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  May in Review
Posted by: Oggal - 06-05-2019, 05:18 PM - Forum: Cantina - No Replies

Shores of Hazeron : May in Review

Welcome to another month in review for Shores of Hazeron! Smaller update as I've been busy away from Hazeron. Lets get started!

Updates:
Three updates this month, Firstly was the widely anticipated Biodomes. Then We saw the re-addition of Drilling rigs. And lastly a smaller update with Capital Jurisdiction

Our Update of The Month for May goes to Drilling rigs, for the addition of platforms! For use on many kinds of planets they allow for all new visual styles in cities where they can be built in the skies, sea surfaces, and over rough terrain.


State of the game:

Unfortunately May seems to be a quiet month. Only 3 updates, despite their vast addition for city content. They have not brought much for those of us who are searching for more space exploration. Hopefully in the coming months we'll see more reasons to take a step back from the designer and take to the stars.



With low updates come low populations, maxing at 10 players in early May and averaging around five. Fortunately It looks like we may see higher averages in the future ending the back half of the month with frequent player counts closer to 8.


In terms of politics the top 5 for the conflict zone remain unchanged for the month last I saw, with the month ending with Reaume del Seint Graal at 5th with 49 worlds, Foxtail with 51 worlds at 4th, Solstice holding 100 worlds in 3rd, Sith being 2nd with 134, and lastly at the top of the leader board with 16 galaxies, 276 sectors, 456 solar systems and an amazing 1,060 worlds we find Weltreich, still in 1st.
These numbers may have changed though, as Empire standings have not been loading for me.

That's all for this month. Fell free to add anything I may have missed below and I'll try to get any changes in those areas out next month.


Also, once Empire standings are back up I'll update this post with the proper numbers if need be, Watch for the bump here.
Till then, fly safe and stay active!

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  Cannot Build Underwater
Posted by: Morjimoi - 06-04-2019, 11:49 PM - Forum: Closed Bug Reports - Replies (2)

I can't build buildings underwater regardless of how deep I am, or even if the building has the necessary support for it. I took a video of it to hopefully remove all reasonable doubt about this; 

https://www.youtube.com/watch?v=newzr0u1eFw

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  2019-06-04 Fences and Walls
Posted by: Haxus - 06-04-2019, 02:50 PM - Forum: Updates - Replies (10)

Fence and Wall Construction
Fence and wall buttons on the Construction window do nothing.

Fence and wall buttons are now functional.

  • To draw a fence or wall, click the starting location, on the terrain or in the build zone of a platform, then click the ending location.
  • Shift key can be held while entering the second location, to constrain the angle.
  • G key can be pressed at the start and/or end location, to grab the base of the nearest fence or wall post. This finds fences and walls that are freely drawn as well as those that are part of a building blueprint.
  • The segment entered is divided into appropriate length fence sections, or post spacing, appropriate to the fence style chosen.
  • All fence posts obstruct movement.
  • Fence sections obstruct movement, with some exceptions depending on fence style.
    • Split rail and 3-wire fences do not block creatures with 100hp or less. They also do not block moving items, e.g. missiles, thrown items.
    • Range fencing does not block creatures with 10hp or less.
    • Posts-only fencing does not bock movement between the posts.
  • Fences report themselves as "civilian fence/wall" on the Building page. They are not protected from destruction like typical civilian buildings. Fences and walls can always be destroyed.
  • Fences and walls can be built on platforms. They will not conform to any terrain created by the platform. They will form a straight line between the points entered.
  • Similarly, fences at building sites on platforms will not conform to platform terrain. Those fences will appear where they exist in the blueprint.
Fences and Walls in Blueprints
Fences and walls do not work in a building design. Nothing appears there.

Fences and walls in blueprints now appear where designed.
  • They are adjusted up/down to the terrain when the building is constructed. This adjustment changes as the terrain changes.
  • Movement obstruction works the same as stand-alone fence and wall constructions.
Store Page
Some buildings show a store page on the Building window but they do not have one.

Building window now has a no-store layout for typical buildings that do not have a store at all. The layouts for buildings with special pages will still show a store page if the building could possibly have one. It will be in 'wholesale' mode if the building design does not have one.

Biodome Weather Info
Weather information on the Locator window is incorrect when inside a biodome. Shouldn't it show the weather inside the biodome?

Fixed Locator weather info to report biodome environment while inside a biodome or other enclosure.

Map Error
Map spot in wrong place for aerial platform on a gas giant. It appears centered at the building placement location but the blueprint origin is not the center of the model.

Fixed map spot offset error.

Platforms on Gas Giant
Difficult to place sea and aerial platforms on a gas giant due to distance from core.

Fixed. It works easily now.

Gas Giant Render Bug
Gas giant sea surface render bug. As I approach a gas giant, there appears a lot of polygon collisions that seem to happen about at sea level.

Fixed sea surface polygon collision bug.

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  Remove the spammers
Posted by: Slaxx - 06-04-2019, 02:39 PM - Forum: Cantina - Replies (10)

What the fuck is up with the spammers?

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  Glitched Character
Posted by: Toastbrewt - 06-02-2019, 10:29 AM - Forum: Prerelease Bug Reports - Replies (2)

Hello.

I hope I can describe the problem im having properly.

Something seems to be very off with my avatar "Feathered Beast".


As soon as I am on my homeworld strange things start to happen. I am always spawning on top of a skyscraper falling down.
My inventory makes stuff disappear and appear. As an example i always have some "ghost" fishes in my inventory im unable to eat. My vulcium power armor disappears and my old metal power armor appears again (i threw it away like 5 days ago) and what even makes this stranger is that after some time or when i mess with the inventory(throw something away) it  somehow resets and my vulcium armor appears again.

Greetings

David

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  No Stock Buildup, Yet Full?
Posted by: Morjimoi - 06-01-2019, 05:15 PM - Forum: Closed Bug Reports - Replies (2)

Hey, me and another user have been getting an error where despite actually not having any of the commodity stone in stock, the mine I have at least that is mining stone reports the inventory as full and doesn't seem to increase the commodity any at completion of a production run.

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  Fixing the Economy
Posted by: Mr. Mortius - 06-01-2019, 05:21 AM - Forum: Cantina - Replies (2)

There might already be a thread for this, but I thought I'd start a discussion thread anyways. Money is currently next to worthless and needs some sort of end-game sink. Maybe as a partial replacement, money could be used in the development of single use ship-modules, with exponentially increasing costs for increases in effectiveness.

The game as it is: 
[Image: gEYtB9w.png]

I can't imagine spending even a trillion of that, let alone over two quintillion and rapidly increasing.

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  Haxus, can we get Galactic chat exposed on an API endpoint?
Posted by: CaptObvious - 05-31-2019, 06:29 AM - Forum: Cantina - Replies (3)

Hey Haxus,

I was wondering if we could get Galactic chat exposed on an API endpoint?  I'd like to build a bot that would post messages sent to Galactic ingame into Discord and would rather not have to scrape the HTML from http://hazeron.com/galactic.html

It'd be *really* nice if we could get Discord be able to post back to Galactic if someone replies to the bot, but I could understand if that's a hard no.

Hey Haxus,

I was wondering if we could get Galactic chat exposed on an API endpoint?  I'd like to build a bot that would post messages sent to Galactic ingame into Discord and would rather not have to scrape the HTML from http://hazeron.com/galactic.html

It'd be *really* nice if we could get Discord be able to post back to Galactic if someone replies to the bot, but I could understand if that's a hard no.

As a suggestion, you could add http://hazeron.com/galactic.json with the same data as the HTML and have it formatted like this:


{
  "messages": [
    {
      "galaxy": "Shores of Hazeron",
      "player": "Captain Obvious",
      "message": "This is a test message.",
      "timestamp": "2019-05-31T03:07:23Z"
    },
    {
      "galaxy": "Shores of Hazeron",
      "player": "Deantwo",
      "message": "Please call me Danetwo from now on.",
      "timestamp": "2019-05-31T03:07:40Z"
    }
  ]
}

Thanks!

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  Designer Lockup
Posted by: Morjimoi - 05-31-2019, 01:40 AM - Forum: Prerelease Bug Reports - Replies (1)

Hey. Sometimes when designing space stations over a certain size, if I hit refresh obstructions it completely locks up and ceases responding. I think it needs optimization or something. It may be from the .3ds I import but other times the .3ds works fine.

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  Background music for hazeron
Posted by: Slaxx - 05-29-2019, 06:47 PM - Forum: Arena of Ideas - No Replies

Give hazeron a nice touch and hire the componist who made the stellaris soundtrax.

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