remove the tedium. <br />
<br />
What if in the starmap there was a single order that said "Scan every system in the sector" or "Scan Sector" that added these 60 orders in 2 clicks? (maybe even with an optimal route, to minimise back and forth travelling?)<br />
<br />
Not urgent by any means, but would take some tedium out at least.<br />
<br />
And no I don't want a scan galaxy order :D (and there is no use for that really, you'll find all Q254-255 in under 50-100 sectors probably). <br />
<br />
So that are 15000 clicks that could be reduced to 200 clicks for scanning 100 sectors of 30 systems]]></description>
			<content:encoded><![CDATA[Right now when you want to scan every system in a sector ith 30 systems. You need to to right click the system, left click travel to system, then right click again, left click scan system and then preferably also left click the system name to select it so you know this system is done. =&gt; 5x30 = 150 clicks to get a list of mission 60 orders. We all did this, even in the MMO. The tedium didn't deter us. Now it's singleplayer, maybe player hosted sever multiplayer in the future. So might aswell remove the tedium. <br />
<br />
What if in the starmap there was a single order that said "Scan every system in the sector" or "Scan Sector" that added these 60 orders in 2 clicks? (maybe even with an optimal route, to minimise back and forth travelling?)<br />
<br />
Not urgent by any means, but would take some tedium out at least.<br />
<br />
And no I don't want a scan galaxy order :D (and there is no use for that really, you'll find all Q254-255 in under 50-100 sectors probably). <br />
<br />
So that are 15000 clicks that could be reduced to 200 clicks for scanning 100 sectors of 30 systems]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Option to turn off autoimports of airports for those who don't want it.]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3091</link>
			<pubDate>Sun, 14 Apr 2024 02:10:04 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=47">Ivan</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3091</guid>
			<description><![CDATA[As the title says, it's singleplayer now, it would be neat to have the possibilty to have only "real logistics" like in X4 Foundations, were every good is only ever transported through a ship, never teleported. We also have broker shipments (magical teleportation between systems). I never use those and am glad it is not forced upon me. I'd like to have the same choice with airports.<br />
Could be for goods, but also for passengers/migration. Ringworlds/habitables and self sufficient colonies would suddenly become alot more valuable.<br />
<br />
Since it would be optional, you could still have magical teleportation, if you so desired. <br />
<br />
<br />
Then something I think could add some sort of missions (this is just an idea and wouldn't bother me if never implemented, because I could just send ships myself)<br />
<br />
The above could be coupled with shipments &amp; people wanting to travel somewhere ("passenger shipments") being issued by cities (and by the player), which ships set to trade and/or ferry passengers around the system could then fulfill, . Instead of shipments, these ships could just look at supply and demand from cities directly perhaps, just like the autotraders from X4 (and I think the passenger transports in X3TC, or were they only for player use?).<br />
<br />
So you could still send shipments, but they would only effectively be fulfilled if one of your own ships (or an AI empire ship) actually pickup and deliver the order.<br />
<br />
<br />
The shipless, magical transportation is one of my gripes with Hazeron atm (after the bigger issues like the designer tedium and the lack of threat/interaction/combat).<br />
<br />
The main thing I'd like to see changed is just: IF (checkbox in settings or better yet at the airport/broker is marked=false) THEN Airports autoimport goods = false. (idk if it's that easy) It could be set to autoimport by default. Or perhaps link it to the broker: no broker =&gt; no autoimports.<br />
<br />
However if making it a setting at the airport, that is NOT marked by default, it would mean you would have to finish an airport first, before being able to set it to autoimport: no more unfinished airports importing things. =&gt; back to the old way of establishing colonies, which actually needed a ship or crates filled with materials.]]></description>
			<content:encoded><![CDATA[As the title says, it's singleplayer now, it would be neat to have the possibilty to have only "real logistics" like in X4 Foundations, were every good is only ever transported through a ship, never teleported. We also have broker shipments (magical teleportation between systems). I never use those and am glad it is not forced upon me. I'd like to have the same choice with airports.<br />
Could be for goods, but also for passengers/migration. Ringworlds/habitables and self sufficient colonies would suddenly become alot more valuable.<br />
<br />
Since it would be optional, you could still have magical teleportation, if you so desired. <br />
<br />
<br />
Then something I think could add some sort of missions (this is just an idea and wouldn't bother me if never implemented, because I could just send ships myself)<br />
<br />
The above could be coupled with shipments &amp; people wanting to travel somewhere ("passenger shipments") being issued by cities (and by the player), which ships set to trade and/or ferry passengers around the system could then fulfill, . Instead of shipments, these ships could just look at supply and demand from cities directly perhaps, just like the autotraders from X4 (and I think the passenger transports in X3TC, or were they only for player use?).<br />
<br />
So you could still send shipments, but they would only effectively be fulfilled if one of your own ships (or an AI empire ship) actually pickup and deliver the order.<br />
<br />
<br />
The shipless, magical transportation is one of my gripes with Hazeron atm (after the bigger issues like the designer tedium and the lack of threat/interaction/combat).<br />
<br />
The main thing I'd like to see changed is just: IF (checkbox in settings or better yet at the airport/broker is marked=false) THEN Airports autoimport goods = false. (idk if it's that easy) It could be set to autoimport by default. Or perhaps link it to the broker: no broker =&gt; no autoimports.<br />
<br />
However if making it a setting at the airport, that is NOT marked by default, it would mean you would have to finish an airport first, before being able to set it to autoimport: no more unfinished airports importing things. =&gt; back to the old way of establishing colonies, which actually needed a ship or crates filled with materials.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Making military bases (or all military buildings) capturable + troop control]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3090</link>
			<pubDate>Sun, 14 Apr 2024 01:27:41 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=47">Ivan</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3090</guid>
			<description><![CDATA[Here are some ideas on how I think the capturing system could be improved, please do add your own suggestions.<br />
<br />
Capturable Military bases, possibly MWS and capitols too.<br />
---------------------------------------------------------------------<br />
Right now the way to capture a planet is to just destroy all Military Weapon systems (MWS), turrets and shield generator , then destroy the military base. That's it. No infantry needed. All cities on the world suddenly yield. In the old system you needed to destroy the MWS to get close to the city to beam down troops to capture flags or you could be sneaky and go in with troops from outside the firing arc of the MWS or use a spacetransport or small ship. Basically there were many more options and it was actually fun to capture the flags. It was also kinda fun to capture a city at a time, so a planet could have cities owned by different empires. I understand there were some exploits with placing flags in/near other cities, multple smaller cities, etc.<br />
<br />
Instead it would be nice if all military buildings could either be destroyed by ships OR be captured by infantry. A Military building would not be a valid design, unless it had doors and hallways leading to a command chair (or the shield/firing console), which you could then defend by placing lots of troops around it and some turrets perhaps. (maybe with some restrictions to avoid 100 turrets, possible troop mumber restrictions and having to spread them over different sites)<br />
<br />
So in addition to destruction from orbit, infantry/special forces gameplay would become an option again.<br />
<br />
Having to capture each city capitol as well would be neat also. Each city could have a small garrison of troops/police officers stationed at the capitol or even each police station. That could however lead to the exploit of placing alot of police stations or even alot of small cities, so I'm not sure about capitols needing to be captured. We could perhaps have max 1 city per zone, but that's a bit of an artificial limitation. Other possibilites are a minimum number of inhabitants and morale. Or a minimum number of police jobs for the city to matter in the control of the planet, to avoid spamming many small cities. Maybe someone else has better ideas on how to tackle this.<br />
 <br />
A capitol could perhaps only become capturable once the military base has been captured or destroyed. <br />
<br />
Doors also need to be destructible again with C4 to enable this.<br />
<br />
Troop control:<br />
-------------------<br />
Also I think it would be good if a person in the chain of command of a World (City) was able to control the garrison of the Miltary base (and the Capitol/police stations) in the same way that you can now control troops from your ship. It aways bothered me in the past that this was not possible.<br />
<br />
Perhaps even a list of active troops should be added in some menu concerning military bases (or cities) somewhere.]]></description>
			<content:encoded><![CDATA[Here are some ideas on how I think the capturing system could be improved, please do add your own suggestions.<br />
<br />
Capturable Military bases, possibly MWS and capitols too.<br />
---------------------------------------------------------------------<br />
Right now the way to capture a planet is to just destroy all Military Weapon systems (MWS), turrets and shield generator , then destroy the military base. That's it. No infantry needed. All cities on the world suddenly yield. In the old system you needed to destroy the MWS to get close to the city to beam down troops to capture flags or you could be sneaky and go in with troops from outside the firing arc of the MWS or use a spacetransport or small ship. Basically there were many more options and it was actually fun to capture the flags. It was also kinda fun to capture a city at a time, so a planet could have cities owned by different empires. I understand there were some exploits with placing flags in/near other cities, multple smaller cities, etc.<br />
<br />
Instead it would be nice if all military buildings could either be destroyed by ships OR be captured by infantry. A Military building would not be a valid design, unless it had doors and hallways leading to a command chair (or the shield/firing console), which you could then defend by placing lots of troops around it and some turrets perhaps. (maybe with some restrictions to avoid 100 turrets, possible troop mumber restrictions and having to spread them over different sites)<br />
<br />
So in addition to destruction from orbit, infantry/special forces gameplay would become an option again.<br />
<br />
Having to capture each city capitol as well would be neat also. Each city could have a small garrison of troops/police officers stationed at the capitol or even each police station. That could however lead to the exploit of placing alot of police stations or even alot of small cities, so I'm not sure about capitols needing to be captured. We could perhaps have max 1 city per zone, but that's a bit of an artificial limitation. Other possibilites are a minimum number of inhabitants and morale. Or a minimum number of police jobs for the city to matter in the control of the planet, to avoid spamming many small cities. Maybe someone else has better ideas on how to tackle this.<br />
 <br />
A capitol could perhaps only become capturable once the military base has been captured or destroyed. <br />
<br />
Doors also need to be destructible again with C4 to enable this.<br />
<br />
Troop control:<br />
-------------------<br />
Also I think it would be good if a person in the chain of command of a World (City) was able to control the garrison of the Miltary base (and the Capitol/police stations) in the same way that you can now control troops from your ship. It aways bothered me in the past that this was not possible.<br />
<br />
Perhaps even a list of active troops should be added in some menu concerning military bases (or cities) somewhere.]]></content:encoded>
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		<item>
			<title><![CDATA[Improvements for shipments]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3089</link>
			<pubDate>Sat, 13 Apr 2024 01:19:25 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1771">andreykl</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3089</guid>
			<description><![CDATA[1. Instead of forcing player to scroll trough long list of items for an item player might not even remember the name off, provide a button that opens UI to select an item or category like it is done in 'chat'.<br />
<br />
2. Please add an option to specify not just minimum but also maximum quality as well.<br />
Reasons: send low quality items away to be forgotten, or to provide a planet with a 'jump start' material wise without touching high quality stock fresh planet doesn't need for construction.<br />
<br />
3. Stop sending shipments if planet stock is lower than defined.<br />
Reasons: you might want to keep some food or tools in system if you overestimated production capacity. You also might want to send away only unused excess to free space for more production.<br />
<br />
Example UI in attachment.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://hazeron.com/mybb/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=93" target="_blank" title="">Suggestion.png</a> (Size: 168.17 KB / Downloads: 3)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[1. Instead of forcing player to scroll trough long list of items for an item player might not even remember the name off, provide a button that opens UI to select an item or category like it is done in 'chat'.<br />
<br />
2. Please add an option to specify not just minimum but also maximum quality as well.<br />
Reasons: send low quality items away to be forgotten, or to provide a planet with a 'jump start' material wise without touching high quality stock fresh planet doesn't need for construction.<br />
<br />
3. Stop sending shipments if planet stock is lower than defined.<br />
Reasons: you might want to keep some food or tools in system if you overestimated production capacity. You also might want to send away only unused excess to free space for more production.<br />
<br />
Example UI in attachment.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://hazeron.com/mybb/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=93" target="_blank" title="">Suggestion.png</a> (Size: 168.17 KB / Downloads: 3)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Buildings radiating light at night looks weird]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3082</link>
			<pubDate>Tue, 02 Apr 2024 00:45:00 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=47">Ivan</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3082</guid>
			<description><![CDATA[A recent update changed it so buildings now all radiate light as if there were mini stars hidden inside of them, when seen from a distance. Nearby on ground level it is still normal. Switching between top down view and first person makes it obvious how weird it looks.<br />
<br />
Imho it looked alot better before when only windows and lampposts were lit at night. Now it just looks very odd with light coming from nowhere.<br />
Maybe the light from lampposts could illuminate larger areas or something, but walls/buildings without a lightsource should not emit light.<br />
<br />
EDIT: it actually even looks as if the ground area of the entire city is emitting light<br />
<br />
<br />
Idk it just looks very odd to me. I mean bricks don't emit light.<br />
<br />
<br />
And if other people like it, then i guess I'll just have to live with it.]]></description>
			<content:encoded><![CDATA[A recent update changed it so buildings now all radiate light as if there were mini stars hidden inside of them, when seen from a distance. Nearby on ground level it is still normal. Switching between top down view and first person makes it obvious how weird it looks.<br />
<br />
Imho it looked alot better before when only windows and lampposts were lit at night. Now it just looks very odd with light coming from nowhere.<br />
Maybe the light from lampposts could illuminate larger areas or something, but walls/buildings without a lightsource should not emit light.<br />
<br />
EDIT: it actually even looks as if the ground area of the entire city is emitting light<br />
<br />
<br />
Idk it just looks very odd to me. I mean bricks don't emit light.<br />
<br />
<br />
And if other people like it, then i guess I'll just have to live with it.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA["Buy cargo" order improvement]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3079</link>
			<pubDate>Sun, 31 Mar 2024 15:31:46 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1771">andreykl</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3079</guid>
			<description><![CDATA[Please make it easier to find commodities to buy. It's a pain to rearm and refuel ships. Suggestion on the image:<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://hazeron.com/mybb/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=87" target="_blank" title="">Suggestion_buy_order.png</a> (Size: 166.64 KB / Downloads: 7)
<!-- end: postbit_attachments_attachment --><br />
P.S. Ideally a 'resupply &amp; rearm' order is needed which would fill up both fuel and ammo, with options to fill at a percentage of cargo hold e t c]]></description>
			<content:encoded><![CDATA[Please make it easier to find commodities to buy. It's a pain to rearm and refuel ships. Suggestion on the image:<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://hazeron.com/mybb/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=87" target="_blank" title="">Suggestion_buy_order.png</a> (Size: 166.64 KB / Downloads: 7)
<!-- end: postbit_attachments_attachment --><br />
P.S. Ideally a 'resupply &amp; rearm' order is needed which would fill up both fuel and ammo, with options to fill at a percentage of cargo hold e t c]]></content:encoded>
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		<item>
			<title><![CDATA[SpaceCraft industries]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3067</link>
			<pubDate>Mon, 11 Mar 2024 19:42:37 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1534">ZombieOverlord9</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3067</guid>
			<description><![CDATA[Just had an idea which im not sure has been suggested  .<br />
<br />
It would be interesting if we could not only harvest raw materials with harvesters aboard our ships, but then have terminals and subsystems onboard to process the raw into refined goods.<br />
<br />
Hear me out. This would be a subsystem that would require space allocating during the design phase like any weapon system.<br />
<br />
Place a terminal for example a smelter (Ore-&gt;Metal), allocate space in designer E.G 1000m2 required per production line. (Make them space hungry as this is more realistic) when the design is manufactured the terminal would allow the player access to the production screen of that industry much like in a city. But the production would use the inventory of the ship.<br />
<br />
This could be implemented with the other industries. Allowing players to build seed ships that could harvest the resources and build components from orbit allowing for greater freedom and role playing. (Become a nomad with no fixed planet, exploring and surveying the great expanse repairing and refueling the ship and its subsystems as they wear.)<br />
<br />
Feel like this would be obvious but this clearly would be something for the distant future of the game, there are more pressing bugs and fixes that are required and are be patched.<br />
<br />
What do you spacefarers think of the idea.]]></description>
			<content:encoded><![CDATA[Just had an idea which im not sure has been suggested  .<br />
<br />
It would be interesting if we could not only harvest raw materials with harvesters aboard our ships, but then have terminals and subsystems onboard to process the raw into refined goods.<br />
<br />
Hear me out. This would be a subsystem that would require space allocating during the design phase like any weapon system.<br />
<br />
Place a terminal for example a smelter (Ore-&gt;Metal), allocate space in designer E.G 1000m2 required per production line. (Make them space hungry as this is more realistic) when the design is manufactured the terminal would allow the player access to the production screen of that industry much like in a city. But the production would use the inventory of the ship.<br />
<br />
This could be implemented with the other industries. Allowing players to build seed ships that could harvest the resources and build components from orbit allowing for greater freedom and role playing. (Become a nomad with no fixed planet, exploring and surveying the great expanse repairing and refueling the ship and its subsystems as they wear.)<br />
<br />
Feel like this would be obvious but this clearly would be something for the distant future of the game, there are more pressing bugs and fixes that are required and are be patched.<br />
<br />
What do you spacefarers think of the idea.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Option to specify the distance of empires from each another]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3065</link>
			<pubDate>Sat, 09 Mar 2024 23:28:10 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1606">GaelicVigil</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3065</guid>
			<description><![CDATA[I would like to see the option added to new game creation where you could choose a minimum and/or maximum range from another pre-existing empire's capitol.  So, for example, you might set a range of 3 to 9 parsecs away from another save file's capitol world.  The game would then choose a random starting system that contains all the necessary resources for space travel within that range.<br />
<br />
I think this would be a relatively simple way to allow asynchronous multiplayer games on a household basis.  Of course, you wouldn't have real time interaction, but at least you could attack each other and/or cooperate together.  It would give a great incentive to continue exploring the universe, knowing another player is lurking somewhere nearby to discover.  As it stands now, the game hits a dead-end once you've gotten warp drive and there is no more reason to keep progressing.<br />
<br />
Of course this wouldn't replace a future true multiplayer feature, but at least give the players the option of making things more interesting in the short term.]]></description>
			<content:encoded><![CDATA[I would like to see the option added to new game creation where you could choose a minimum and/or maximum range from another pre-existing empire's capitol.  So, for example, you might set a range of 3 to 9 parsecs away from another save file's capitol world.  The game would then choose a random starting system that contains all the necessary resources for space travel within that range.<br />
<br />
I think this would be a relatively simple way to allow asynchronous multiplayer games on a household basis.  Of course, you wouldn't have real time interaction, but at least you could attack each other and/or cooperate together.  It would give a great incentive to continue exploring the universe, knowing another player is lurking somewhere nearby to discover.  As it stands now, the game hits a dead-end once you've gotten warp drive and there is no more reason to keep progressing.<br />
<br />
Of course this wouldn't replace a future true multiplayer feature, but at least give the players the option of making things more interesting in the short term.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Steam forum improvements]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3030</link>
			<pubDate>Mon, 01 Jan 2024 04:45:28 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1550">Revan</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3030</guid>
			<description><![CDATA[Not every player will register on this forum, when Steam has its own platform. <br />
<br />
However, the Steam platform is underused. There is no topic separation, no structure, everything is mixed in one place. <br />
Similar complaints were made <a href="https://steamcommunity.com/app/2239520/discussions/0/4042608198334719267/" target="_blank" rel="noopener" class="mycode_url">earlier</a> in Steam itself, but I’m not sure that Haxus reads it. That's need to be fixed, it's a reason why I'm writing here. <br />
<br />
This is a matter of comfort and functionality, which will not require additional effort, but will bring benefits.]]></description>
			<content:encoded><![CDATA[Not every player will register on this forum, when Steam has its own platform. <br />
<br />
However, the Steam platform is underused. There is no topic separation, no structure, everything is mixed in one place. <br />
Similar complaints were made <a href="https://steamcommunity.com/app/2239520/discussions/0/4042608198334719267/" target="_blank" rel="noopener" class="mycode_url">earlier</a> in Steam itself, but I’m not sure that Haxus reads it. That's need to be fixed, it's a reason why I'm writing here. <br />
<br />
This is a matter of comfort and functionality, which will not require additional effort, but will bring benefits.]]></content:encoded>
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