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  2018-08-03 City Report, City Capture, Exchange in Designer
Posted by: Haxus - 08-03-2018, 04:30 PM - Forum: Updates - Replies (3)

City Report No Police
The requirement for police has baffled a number of new players. It would be helpful if the city report said something when there's no police.

Facilities section of the city report now shows a helpful statement about the need for police, when there are none.

HQ Report Civilians
City report from a military base should point out that the lounges and stores include local civilians.

HQ city report now says the lounges and stores include local civilians.

City Report Timer
When a city report is requested, the button to request another is grey until 13 minutes have passed since the report was generated. With new cities, this does not make sense because reports are generated when requested.

Timeout removed from request next report button.

Capture World
Build a base headquarters. This should capture all cities on the planet but it doesn't.

All buildings on the world change to the empire of the headquarters when a base is built. City ownership changes when capitols are captured.

Exchange in Designer
After the recent nerf to the old designers, the buttons disappeared to access the building and spacecraft blueprint exchanges from inside the designer.

Blueprint exchange interfaces are now accessible while inside the designer.

Broker Delivery Time
Broker delivery time estimates are adjusted faster based on broker Q. However, the shipments are not delivered at the estimated time.

Fixed an error that caused all broker shipments to be delivered at 2x lightspeed, unadjusted for broker Q, which did not match the estimates.

Broker shipments are delivered at 5x lightspeed, adjusted for broker Q, as estimated.

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  Ship takes more to repair than build.
Posted by: Vectorus - 08-03-2018, 10:56 AM - Forum: Prerelease Bug Reports - Replies (4)

A ship was damaged. The ship took 10 million metal to build, but at 90% hull, it required 70 million metal to repair.

What gives?

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  Clearly Label Money Cost Amount that is Government Only
Posted by: Deantwo - 08-03-2018, 06:07 AM - Forum: Arena of Ideas - No Replies

Currently patent research is the only money using manufacturing process. But few probably know that citizens pay up to half the patent cost. Special rules like this that you can't see in the UI itself are generally bad since it cause confusion.

I suggest that using money as a manufacturing material should be separated into different "materials" that more clearly label where the money has to be from. One that is "Government Money", "Citizen Money" and "Any Money". At most just a slightly different icon for them.

This wouldn't have much of an impact on anything today, except for the patent process would have two separate money stacks, 500 "Government Money" and 500 "Any Money". But if new manufacturing processes are added that use money, we would have a chance to select if it should be civilian or government funded and have it clearly shown in the manufacturing UI.

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  2018-08-02 Jobs Reported, Construction Blocked, Surrender Cities, NPC Experience
Posted by: Haxus - 08-02-2018, 03:00 PM - Forum: Updates - Replies (4)

Jobs Reported
I disabled a lot of jobs but they are still counted on the city report.

The city report now reports the number of jobs that are actually enabled. Only manufacturing jobs can be disabled. Professional and service jobs cannot be disabled.

Construction Blocked
I could not build anything because an enemy unit was present. I could not find them.

Construction is no longer blocked by avatars who are not on line.

The message 'Enemy unit present' was change to say 'Enemy unit present on world', because I thought the enemy unit was in the area of the new building, didn't remember any enemy unit on the planet blocks construction. This wording change will be posted with the next client update.

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  System Survey Report Incorrect
Posted by: Deantwo - 08-02-2018, 01:08 PM - Forum: Closed Bug Reports - Replies (4)

This was reported on the old forum multiple times too I think.

I have been seeing some systems that have incorrect survey reports. Moons or plants missing, number of planetary rings aren't the same or don't exist, resource qualities not being as promised, etc.

I see this mostly happen to systems that I have surveyed years ago, and then a new player spawn in the system, changing the system seed.

Most of all I would love for new player spawning mechanics to be changed. Even more so with the removal of "join empire at avatar creation", new player spawning has been destroying more and more systems. Anr has also been vocal about this in the past, the galaxy's system seeds are all slowly being changed to new player systems.
Would be nice if a system that existed years ago (and decayed) would still exist now, and not get permanently changed because a new player happened to spawn there. As I stated before I went on a rant, it is causing issues for system surveys.

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  Making a Lamp
Posted by: Deantwo - 08-01-2018, 09:40 PM - Forum: Design Studio - No Replies

I was wondering if anyone knows oh a good way to make a lamp.

Working on a building design and want to add a basic little outdoor lamp to give it some light. But I see no option to make a lighting object other than the spacecraft blinking lights and such.

So anyone know of a good way to make something that feels like a lamp and maybe even produce light?

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  energy to matter building
Posted by: nightslaysanta - 08-01-2018, 08:23 PM - Forum: Arena of Ideas - Replies (27)

where you spend large amount of energy to create things

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Photo 2018-07-31 Building Volume, Beam to Buildings, Nerf Old Designer
Posted by: Haxus - 08-01-2018, 02:08 PM - Forum: Updates - Replies (2)

Building Volume Limit
Building volume limit is now scaled according to world surface area.

The basis for size calculations is an Earth sized world having a building size limit equal to that of the largest single building or spacecraft. The building size limit for other worlds is scaled linearly from that, according to surface area. The building limit on ringworld arcs is 1/2 of that value, to keep the sizes somewhat balanced.

Morale penalty is -1 per 1000 cubic meters of building volume in excess of the maximum, rounded up. e.g. 1 to 1000 cubic meters excess = -1 to morale, 1001 to 2000 cubic meters excess = -2 to morale. There is no limit on this morale penalty.

The following table shows the numbers for each size world.

Sphere 1, diameter 1,894m, area 11,268,913m² = max 11,269 population and 1,625,639m³ buildings
Sphere 2, diameter 3,788m, area 45,075,652m² = max 45,076 population and 6,502,554m³ buildings
Sphere 3, diameter 5,682m, area 101,420,217m² = max 101,420 population and 14,630,603m³ buildings
Sphere 4, diameter 7,576m, area 180,302,609m² = max 180,303 population and 26,010,072m³ buildings
Sphere 5, diameter 9,470m, area 281,722,826m² = max 281,723 population and 40,640,676m³ buildings
Sphere 6, diameter 11,364m, area 405,680,870m² = max 405,681 population and 58,522,556m³ buildings
Sphere 7, diameter 13,258m, area 552,176,739m² = max 552,177 population and 79,655,712m³ buildings
Sphere 8, diameter 15,152m, area 721,210,435m² = max 721,210 population and 104,040,000m³ buildings
Sphere 9, diameter 17,045m, area 912,781,956m² = max 912,782 population and 131,675,712m³ buildings
Sphere 10, diameter 18,939m, area 1,126,891,304m² = max 1,126,891 population and 162,562,560m³ buildings
Sphere 11, diameter 20,833m, area 1,363,538,478m² = max 1,363,538 population and 196,700,672m³ buildings
Sphere 12, diameter 22,727m, area 1,622,723,478m² = max 1,622,723 population and 234,090,080m³ buildings
Ringworld with 5 sections. Arc 229,814 x 17,850m, area 4,102,166,484m² = max 4,102,166 population and 295,884,256m³ buildings
Ringworld with 10 sections. Arc 229,814 x 17,850m, area 4,102,166,484m² = max 4,102,166 population and 295,884,256m³ buildings
Ringworld with 15 sections. Arc 229,814 x 17,850m, area 4,102,166,484m² = max 4,102,166 population and 295,884,256m³ buildings
Ringworld with 20 sections. Arc 229,814 x 17,850m, area 4,102,166,484m² = max 4,102,166 population and 295,884,256m³ buildings

Building Volume Indicator
The construction window now shows the current total building volume on the world and the world's building limit. This appears as a sort of progress control, with a growing strip of city buildings against a blue sky. At 90%, the sky turns yellow. At 99% the sky turns red. The tool tip shows the actual volume numbers.

[Image: SkyLine1.png]
[Image: SkyLine2.png]
[Image: SkyLine3.png]
[Image: SkyLine4.png]

Beam To/From Building
When using a transporter station in sensor mode, you can select the new style buildings individually but the transporter won't energize.

Fixed code that collects transporter destination specifics at building target.

Old Designer Nerf
It is time to let the old designers go.

The command line options "-spacecraft" and "-building" now launch the new designer, instead of their respective old designers.

The buttons to launch the stand alone old designers were removed from the launcher in a previous update. If you still have an older launcher, those buttons would have continued to work until this update. Now those buttons will launch the new designer instead.

The buttons to enter the old style designers were still present on old style design studio buildings. Those buttons were removed. Only the button to enter the new style designer is there now.

This was one of those rare and joyous opportunities to remove old code. The net loss to the code was 31,338 lines, 2.4% of the total code base.

This does not affect existing designs, spacecraft or buildings. They will continue to function, manufacture and build normally.

When the servers go down, anyone inside an instance of an old style designer will be stuck in limbo when the servers are restarted. Their working design will be lost. They can be rescued easily.

Construction Labor Rollover
The labor value for construction processes was a 16 bit number, which meant it could not exceed 65,535. This was adequate for old style cities but it is not enough for the new buildings, which can be very large.

Construction labor value is now a 32 bit value. It should accommodate the largest building projects.

Morale From Lounges and Stores
Military bases now tally civilian lounges and stores on their world, for morale calculation.

Rocket/Missile Burn Time
The engine burn time of rockets and missiles was increased to 10 seconds, to give them more range. It was 5 seconds previously.

Large Rocket/Missile Acceleration
The engine acceleration of large rockets and large missiles was increased to 800m/s/s, to give them more range. It was 500m/s/s previously.

http://hazeron.com/vid/MorningMissileBarrage.m4v

The acceleration of small rockets and missiles remains unchanged at 1000m/s/s.

Server Deadlock
A server deadlocked when a crewman used a turbo lift at the same instant the spacecraft was damaged.

Changed method for controlling atoms moving in a turbo lift, while it moves to a new stop.

Transporter Crash
A server crashed when a transporter was energized.

Fixed bug in test for shields at transport destination.

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  Ship Construction at New Cities
Posted by: Mr. Mortius - 07-31-2018, 11:17 PM - Forum: Arena of Ideas - Replies (2)

I would like to post this as a possible feature to see what everyone thinks. It'd be interesting, I think, if extremely large ships under construction at new style cities were placed in orbit as frames, much like how buildings that are being constructed appear as a framework. Whether or not a ship would appear in orbit as a frame (leaving it susceptible to sabotage) could be based on the commodity storage of the spacecraft factory constructing the ship. Larger spacecraft factories could hold larger ships without them needing to be built in orbit.

This would accomplish a few things. First, it would limit the number of huge ships that can be constructed at once to four at any particular planet (The limit on new spacecraft that spawn at stations). Second, it would add more interest to shipyard cities. Players could either dedicate a large portion of their allowed volume to spacecraft factories to build more than four ships in safety, or use smaller shipyards, which would allow more production in the city but possible leave the ships under construction vulnerable.

This is just a rough idea, but I think it could be interesting.

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  Purchase Fleet Ships After Construction
Posted by: Mr. Mortius - 07-29-2018, 06:52 PM - Forum: Arena of Ideas - Replies (1)

I have a very useful harvesting design built, but it was constructed as a fleet ship. To build a private one would take another few weeks. An option to buy a fleet ship and change it to a private one would be useful. This option should be disabled when enemy avatars or forces are onboard a ship to prevent buying right before a ship is captured.

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