2 outpost bugs
2 outpost bugs
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).
Re: 2 outpost bugs
Additionally, an outpost that has its depot removed is considered a colony for the purposes of your trade pool.
Re: 2 outpost bugs
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).
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).
Re: 2 outpost bugs
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.
Re: 2 outpost bugs
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.
Re: 2 outpost bugs
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.