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Latest Threads |
Aircraft Factory No Parki...
Forum: Bug Reports
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Fog on Gas Giant World Ma...
Forum: Bug Reports
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electricity not shared on...
Forum: Bug Reports
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2024-05-16 Pirates, Fleet...
Forum: Updates
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05-17-2024, 03:50 PM
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Helicopter Taxi Issues
Forum: Bug Reports
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Fleet Channel, named flee...
Forum: Arena of Ideas
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2024-05-09 Fleets, Starfo...
Forum: Updates
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Hazeron Startship - Steam...
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2024-03-30 Lockup Bug, Bi...
Forum: Updates
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Picture Thread 2.0
Forum: Cantina
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Blueprint description |
Posted by: Neils Iyssada - 07-17-2018, 02:12 PM - Forum: Arena of Ideas
- Replies (2)
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Hi !
It could be nice to have a description for blueprints. Even a short one. It would be useful to give credits to the original design (in my case a browser-based strategy game which has great designs, the dev accept the use of his designs at the only condition of properly saying that it's a design took from his game).
If it's not too short we could even add some advices like what's its exact role(s), some lore, or some troubleshooting.
Thanks for reading !
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Model Detail Slider |
Posted by: 5crownik007 - 07-17-2018, 01:17 PM - Forum: Arena of Ideas
- No Replies
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Seeing as cities are made of detailed models and meshes now, my computer is dying of performance loss, dropping to 1 FPS. This didn't happen with old-style cities.
I do have a terrible computer, but it would be much appreciated if there was an option to remove some details from the buildings.
specs:
four intel i3 core processors
NVIDIA GeForce GTX 660
8gb of RAM
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2018-07-16 Buildings Going Neutral, Chain of Command, Morale |
Posted by: Haxus - 07-16-2018, 04:50 PM - Forum: Updates
- No Replies
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Buildings Going Neutral
Buildings were changing to empire 0, after being built.
Fixed a bug when updating city jurisdictions. Buildings that were not in any city jurisdiction at all were being set to empire 0.
Those buildings are now set to the empire who claims the world. If there is no claim then the current empire who owns the building remains unchanged.
Building Chain of Command
I thought everyone had permission to change empire 0 buildings.
On unclaimed worlds, empire 0 buildings, not in the jurisdiction of cities, are now in the command of everyone.
On claimed worlds, you must be a member of the claiming empire to be in command of a building.
Morale
Morale effects are not fully enabled.
Does anyone need more time to make adjustments before morale effects are fully enabled?
Power Plant Bug
Second City on Same Planet does not associate Power
Fixed.
Can't Unjam Doors
Doors on new style ships can be blown open but you can't unjam them.
Fixed.
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Empire Defense Fleet and Encounters |
Posted by: Deantwo - 07-14-2018, 09:47 PM - Forum: Arena of Ideas
- Replies (1)
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Right now the only ships that can spawn in an encounter are pirate ships. Haxus talked about adding trader ship encounters in systems with brokers at some point. But doing the talk in the sensor sharing thread I was wondering if maybe empire defense fleet encounters shouldn't also be a thing.
You setup a ship as part of the empire's defense fleet, in a military hangar or something. Then when an ADIZ incursion is reported by a city the defense fleet ships will calculate the distance to the location and just teleport over there when the calculated travel time passes. Spawning similar to a pirate ship with an attempt to drive the invader away.
It could simply be a military hangar building where you select a spacecraft blueprint and it builds one of ships but keeps it hidden.
There are issues with how this would be limited. I mean people would just build millions of those military hangars.
First possible idea is to just use something similar to pirate encounters, a ship can't trigger more than one encounter in a system within a time span. So an empire might have a lot of military hangars all over their empire, but they won't spawn a million defense ship every second.
Not only an interesting defense method, but also would make empires feel a little more alive.
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Multiple Weapon Emitters |
Posted by: Vectorus - 07-14-2018, 04:27 PM - Forum: Arena of Ideas
- Replies (1)
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If your weapon emitter is at the front of the ship, and you face the enemy, everything looks fine. If he ducks behind you, your shot comes out of some weird point on the back of your ship. A bit immersion-breaking.
Shields already divide the ship's orientation into "facings". Suggestion: define up to 6 emitter points for a weapon, based on target facings. The Enterprise, from Star Trek, has multiple phaser banks on the saucer. If the Klingons are behind you, the weapon emits from a phaser bank behind the bridge. If they're to the left, it comes from the left bank. The same weapon can fire in any direction, so you lose no effectiveness compared to the present. No more terrifying laser beams cutting straight through your own captain's cabin.
Ultimately, this could work with custom firing arcs, but the 6 pre-existing facings seem like an easy start.
Turrets:
I looked at the Macross on the gallery. So many turrets. Would be nice if multiple aesthetic turrets could turn to face your aim point and fire multiple shots, while being part of the same system!
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2018-07-13 Hit Points |
Posted by: Haxus - 07-13-2018, 06:54 PM - Forum: Updates
- Replies (2)
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Hit Points
There was some consensus that the hit points change should affect existing spacecraft and buildings.
Upon server restart, existing buildings and spacecraft will be adjusted. If they have system damage that exceeds their new maximum hit points, the damage is removed, completely repairing that system.
18 Galaxies
Conflict zone empire standings shows Weltreich has cities in 18 galaxies. There are only 17 galaxies in the conflict zone.
Fixed an error when tallying cities on gas giants.
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Sensor Sharing |
Posted by: Vectorus - 07-13-2018, 04:30 PM - Forum: Arena of Ideas
- Replies (1)
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Correct me if I'm wrong, but my understanding is that a ship will only attack an enemy which it can itself "see".
If so, this does not seem lifelike. An enemy can enter your large trinary system and be detected by a city, but if your ships are patrolling at the other edge of the system, they won't go and help until their own sensors pick it up. If your enemy is in another system, even if they're wreaking havoc and it's only next door, that fleet won't do anything at all.
Should your empire share sensors? You would set a ship policy: "respond to threats within X radius". If an enemy is picked up by any means within X parsecs, the ships will try to intercept according to their officer's posture. This would increase the effectiveness of patrols and NPC defenders drastically, I believe, as well as suiting common sense.
(If we really wanted to go overboard, we could set weighting factors for combined hp of enemy contacts vs distance from current position. If a fleet of 90 billion hp is detected all the way across your empire, your ships will try to help. If it's only 2000 hp they won't bother. Or, conversely, a small ship might avoid contacts bigger than itself.)
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2018-07-12 Shields Disrupted, Building Destruction, Armor |
Posted by: Haxus - 07-12-2018, 10:26 PM - Forum: Updates
- Replies (7)
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Shields Disrupted
Shields can be difficult to breach with transporters when they get shot down, then come right back up again. An opportunity should be created to beam aboard.
http://hazeron.com/gallery/DisruptedShield.png
When shields are reduced to zero by damage, they become disrupted for 20 seconds. This is per side on spacecraft. - The visible appearance of the shield bubble changes. On spacecraft, the visible appearance of the disrupted side changes.
- Disrupted shields do not block moving objects or weapons fire.
- Disrupted shields continue to charge as usual.
- Disrupted shields do not block transporters. On spacecraft, transporters are not blocked if any side is disrupted.
Building Destruction
Military HQ is supposed to protect civilian buildings from destruction. Military HQ is supposed to be protected from destruction by military buildings.
On a world with a military HQ, civilian buildings can no longer be destroyed. They can be damaged down to zero hits points and lit on fire. They just won't go the final step to being destroyed. - A city or base with heavily damaged buildings will incur a -1 morale penalty.
- A city or base with burning buildings will incur a -1 morale penalty.
- Buildings that are heavily damaged or burning do not run any manufacturing processes.
Military HQ is similarly protected from destruction while any non-HQ military buildings exist on the world.
Non-HQ military buildings are not protected from destruction. After they are destroyed, the HQ can be destroyed. After the HQ has been destroyed, civilian buildings can be destroyed.
Instead of destroying cities, a conquerer could destroy the existing military base, then build their own base, to take control.
Building Repair Materials
Damaged buildings (civilian and military) are repaired slowly, using construction materials available in their community. Buildings only require their basic construction material to be repaired, i.e. lumber, stone, metal. Who imports them at a base?
In order to insure bases have repair materials, military HQ, military dock, and military air terminal now import basic construction materials.
Retail stores do this in a city. Not new, just fyi.
Offset Shield Bubble
It is conceivable that a shield bubble could be large enough to extend outside the atmosphere.
The shield bubble is now offset downward to keep the top of the shield bubble inside the atmosphere. This could result in a strange situation if a very large shield bubble is built on a ringworld or small world, where the bubble might get pushed out the back side.
Shield Base Radius vs Power
The radius of the bubble at shield bases is determined by the shield equipment volume. Shield equipment volume also determines the size of the shield capacitor. This makes it difficult to make a strong shield that is small in size.
Shield base now augments its shield power using its battery. This allows increased energy absorption without changing the diameter, which is still determined by the shield equipment volume.
There is a slight difference between the two stores of energy. The shield is recharged every ten seconds, by taking as much power as needed from power plants. The battery is recharged more slowly, by taking 60 units of power once per minute from power plants.
Shields absorb 10hp of damage per unit of energy, adjusted for shield module quality.
Shields on Report
The values shown for shields on the analysis reports are meaningless now that shields are no longer treated like armor.
Analysis reports for spacecraft and buildings now show the amount of hit points absorbed by shields, per side for spacecraft. There is no longer any difference between the combat effectiveness of the shield modules. I will likely nerf the kinetic shield module. The cloaking shield still has potential.
Building Armor
The analysis reports for buildings show they have no armor, even when I dial up the armor.
The hull module data that was added for buildings did not define any armor factors. They are there now. This fixes all existing buildings; they don't have to be rebuilt.
Hit Points ÷ 10
The hit points on new style buildings and spacecraft are quite large.
Hit points on buildings and spacecraft were reduced by a factor of 10. This will not affect existing spacecraft and buildings, only new ones built after this change.
Kinetic vs Energy Armor
There are a few places where armor resistance is reported vs kinetic and vs energy damage. What does it mean? This is confusing.
Armor is now only reported as a single generic value, based on contact weapon mode with no specific weapon effect. Actual armor effectiveness varies based on weapon mode and effect.
Armor resistances against every combination of weapon mode and effect are not reported; it is too much information. Armor resistance cannot be usefully organized into categories like kinetic or energy.
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