Not a member yet? Why not Sign up today
Create an account  

Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 1,234
» Latest member: AlexKerb
» Forum threads: 1,532
» Forum posts: 9,364

Full Statistics

Online Users
There are currently 151 online users.
» 0 Member(s) | 150 Guest(s)
Bing

Latest Threads
2024-03-30 Lockup Bug, Bi...
Forum: Updates
Last Post: Celarious
04-30-2024, 01:40 AM
» Replies: 32
» Views: 1,739
Picture Thread 2.0
Forum: Cantina
Last Post: Rockinsince87
04-29-2024, 09:42 PM
» Replies: 130
» Views: 180,364
Game crashes on mission a...
Forum: Bug Reports
Last Post: Akynos
04-29-2024, 10:17 AM
» Replies: 2
» Views: 160
Mission transmitter somet...
Forum: Bug Reports
Last Post: Ivan
04-29-2024, 01:12 AM
» Replies: 0
» Views: 38
Blowing doors?
Forum: Cantina
Last Post: Haxus
04-28-2024, 07:06 PM
» Replies: 2
» Views: 76
2024-04-27 Missiles, Ordn...
Forum: Updates
Last Post: Haxus
04-28-2024, 05:57 PM
» Replies: 5
» Views: 402
Underground Habitat Bugs
Forum: Bug Reports
Last Post: Phoenix
04-28-2024, 05:30 PM
» Replies: 0
» Views: 54
2024-04-18 Recover Vehicl...
Forum: Updates
Last Post: Haxus
04-28-2024, 03:50 AM
» Replies: 9
» Views: 505
Add real bot spacecrafts ...
Forum: Arena of Ideas
Last Post: Ivan
04-27-2024, 11:34 PM
» Replies: 4
» Views: 332
Planetary Name List Bug?
Forum: Bug Reports
Last Post: Ivan
04-27-2024, 06:43 PM
» Replies: 6
» Views: 430

 
  Airless Inferno Moons Count as Inferno Atmosphere Despite Being Airless
Posted by: zslayern - 08-21-2018, 10:24 AM - Forum: Closed Bug Reports - Replies (1)

[Image: aWOLEfZ.png]
Not sure if intended or not, but moons in inferno orbit have a life support requirement of 'Inferno Atmosphere' instead of 'Airless Moon' despite having no atmosphere. As a result 'Airless Moon' blueprints won't load.
City is Crimson Totem of Tarasca, Tarasca IIIc, Tarascan Sector Sector (0, 0, -1), Shores of Hazeron.


The case seems to be the same for Frigid worlds
[Image: 7DdcIvg.png]

Print this item

  "Shields down unless non-empire contact" Detecting Something Unseen
Posted by: Deantwo - 08-20-2018, 09:04 PM - Forum: Closed Bug Reports - Replies (8)

I was landed in a pretty empty system, just a old-style city on a habitable world. Told my ships to keep "Shields down unless non-empire contact detected." But the shields were kept on.

Print this item

  trainable stats
Posted by: nightslaysanta - 08-20-2018, 04:28 PM - Forum: Arena of Ideas - Replies (4)

so instead of pre allocating them in the creation screen you would be able to train them up like flying and runing raises agility and so on

Print this item

  Unable to land at Airport - is this a bug?
Posted by: Snowmantis - 08-19-2018, 04:55 PM - Forum: Prerelease Bug Reports - No Replies

With certain larger ship designs I have been unable to land at the airport of my capital city via the crew channel commands.  The spacecraft just bounces up and down in the upper atmosphere trying to land.

  • I can pilot the ship down and land
  • I can land on terrain and go to airport issue a command to land at "these" coordinates and all works just fine.   
  • Smaller shuttle type ships, don't seem affected.  
  • Using the same Airport blueprint in other cities I have not have any issue landing the larger ship at the airport.  
Is this some kind of landing check bug?   There are no objects in the way.  No vehicles, no NPCs, etc.  In fact an item I find interesting is that on another city with the same airport blueprint the raised landing pad is over the local villagers and their teepees and lands on that pad every time.
Is there something else I should be looking for?

Print this item

Big Grin Aye, Rig for Repair or Refit - response is misleading
Posted by: Snowmantis - 08-19-2018, 02:29 PM - Forum: Closed Bug Reports - Replies (1)

When I land at an airport and ask crew with an officer to repair the spaceship the response is always positive yet not completed when when Airport Repair Shop, or airport or materials are below the spacecraft's QL.  
          Now I need to execute the officer for lying.   :D

Captain: Rig the spacecraft for repair or refit.
Ship:     Aye, Rig for Repair or Refit. Officer get Repairs.
Officer:  Rig the spacecraft for repair or refit. Done sir.       <<- not true in many cases

Can there be more accuracy in responses based on whatever check is occurring?
Such as:

  • Airport or Airport repair shop is not up to our standards, sir. 
  • Sir, repairs are partial due to lack of materials.



Attached Files Thumbnail(s)
   
Print this item

  Building Blueprint Simplification
Posted by: Deantwo - 08-19-2018, 12:45 PM - Forum: Arena of Ideas - Replies (12)

First off, I don't mind the new building designer. Making building designs is fairly easy and can looks awesome.

However the issue is when it comes to defining what that blueprint is gonna be used for. Do you add more "workshops" so it works as a factory, sure but then do you also add "arenas" so it can be used as an arena? You can do that if you want, but why? A building blueprint with 20 workshops and 10 arenas would be huge and would never be able to do both things at the same time.
Freedom of design is good, but there is no need to allow players to make horribly stupid designs with a ton of different uses but is bad at all of them.

I suggest that morale buildings, military buildings and government buildings all get restricted so that they can only be used for their intended purpose.

Examples:

  • An arena blueprint should only be usable as an arena.
  • A church blueprint should only be usable as a church.
  • A housing blueprint could be used as any housing type building.
  • Factory blueprints can be generic and used for any factory type building.

This would also make assigning volume for morale buildings a lot easier. Select the morale building type you want it to be, set the number of "levels" it should count as by assigning volume to a single "morale space" type volume.

Disallow adding morale type volumes to none morale buildings, to prevent adding useless volume that will be wasted.

Related suggestion: (Idea thread) Building Room Numbers instead of Volume

Print this item

  Town square
Posted by: council - 08-19-2018, 06:47 AM - Forum: Closed Bug Reports - Replies (4)

I can't place a town square

Print this item

  Scare away Animals by Holding a Torch
Posted by: Deantwo - 08-18-2018, 07:39 PM - Forum: Arena of Ideas - No Replies

Just a random idea, while holding a torch in your hand small animals could be scared and try to stay away from you.

Would be useful for just starting out. If it is too useful it can be made to only/not protect you at night.

A higher tech device could be added to scare away all animals (mega beasts included), but that just falls down into my long list of utility equipment ideas.

Related idea: (Idea thread) City use for Lanterns and Torches

Print this item

Photo Ship landing in terrain causing ALL cargo to be lost
Posted by: Snowmantis - 08-18-2018, 03:33 PM - Forum: Closed Bug Reports - Replies (2)

This latest mechanic of a ship taking damage when not landing on stable ground seems a little hard on the newer ships and not sure if this is a bug or a mechanic that needs to be tweaked for lower QL ships and cargo.

Issue:  New ship low QL ~35QL with inventory of over 2000 units of low QL items landing in terrain, took damage and ALL cargo was lost.    I guess we can accept some percentage of loss perhaps a cap of some sort until the ship is destroyed, but every piece of inventory was lost and the hull has no damage!

[Image: SoH_Ship_landing_cargo_lost_zpsen9qo5dd.png]

Print this item

  Flying character grounded
Posted by: jakbruce2012 - 08-18-2018, 11:01 AM - Forum: Closed Bug Reports - Replies (2)

Air density calculations seem a bit too extreme now.
I have been unable to fly at all since, only glide from a tall building.
The air is thick enough to breathe without a helmet, yet not enough to fly.

Print this item