• Shores of Hazeron Attempt v2: Electric Universe Restart
    1,295 replies, posted
Wow, this is a pretty awesome game. Except for the tutorial guy....
Eat the tutorial guy thats all hes good for.
I have a pretty nifty town underway. I can't wait to get some shiny new spaceships later down the road.
So you guys are planning on making a FP Confederation?
maybe the way of the facepunch empire should go the way of the facepunch corp in eve.
What do you mean?
I dont get it, why does haxus keep updating useless crap we don't really need ingame...and just ignores the major problems this game has!!!
[QUOTE=Roktarok;28725357]I dont get it, why does haxus keep updating useless crap we don't really need ingame...and just ignores the major problems this game has!!![/QUOTE] ask him when he comes online sometimes, he usually talks in galactic chat when he does... [editline]21st March 2011[/editline] [QUOTE=MrBob1337;28725228]What do you mean?[/QUOTE] i mean that there might not be a facepunch empire, but just a bunch of empires that happen to have facepunchers
[QUOTE=Mattk50;28725615]ask him when he comes online sometimes, he usually talks in galactic chat when he does... [editline]21st March 2011[/editline] i mean that there might not be a facepunch empire, but just a bunch of empires that happen to have facepunchers[/QUOTE] There is an FP empire, i'm part of it. The only active one. :v:
[QUOTE=blazingfly;28728335]There is an FP empire, i'm part of it. The only active one. :v:[/QUOTE] Facist-punch?
[QUOTE=DJ999;28731891]Facist-Punch?[/QUOTE] ..No? Facepunch.
I'm active, I have a nice little empire going on down here. Still, we should unite under something for protection and tech.
[QUOTE=Uberman77883;28694784]Good luck, Ringworlds are 5x the size of a normal planet and the locals are very angry and very hungry.[/QUOTE] Vulcium Power armor, then walk around it.
It's a shame this game doesn't have a larger population. I also wanted to ask, assuming you have all the essential resources, how long does it take for you to build a decent sized city and start building a moon base?
A few hours, at worst. I got our capital up the first time around after 3-4 hours, but that was with a lot of manual fuckery (Logs? HOW 2 LOGS)
After you get ships you can usually fully develop a system in ~1.5 days.
Started playing this game again. ~~~ Already TL 11, feels great to not have to worry over anything. Just finished a ship with 50k+ cargo space to use as an AI officer trader.
Ok how is everyone getting like to TL11 in a matter of days? Is there some kind of secret, other than massive population?
The gamed doesn't work for me no more.
[QUOTE=MrBob1337;28744024]Ok how is everyone getting like to TL11 in a matter of days? Is there some kind of secret, other than massive population?[/QUOTE] 4 colonies, cryo io and something else, trade shit between them buying at 90 and selling at 110, set subsidy tax to 19%, get more money than you can research away.
Matt pretty much described it. If you want to contact me ingame, I'm Stone of th DarkStar Corporation.
New update! (and a bump) [QUOTE]What's new in this update? This client update is optional. Bay Weapon Beam Effect Bay weapon beam effect was improved a lot. This is a work in progress, just barely made it into the build today. Engine Glow and Contrails on Stations Stations can now have engine contrails. Short contrails point down toward the nearest source of gravity, giving the station the appearance of thrusting against that gravity. Since stations did not have them before, the default is to show none. You must put contrail emitters in the station design to have them. Contrail Emitter Limit Raised The maximum number of contrail emitters in a design was raised to 10. Contrail Emitters Draw On Top Of Each Other Fixed a bug in the design studio that allowed multiple contrail emitters to exist at the same location. They tended to double up if the button was held too long. Contrails In Design Studio Contrail emitters now show a contrail in the design studio, instead of just an engine glow. This might help people notice when their design is sideways, since the contrails always go aft. Tactical View - Don't Show Emitters Contrail and weapon emitters are no longer shown in the top-down view of your ship floor plan. Mission Order - Orbit At Coordinates 4 of 12 will appreciate this one. You can now order your crew to orbit at a particular lat long coordinate, with the default being your current location. This is a good way to move your ship back into transporter range without entering the atmosphere. Mission Order - Shields Down There is now a mission order to wait with shields down. The time span is specified in seconds. This is a good way to drop your shields long enough to beam-over to a station or other ship. Likewise when returning to your ship. This is particularly helpful when your ship is in that TL4 to TL6 range, where it has shields but no transporter. Cargo Transfer Interface A user interface was created to transfer cargo, citizens and money between the ship you are aboard and other ships. This was added as a tab on the Cargo (F5) window. The ship you are aboard must be in your chain-of-command. Other ships must be in trade range to transfer stuff. They are in range if they are close to your ship or in transporter range of your ship; closeness is generous enough to allow the largest ships to have several ship diameters of clearance, so you don't need to crowd close together and bump hulls. You must have authority to transfer the stuff. To have authority to transfer stuff to/from another ship, one of the following conditions must be true. [LIST] [*]The other ship is in your chain-of-command. [*]The other ship is executing a [I]Stand Down[/I] order. (Did somebody say pirate?) [*]The other ship is new and the owning empire is yours, friend or vassal. [*]The other ship is not new and has no officers. [/LIST] Transferring citizens has some limitations. Crew cannot move to enemy ships. Officers and troops can only move to ships of their own empire. Passengers have no limitations based on political stance. Hail on Crew Channel - Ship Doesn't Answer Fixed a bug that prevented your ship from answering your hail on the crew channel. This prevented someone from locating their ship when it was lost. The hail tells you where they are. This was a particular problem for a player who could not spawn aboard their ship but they knew it still existed. Little known fact: the life support system must be functioning to spawn aboard a ship. Admin -> Agent Changed terminology from 'admin' to 'agent'. I thought agent was more suggestive of a person in the game where admin sounded like a referee watching from the sidelines. I also liked the connotation with the agents in The Matrix; it seemed oddly appropriate. Design Studio - Change Room Number Added a design studio feature to change the number of existing rooms. The number shown between the room number increment/decrement tags is now a button. Push the number button to set that number onto the rooms you click. Design Studio - Change Room Type Added a design studio feature to change the type of existing rooms. The grid of room buttons has a new button at the top left of the grid. That button switches room drawing modes. One mode draws new room cells. The other mode changes the type of the room that is clicked. Design Studio - Delete Room Added a design studio feature to delete an entire room. A new button was added at the left of the room buttons grid to delete entire rooms by clicking anywhere within the room boundary. Design Studio - Delete Designs The delete design command in the design studio now enables you to delete any design, including those that have become read-only. Previously, you could only delete designs that were writable. [LIST] [*]Published designs cease to be published when they are deleted. [*]Manufacturing processes that are making that design will continue to do so uninterrupted. [*]Disks that exist with the deleted design will continue to be usable. [*]Architects of deleted designs continue to be credited when those designs are made. [*]Names of deleted designs become available for reuse by the architect, which could cause players confusion between different designs with duplicate names. [*]Deleted designs cannot be undeleted. [/LIST] Multiple Deck Height Doors Large wall length doors can now be stacked and operated together to act like one big door. Large wall length doors on multiple decks will operate in tandem when certain conditions are met. The door icon on each deck of the multi-deck opening must be directly above the door icon on the deck below. For large hull doors, the doors on the decks above the first must open to open-to-below or gravity well type rooms. For interior large doors, the doors on the decks above the first must open to open-to-below or gravity well on each side. Each side of the door could be one or the other; they don't have to be the same type on both sides of the door. The length of the door on each deck does not have to be the same. Empire Contrail Color Setting The empire policies tab of the Governance (F12) window now has a setting to choose the color of contrails emitted by all spacecraft and vehicles in your empire. Changes require your client program to be restarted before the new color will affect objects that have already been created in your scene, and the scenes of other people in the game. Don't Autoclose Large Doors Nerfed the autoclose behavior of large hull doors. Previously they automatically closed whenever a gravity driven vehicle exited the door, like a fighter. This became a problem when the doors started grabbing the tail of fighters. Mail - Don't Decay Scan Reports Sensor and tactical scan reports no longer decay from your mail. You must delete them manually. Design Studio - Doors Out of Sync Fixed a problem that caused doors to get out of sync in the design studio. This caused all kinds of wierd problems like doors that looked open but weren't, or the opposite. It also caused doors to open the wrong door when clicked and other similar nonsense. Design Studio - Help Prevent Crucial Console Mistakes Added notifications to the design analysis when a system is not usable due to a missing console. Design Studio - Hull Doors Won't Open Fixed a bug that caused hull doors in the design studio to always think they were locked. Thus, they could not be opened from the outside. Design Studio - Design Status The 'open design' window now has a column that shows the status of each design. Now you can tell if it is writable, read-only, published, or whatever. Design Studio - New Design Resets When a new design is started, the drawing grid is now reset to the origin, with the X and Y axes visible and the render mode is set back to wireframe. Design Studio - Space Transport and APC Added commands to place Space Transport and APC spawn locations into ship designs. Design Studio - Personal Brakes Personal brakes (space bar) in the design studio now apply a huge amount of friction so you stop pretty much instantly. Design Studio - Warn When Capacitor Too Small The design analysis now warns when the running time on the capacitor is less than 60 seconds. Space Transport - Two Contrails Space transport now emits contrails from the two engines under the wings. Spawn Recall Heals Spawn recall no longer heals your dude. Stats - Cargo Totals Accumulating Wrong Fixed some stats bugs that were accumulating cargo-related numbers incorrectly. Blasted bug got copied/pasted to several places. Swimming Impossible for Default Human Movement power = 1/2 friction of water! We have a problem. Talk about frustrating, though. Struggle struggle swim swim and don't go anywhere. All creatures should now have the strength to move in water. Vehicle Icons Updated the icons used for vehicles and vehicle spawn locations in spacecraft designs. Water - Medical Supplies Category Water is now listed in the Medical Supplies category because the surgery unit uses water to decontaminate acid. This way if you order your officer to buy medical supplies, you'll get everything the surgery unit might need. [/QUOTE]
Awesome update.
Anyone else having trouble logging on in the past half hour?
Is the ship designer still laggy as fuck and serverside
So, I finally build my first starship, a planet colonizer, and after exploring a couple wormholes in my solar system, I travel through one to discover a ring world just one jump away from my home planet.
[QUOTE=Fippe;28801934]Is the ship designer still laggy as fuck and serverside[/QUOTE] laggy, no, serverside, yes.
put this in the op [media]http://www.youtube.com/watch?v=fn7BRf7XSsU[/media]
now damnit
Does anyone from Facepunch still play this game?, Im looking for some help running a small empire that is quite far from any of the major hustle and bustle of SoH, Currently working my way up to TL20, and I am working on getting a magmium farm up and running. If you want to join, Shoot me a PM or post in here. Also Matt- It seems we are neighbors and I am willing to Ally with you if you are interested.
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