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  Can blow open new doors, cant unjam them
Posted by: Ikkir Isth - 07-10-2018, 09:37 PM - Forum: Closed Bug Reports - Replies (4)

Testing using the open Turbo design:
Dynamite on back door blows it open, then it stays jammed open forever.
[Image: N28pZvM.jpg]

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  System scan error, again
Posted by: jakbruce2012 - 07-10-2018, 07:08 PM - Forum: Closed Bug Reports - Replies (1)

I'm still finding systems with differing scans and actual composition.  We need a way to delete old system scans and re-scan.
This case is especially bad, because there was Q255 Adamantine here before, now gone.
Here is an example.

[Image: mTct25S.png]

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  2018-07-10 Shields
Posted by: Haxus - 07-10-2018, 03:48 PM - Forum: Updates - Replies (14)

http://hazeron.com/vid/ShieldHits.mp4
http://hazeron.com/vid/ShieldBaseAtlantisLanding.mp4

Military Shield Projector
Military shield projector building is now operational.

  • Shield bubble appears at the proper radius; it was previously incorrect.
  • Shield protects its contents where they literally reside inside the bubble. Parts of buildings that extend outside the bubble can be targeted.
  • Shield projector recharges its capacitors every 10 seconds. Energy is taken from power plants connected by ground.
The Bubble is the Shield
Previously, shields were treated as surface armor. The bubble was there only as a visual cue that shields were present. This was confusing to players who perceived the bubble to be the shield itself. Now, the bubble is the shield.

This caused some things to change.
  • Shields block weapon fire that originates outside the bubble. Weapons hit on the shield bubble, not the hull.
  • Shields do not block weapon fire that originates inside the bubble. Weapons inside the shield can fire outward.
  • Shields do not block explosives used to open doors because the blast originates inside the shield. This is a change from old style ships, where hull doors were protected by shields.
  • Shields block objects that enter the shield too fast. An object is blocked if it enters the shield with a speed greater than 150m/s relative to the shield. This one is going to kill some people.
  • Shields do not block objects moving around inside the shield or moving from inside to outside the shield.
  • Shields block missiles, rockets and bombs that enter the bubble. They explode on the shield surface. Shrapnel does not hit shield contents. Bombs that hit shields do not make craters in nearby terrain.
  • Shields absorb blasts and collisions. The protected ship cannot be pushed by hitting the shield.
  • Incendiary, acid, etc. weapons that explode on the shield do not inflict the protected ship with fire or acid.
Shield Hit Effect
The hit effect on the shield bubble was not working. It is fixed. You will now see an orange glow at the point of impact on the shield.

Shield Transparency
Shields now become more transparent as their energy is reduced.
  • On spacecraft, sides of the shield bubble are transparent according to energy at each side of the shield.
  • On buildings, shields do not have sides and the entire shield bubble uniformly becomes more or less transparent.

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  Incredulously slow construction speed
Posted by: zslayern - 07-06-2018, 07:36 AM - Forum: Arena of Ideas - Replies (2)

Remember when building processes were able to be sped up with the appropriate types of tools or electricity? This seems to have been phased out for most buildings with the New-Style designer (apart from a select few which do have it), resulting in horrendously slow building speeds (4 labor/sec) which is a major pain in the ass for buildings which require an upward of tens of thousands of labor to complete.

Is this feature going to be reimplemented anytime soon? It's kind of tiring waiting for buildings to complete (my 15 line hydroelectric power plant took 3 hours), while my pc is heavily locked down due to how much Hazeron takes from it, and you have no pops to help since its a newly created colony.

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  Founder Rights not applicable to New-style cities
Posted by: zslayern - 07-06-2018, 07:22 AM - Forum: Closed Bug Reports - Replies (2)

Despite the "Domain assigned to City Founders" being set to "City's World Assigned to Founder", I wasn't assigned governmental roles for either colony I had founded (I had manually placed down the capitol, yet was denied while trying to demolish it), much less the planet itself.

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  Second City on Same Planet does not associate Power
Posted by: mallagan - 07-06-2018, 04:07 AM - Forum: Closed Bug Reports - Replies (5)

Empire: Dominion
Planet: New Avalon
City: New Avalon Mining Colony Alpha

I built a second city in another zone in a different zone.  For some reason it is not associating the power planet with the city.  I tried removing the Nuclear plant and placing it again but it does not associate still.

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  Ship unable to completly land on elevated landing pad
Posted by: mallagan - 07-04-2018, 05:51 PM - Forum: Prerelease Bug Reports - No Replies

City: New Avalon


With the New Style Airport Model that has one elevated landing pad, the ship just seems to hover a little off the pad and keep engines at full power.  I attempted to have the ship rig for repairs however the ship was not able to touch down and moor for repairs.

[Image: etbAQik.png]

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  New Style Military Base Morale Buildings
Posted by: mallagan - 07-04-2018, 05:43 PM - Forum: Closed Bug Reports - Replies (3)

City: New Avalon
Base: Fort Artorius

New bases seem to require morale buildings that are not currently possible.

[Image: SKszZdF.png]

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  Buildings turning neutral
Posted by: Slaxx - 07-03-2018, 09:42 PM - Forum: Closed Bug Reports - Replies (6)

so i cant properly build things without half of them turning neutral. what the fuck is happening?

system: drakon
sector: drako's light
galaxy: shores of hazeron

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  2018-07-03 Delete Blueprint, Intended Purpose, Military Import, Patents
Posted by: Haxus - 07-03-2018, 03:39 PM - Forum: Updates - Replies (2)

Delete Blueprint
I deleted a building blueprint from the on line library. It said it was deleted. Then it came back.

Fixed.

Delete Blueprint Window Closes
When I delete a blueprint from the on line library, the window closes. This is annoying when I want to delete more than one blueprint.

Fixed.

Gun Tower and Weapon System Ammo Storage
Gun tower and weapon system should require storage for their own ammunition.

Fixed. Existing blueprints will continue to be valid without storage but they will have nowhere to store ammunition (or lenses, as appropriate). They may not work efficiently.

Who Imports Tech?
What building imports tech disks?

Mass media building now imports tech disks. They also import blank paper and blank disks so they can publish tech about their local industries.

Harvester Modules in Buildings
When making a military weapon system, I was offered a selection of harvester modules and a tractor beam.

Fixed.

Patent Already Recorded Q
When a process reports that a patent is already recorded, the Q would be nice to know.

Fixed. Q is reported of the patent that could not be stored.

Storage Crystal Error
Storage crystal reported it was full when it had lots of free space, after I tried copying a blueprint to it that was already on the crystal.

Fixed failure message when the cause is an existing duplicate design.

Building Blueprint Intended Purpose
Buildings could be filtered better if the intended purpose of each blueprint was known.

Building blueprints now store their intended purpose.

  • Intended purpose is configured on the properties window, using the combo box that used to show if the design was valid for a particular industry and why not on failure. The setting in that combo box is now saved with the blueprint.
  • The blueprint must be valid for the intended purpose to pass finalizing.
  • There is a 'Not Specific' option.
  • Intended purpose is used only for filtering. It does not limit what industries can use the blueprint.
Construction window filter now has a check box to show only designs whose intended purpose matches the building being constructed. The default setting is 'off', until there is at least one blueprint intended for every industry.

Existing blueprints will report no specific intended purpose. They will only be visible if the filter check box is off.

Military Motor Pool Import
Military motor pool should import fuel and munitions for military ground vehicles.

Done.

Military Dock Import
Military dock should import fuel and munitions for military water vehicles.

Done.

Military Air Base Import
Military air terminal should import fuel and munitions for military flying vehicles.

Done.

Military Power Plants
Power plants are a strategic resource. Military should commandeer power plants that do not belong to any city. This would permit construction of a military base on a world with no city to supply power.

Power plants are now considered to be military buildings if they are not part of a city and if there is a military HQ on the world.

Military power plants are manned by allocating personnel from the military base.

City Importing from Warehouse Bug
An old style city was causing lots of error messages when it tried to import stuff from a warehouse that belonged to empire 0.

Fixed commerce restrictions test when importing from empire 0.

Broker Export Bug
Old style cities do not always import from the warehouses and storage tanks of new style cities.

Fixed a bug that prevented old style cities from importing from new style cities if the old style city was connected to any other old style city.

How To Get Started
Welcome letter for new avatars is outdated.

Avatar welcome letter was updated to say how to build a new city and how to form an empire.

Patents Cross Discontinuity
When an empire records patents on one side of the discontinuity, they are available on the other side. This breaks the separation of the discontinuity.

Patents are now recorded separately between sides of the discontinuity. Existing empires will show all current patents as recorded on both sides of the discontinuity.

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