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Latest Threads |
2024-03-30 Lockup Bug, Bi...
Forum: Updates
Last Post: Celarious
04-30-2024, 01:40 AM
» Replies: 32
» Views: 1,598
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Picture Thread 2.0
Forum: Cantina
Last Post: Rockinsince87
04-29-2024, 09:42 PM
» Replies: 130
» Views: 180,072
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Game crashes on mission a...
Forum: Bug Reports
Last Post: Akynos
04-29-2024, 10:17 AM
» Replies: 2
» Views: 108
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Mission transmitter somet...
Forum: Bug Reports
Last Post: Ivan
04-29-2024, 01:12 AM
» Replies: 0
» Views: 33
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Blowing doors?
Forum: Cantina
Last Post: Haxus
04-28-2024, 07:06 PM
» Replies: 2
» Views: 65
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2024-04-27 Missiles, Ordn...
Forum: Updates
Last Post: Haxus
04-28-2024, 05:57 PM
» Replies: 5
» Views: 268
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Underground Habitat Bugs
Forum: Bug Reports
Last Post: Phoenix
04-28-2024, 05:30 PM
» Replies: 0
» Views: 44
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2024-04-18 Recover Vehicl...
Forum: Updates
Last Post: Haxus
04-28-2024, 03:50 AM
» Replies: 9
» Views: 485
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Add real bot spacecrafts ...
Forum: Arena of Ideas
Last Post: Ivan
04-27-2024, 11:34 PM
» Replies: 4
» Views: 296
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Planetary Name List Bug?
Forum: Bug Reports
Last Post: Ivan
04-27-2024, 06:43 PM
» Replies: 6
» Views: 416
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Shooting Armed Bomb doesn't go BOOM |
Posted by: Deantwo - 08-26-2018, 10:40 AM - Forum: Closed Bug Reports
- Replies (2)
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Shooting an armed bomb just destroys it without an explosion.
You don't have to defuse a bomb if you can just shoot it.
Maybe an armed bomb (dyanmite, C4, ect.) should blink and/or beep? So we can see the difference between a dropped bomb and a armed bomb.
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Make "Grid follows work" more useful |
Posted by: Reinhard - 08-25-2018, 12:56 PM - Forum: Arena of Ideas
- Replies (1)
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It is tedious using grid follows work if you make a mistake and need to go back, since the grid has already moved to the new position with no quick way to revert it.
I think it can be improved if you make it follow the work more closely. I.e. If the user issues a back command as they are drawing an extrusion/spindle, the grid center will also revert to its previous position, not just follow the users work flow in one direction.
This can be extended more so, that if you cancel an extrusion/spindle the grid will return to the very beginning of the extrusion/spindle drawing.
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The State of the Universe |
Posted by: 5crownik007 - 08-25-2018, 06:53 AM - Forum: Cantina
- Replies (44)
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What's happening? Who controls everything? Is anything interesting? Does anyone know?
A few things I know: - Weltreich blockades the Intergalactic wormholes for all non-allies.
- The French are shooting people?
- I... exist
Anyone else know what's happening? We need to record this for history reasons!
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Nuclear Powerplant Modules for spaceships |
Posted by: zalphor - 08-24-2018, 08:39 PM - Forum: Arena of Ideas
- Replies (5)
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I had an idea, considering i use nuclear on any planet i can put it on.
Nuclear powerplant module for spacecrafts. IE add a nuclear generator to the spacecraft. We use grav drives for thrust so we dont really have to have any other fuel on board, and nuclear only gets used for base building at the moment so why not give it more life.
As it stands the hydrogen power plant doesn't make sense to me unless it is to suggest that your using it in fusion or a combustion process and as its not exactly specified from what i can tell it would be nice to have alternatives.
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Insulation on inferno/frigid bodies |
Posted by: zalphor - 08-24-2018, 08:29 PM - Forum: Arena of Ideas
- No Replies
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I after looking at some discussion in an updates post http://hazeron.com/mybb/showthread.php?tid=228
I thought i might post an idea. Why not add an insulation construction material for construction on inferno/frigid planets, that way your not just increasing life support. Not to mention you could implement it in a temperature related system.
To me the game should require insulation and life support for all moons but more insulation for inferno and frigid planets. I know it makes it just that more complex but it doesnt have to be hard to produce. And then later down the road you can use more effective and lighter insulation as to not take up so many resources and space. if not by adding a better material then at least let it scale with the quality of the insulation.
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University not working? |
Posted by: jakbruce2012 - 08-24-2018, 03:13 AM - Forum: Closed Bug Reports
- Replies (7)
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So I have a city called Melville.
It currently has 2173 population, 7079 jobs, and 14726 homes 12000 of which are supplied by the local university as small dorm rooms. That part seems to work, although they complain about the cramped conditions.
The university has 512 auditoriums, and the colony still has -2 morale for for missing university.
Each auditorium should provide space for 70 students. This university design(3162203 BASUNI12K) should have capacity for 35840 students.
Why are they still complaining about lack of university?
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2018-08-23 Swim Ashore Death, Atmospheric Pressure, Abandonment |
Posted by: Haxus - 08-23-2018, 11:13 PM - Forum: Updates
- Replies (11)
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Capital City, Capitol Building
Usage of the word capital vs capitol was incorrect in some places.
Thank you Deantwo for helping me get this right. I think the usage is correct in all places now.
Shield Operator Detects Own Ship
When ordered to keep shields raised if any other units are detected, the shield operator raises the shields due to his own ship.
Shield operator no longer sees his own ship when scanning. This could have affected other scanning activities. They were also fixed.
Atmospheric Pressure
It would be nice if the weather information on the compass window included the barometric pressure.
Compass window now shows barometric pressure in bars. This is the result of a simple formula and won't produce realistic results on gas giants. The highest pressure the game will ever report is 4.053bars. That is significantly less than the atmospheric pressure of a real gas giant.
Swim Ashore Death
A player created a road across some water. When you swim ashore to the steep bank of the road, you get hit with a bunch of damage due to collision with terrain.
This flushed out a bug when applying a vector offset due to your prone body position. The vector was applied incorrectly but was never noticed previously.
The error caused by the incorrect vector calculation caused a prone body to climb steep hills with its eye balls. The body stuck out straight into space.
With the error fixed, the body now orients to lie flat on the terrain, as it should.
However, in this swimming case the terrain is so steep that the body rotates flat to the terrain then slides backward down into the water. It took a little fiddling to figure out how to get out of the water. It seemed to work best to swim up to the terrain parallel to the water line then stand as soon as I got out of the water. It took some practice but then it was a sheer cliff.
Claim to Create Empire
When a person of empire 0 hand crafts a flag, they are presented with a UI to create an empire first. If they somehow acquire a flag without hand crafting, it does nothing when they click on the terrain.
When an empire 0 avatar clicks on the terrain with a flag, they are now presented with the UI for creating a new empire.
Disease and Poison on Death
When a body dies due to poison, the poison condition is removed. If they die for some other reason, their poison and disease conditions persist. That can be annoying.
That is working as designed but it turns out to be obnoxious.
Now when a body dies, all disease and poison is removed from the body, regardless of the cause of death. This creates an easy out, to rid yourself of diseases, poison, acid and fire.
Map Key Update Bug
Key of handy places to see on the map does not update when things change.
Fixed map key to update when the window becomes visible. If you need it to refresh, close and reopen it.
500 Building Limit
There should be a limit to the number of buildings on a world.
The total number of buildings on a world should now be kept less than 500. A -1 morale penalty is incurred for every building beyond that number.
One single building can use up all the available building volume on a world so there is no need to build a thousand of them.
World Building Congestion Indicator
The indicator on the Construction window to show amount of development on the world is awful or terrible, not sure which. I can't stand it.
Reworked the building congestion indicator. It now draws a simple representation of the world landscape with a city that grows as your city grows. The tool tip gives the numbers.
After a little travelling around, I found it to be a very useful and interesting indicator for getting a sense of world development at a glance. I really like it.
City Abandonment
New style cities were reporting abandonment when they should have been fine.
Fixed an error when deciding which cities are immune to abandonment due to the presence of capitals.
Broker Chatter Spam
Walking onto the site of a broker triggers a thought message about the broker not having any shipments. This gets annoying.
Broker comments are now stated only if you press the refresh button. A refresh is silent when triggered by walking onto the site.
Enemy Crew from Free City
A ship boarded crew from a free (empire 0) city. The crew that came aboard were enemies.
Free cities will no longer board crew or officers to any ship.
Can't Open Door
A door was stuck open. Attempting to close the door created the message, "The door cannot be opened."
Fixed response from stuck doors to say "opened" or "closed" as appropriate to the current door state.
Life Support Inadequate for Inferno Atmosphere
This error is misleading when trying to build on an airless moon in the inferno zone.
The error message was poorly worded. It was changed to say, "Life support inadequate for inferno conditions."
City Report Ships
New cities do not report ships like old cities.
New cities now report ships on their city report. They report all ships that are on the site of any of their buildings, not roads. If the city has any sensors, then all ships in orbit are reported. Ships of their empire in orbit are always reported, regardless of sensors.
Old cities report ships in orbit, only if the ships are units of the city's empire.
Event Log
New cities do not report an event log like old cities.
New cities now report their event log. Some tuning may be needed to get the right events into the log and to not report events too often or that don't matter.
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