NullVoid wrote:Now that the Space Station is an Outpost variant, it's impossible to design a variant Space Station. Making a new design based on Outpost won't allow me to place anything but a Fuel Depot on the Station hardpoint, nor does it allow me to rename the design, so I end up with two Outposts on the design screen. It seems the original one gets deployed.
Arioch wrote:NullVoid wrote:Now that the Space Station is an Outpost variant, it's impossible to design a variant Space Station. Making a new design based on Outpost won't allow me to place anything but a Fuel Depot on the Station hardpoint, nor does it allow me to rename the design, so I end up with two Outposts on the design screen. It seems the original one gets deployed.
You can edit the Space Station design (or make a new variant); it just won't be deployable via the Outpost Transport. Presumably the Outpost Transport is hard-coded to deploy an Outpost, so creating a second Outpost design won't do much good. The inability to place anything but a Fuel Depot in the Station slot may be a bug, but it also may be intentional since that's the only valid thing to equip an Outpost with (in which case, the Outpost design should probably not be editable at all). An Outpost should require a Fuel Depot to be able to be deployed at a planet without a colony and extend ship range; a Space Station with no Fuel Depot should require a colony to be present.
I can see why you might want to load a Space Station or variant on to an Outpost Transport variant, to deploy ready-made Stations to new colonies, but that would mean having to be able to specify in the Transport design which deployable design to carry, which the current UI doesn't support. That might be worth fixing, but it seems like a niche ability.
SirDamnALot wrote:So some colonies where established without scout scanning.
Later, a scout returned to a established colony and behold: a derelict ship was found.
That means only ships with the scanner module can find the hidden goodies?
SirDamnALot wrote:As human, encountering space pirates that have a troop transport. The transport escapes to a neighbouring system. My fleet moves on, but a destroyer follows the transport. Not bothering with tactical combat, I let autocombat munch the transport.
But: The transport is now mine! The Destroyer did not have the boarding collar. Did the human transport crew surrender?
That would be nice actually
SirDamnALot wrote:I found I could get rid of undesired lowtech races by shipping them to another colony. That already had max population.
And won't give extra living space for the new race.
NullVoid wrote:I actually want to make a second type of space station, but there's no space station within new design, only outpost.
SirDamnALot wrote:Also, whats up with the purple planet ?
Arioch wrote:The Threshers are actually pretty valuable; even if you're an aquatic race, they produce extra food. (Not sure whether that's implemented or displayed in the current build).
Arioch wrote:You can board a ship without a Boarding Module if the target ship can't move, so a ship becomes boardable if you disable the engines. I'm not sure if that's what happened, but it's possible.
Arioch wrote:Once the population morale system is implemented, you won't be allowed to transport discontent colonists (they won't get on the ships), so the races you probably want to get rid of (Gaiads and Scavengers) won't be able to be disposed of in this manner. The Threshers are actually pretty valuable; even if you're an aquatic race, they produce extra food. (Not sure whether that's implemented or displayed in the current build).
Arioch wrote:version
sven wrote:Colonist food production is not yet implemented; so the threshers remain less-useful than intended. I've just made some significant balance adjustments to all the metal costs, and I wanted to get a sense of how that was playing before adjusting the food numbers as well.
SirDamnALot wrote:Are we gonna be able to upgrade the planetary batteries? E.g. get more weapon slots with better tech?
Code: Select all
Lua state\Orders\ship_refit.lua:7: missing required value: config
Lua state\Orders\ship_refit.lua:7:cant_refit:
Lua state\GUI\~GalaxyMap\@ChooseProduction.lua:343:refit_option:
Lua state\GUI\~GalaxyMap\@ChooseProduction.lua:430:calc_production_candidates:
Lua state\GUI\~GalaxyMap\@ChooseProduction.lua:1025:draw_choose:
Lua state\GUI\~GalaxyMap\@PlanetPane.lua:911:draw_controled_planet
SirDamnALot wrote:selecting a new production for colony gremal crashes the game.Maybe related to the difference in savegame version and current game version.Code: Select all
Lua state\Orders\ship_refit.lua:7: missing required value: config
Lua state\Orders\ship_refit.lua:7:cant_refit:
Lua state\GUI\~GalaxyMap\@ChooseProduction.lua:343:refit_option:
Lua state\GUI\~GalaxyMap\@ChooseProduction.lua:430:calc_production_candidates:
Lua state\GUI\~GalaxyMap\@ChooseProduction.lua:1025:draw_choose:
Lua state\GUI\~GalaxyMap\@PlanetPane.lua:911:draw_controled_planet
With current version, food shortage is a TODO message?
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