2 outpost bugs

A forum for chatting about in-development game features.
Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

2 outpost bugs

Postby Chasm » Thu Jan 12, 2017 9:40 pm

Naming a station design outpost makes it undeletable and unable to change the design's name. Removing an outpost's fuel depot system does not remove its range increase for your ships. See game upload 1692. Outpost is in fargone system (which now reads as a colony, not an outpost).

Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: 2 outpost bugs

Postby Chasm » Thu Jan 12, 2017 10:33 pm

Additionally, an outpost that has its depot removed is considered a colony for the purposes of your trade pool.

bjg
Posts: 638
Joined: Wed Feb 03, 2016 10:55 pm

Re: 2 outpost bugs

Postby bjg » Fri Jan 13, 2017 12:07 am

The outpost situation is quite confusing. The design use to be there, but was removed for the reason I don't remember (if knew).
Speaking of outposts - it'd be nice if they had a basic "build" capabilities and/or could contain a stargate module (instead of the engine).

User avatar
Arioch
Posts: 1403
Joined: Sun Feb 01, 2015 12:56 am
Location: San Jose, California
Contact:

Re: 2 outpost bugs

Postby Arioch » Fri Jan 13, 2017 2:09 am

The Outpost design is a bit of a kludge because of the way it's implemented (it has to be mounted on a different hull to be deployed). We should probably hide the Outpost design so that it doesn't confuse people.

bjg
Posts: 638
Joined: Wed Feb 03, 2016 10:55 pm

Re: 2 outpost bugs

Postby bjg » Fri Jan 13, 2017 2:28 am

Arioch wrote:The Outpost design is a bit of a kludge because of the way it's implemented (it has to be mounted on a different hull to be deployed). We should probably hide the Outpost design so that it doesn't confuse people.

You did, and that is (one of) the problem we are discussing.
You really should play your game.

Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: 2 outpost bugs

Postby Chasm » Fri Jan 13, 2017 5:51 am

Perhaps putting the Outpost template back as a modifiable template (similar to planetary defenses) would work? Have it that it does not show up on the buildable facilities, that it just shows up on the design screen? And that its sole effect is what systems a newly outpost comes equipped with? And have it that if the player does not control the world the outpost orbits, the outpost CANNOT remove the fuel depot via refitting... If the played does control the world it orbits (population > 0) then it can be refitted as a station.


Return to “Testing”

Who is online

Users browsing this forum: No registered users and 55 guests

cron