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Full Version: 2022-03-03 Bug Fixes
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The saga resumes. Some of these things were already reported in another thread.

Brand Logos
Brand names and logos were removed from all item models.

Officer Scuttle
Officer no longer scuttles their ship when homesick.

Small Title Bars
Window title bars are larger.

Chat Broken in Designer
Chat now works while you are in the designer.

Slow Warehouses and Storage Tanks
Warehouses and storage tanks used to import up to 100 units per import cycle. Now they will import up to 1000 units per import cycle.

NPCs Use Intergalactic Wormholes
NPCs can now be ordered to fly through intergalactic wormholes. They might even succeed.

NPCs cannot be ordered to fly through stargates yet. It's on my list.

Plant Density Reduced
The number of trees and shrubs created due to plant density values was reduced.

Sun Inside Black Hole
A core solar system was observed with a sun inside the radius of the black hole. This led to a bug that has caused a similar error, where a binary star orbits inside the primary.

Pilot Dives Ship into Black Hole
Fixed a bug that caused a pilot to try flying through the black hole when ordered to fly through a wormhole on the other side.

Suns Rendered as 3D Objects
Suns are no longer strictly rendered as sprites.

Sun Surface Temperature
I also delved into the surface kelvin temperature to produce a much greater distribution of sun light colors, instead of using the same RGB for every sun type, which was only 7 different colors. Now the color is calculated from the kelvin temperature, which is determined from the type and spectral decimal classification. The result is a broader more subtle differentiation of thousands of sun colors and the light emitted by them.

Gold
Gold ore now exists in the environment; it can be mined and smelted into gold. Gold is used to make cronodollars. Cronos are no longer manufactured using any other metals.

Gold Jewelry
Jewelry processes now require gold where they used to require metal. Gold could also find its way into other manufacturing processes.

Citizens Save Their Money
Citizens now withdraw some amount of money from the banking system and store it outside the banking system. The amount is determined by their morale, with lower morale causing them to squirrel away more money. This money is lost to the banking system forever.

Decay
Nothing about decay requires anybody to log in. Officers no longer get lonely if nobody hails them. Land rule prevents decay of cities in solar systems that are declared to be someone's land, as long as that someone's account is active.

Neutral Zone Eliminated
Twenty galaxies are accessible to all players, per the current Universe map in the wiki at https://hazeron.com/wiki/index.php/Universe.

Noncombatant State of Empires
When an empire has no players on line, it falls into a noncombatant state. A noncombatant empire cannot be attacked and its units will not attack anyone else.

Harvesters, trade operations, and manufacturing continue to function. Units and cities will interact with players who are on line as usual.

Diplomacy tab of the Governance window shows this status by color coding the empire name. A tooltip on the name explains the meaning of the color.

(01-14-2022, 04:38 PM)Haxus Wrote: [ -> ]Keeping it simple, the formula for noncombatant empires that I favor is beginning to look like this.

Empire becomes noncombatant 15min after the last avatar in the empire logs off. It is complicated to check all avatars on the same account and a player could easily sidestep this by using multiple accounts.

Units within orbital range of worlds with an empire military base are immune to attack; they will defend that area but they will not pursue enemies outside the area. Thus they become invincible defenders but their range is limited; otherwise someone will put a big invincible station somewhere bad, like near an intergalactic wormhole. The presence of a military base insures that no other empires have cities on the world, to prevent an invincible defense using an alt empire.

All other units continue to attack and defend as normal without immunity.

Harvesters continue to operate. Officers and crew execute their missions. Manufacturing processes grind away.

Maximum Ship Model Size Reduced
The size reduction was in megabytes, not in physical dimensions. The size limit of spacecraft designs is now 28MB; the uncompressed size limit is now 14MB. Based on the existing designs in the database, this new size would only exclude a few of them.

Fog of War
This was fun. When you are on a world that is unexplored, the world map is now shrouded to obscure the areas that have not been explored by you or anyone in your empire. Space vehicles in orbit automatically explore the entire world.

Fog of war is not implemented on ringworlds. The size of the data was just too large and it changes too much. It is rare to arrive at a ringworld other than by space vehicle so this should rarely be noticed.

Fog of War Bug
Fog of war now cleared properly when you are aboard a sailboat.

Aquatic Plants
Plants can now be found growing under the sea. Aquatic plants do not produce seeds and you can only forage hay from them.

This may get more attention later to improve the plant models to be more aquatic looking. I reused the same plants as on land with a shader that swizzles the colors to make them more red/brown instead of green. I also modulated the wind vector to be slower, like a water current. This all came together surprisingly well to present aquatic plants.

No Sex in Hazeron Starship
It is no longer possible to procreate in the solo game and indigenous people are always fully clothed. I wasn't happy with the Steam version being classified as adult only, like a movie rated X. This would severely limit the potential audience and those adults who did play would be disappointed if they expected to find something pornographic in this adult software.
Player reported that he was getting only hay from plants on ground. His ground level is around 8m MSL
Good changes! Although I'm still not sure 1000 units per import is fast enough for warehouses, seeing as some 128+ workshop buildings can produce literally 10k+ commodity units per minute, which means manufacturing buildings with huge storages is still the way to go
It would be handy if import speed of warehouses can be part of their design.
(03-03-2022, 09:03 PM)Haxus Wrote: [ -> ]Slow Warehouses and Storage Tanks
Warehouses and storage tanks used to import up to 100 units per import cycle. Now they will import up to 1000 units per import cycle.
(03-03-2022, 09:30 PM)Celarious Wrote: [ -> ]Good changes! Although I'm still not sure 1000 units per import is fast enough for warehouses, seeing as some 128+ workshop buildings can produce literally 10k+ commodity units per minute, which means manufacturing buildings with huge storages is still the way to go
(03-03-2022, 09:35 PM)Vhwatgoes Wrote: [ -> ]It would be handy if import speed of warehouses can be part of their design.

Either having import rate depend on number of office jobs or simply have it be based on the size if the warehouse's storage would be nice.

But I must say that I really liked my idea of having the warehouses get increased import rate when the city has certain vehicles.
SUVs, Helicopters and Space Transports all feel like they would make sense in this way. So if the warehouse is part of a city that has an SUV it will get an increased import rate, if it has a Helicopter it is further increased, and with a Space Transports it is increased again. Kind of a technological improvement as you advance the your city.
Could do it lazy and just check if the empire has the vehicle's patents instead of checking for the actual vehicle I guess.

Either way, the current import rate and bonuses could be shown on the warehouse building's Building window. That window has plenty of unused space as far as I remember.
(03-03-2022, 09:49 PM)Deantwo Wrote: [ -> ]Either having import rate depend on number of office jobs or simply have it be based on the size if the warehouse's storage would be nice.

But I must say that I really liked my idea of having the warehouses get increased import rate when the city has certain vehicles.
SUVs, Helicopters and Space Transports all feel like they would make sense in this way. So if the warehouse is part of a city that has an SUV it will get an increased import rate, if it has a Helicopter it is further increased, and with a Space Transports it is increased again. Kind of a technological improvement as you advance the your city.
Could do it lazy and just check if the empire has the vehicle's patents instead of checking for the actual vehicle I guess.

Either way, the current import rate and bonuses could be shown on the warehouse building's Building window. That window has plenty of unused space as far as I remember.

This is a good idea, it would give purpose to having those vehicles in production.
Warehouse import speed should be tied to SUV/Heavy Machinery access and actual Logistics workers: Professional me thinks.
Please consider adding something nonsexual to Hazeron starship that allows for procreation. Perhaps this can take place in a medbay, with the babies grown in a vat.

Playing around with player character genetics was always a fascinating time sink.
Noticed standings and a more limited avatar page is up. The avatar page is.. very limited. I did like some of the info it showed, like your skills and accomplishments. How can I brag about landing on a gas giant in a sailboat now??

But removing the home listing was probably the right choice.

I also love the idea of empires getting pages where the empire announcement or some other text would be displayed! Would be nice to see. A page that shows that, all members, and the relations with other empires along with the same counts listed in the standing page maybe?


Also noticed my empire flag is wrong on the site, it doesn't match the in game one for some reason. Maybe it'll fix itself when I upload the new flag design.
Is the inability to save off the starmap XML intentional? Im not sure whether to file a bug report or to go to arena of ideas or what.
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