Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Note: this post will not display until it's been approved by a moderator.

Name:
Email:
Subject:
Message icon:

shortcuts: hit alt+s to submit/post or alt+p to preview

Please read the rules before you post!


Topic Summary

Posted by: Steve Walmsley
« on: October 13, 2009, 10:22:46 AM »

Quote from: "tanq_tonic"
It was a little confusing, as I had seen nowhere in here on how to get a v 4.26, and the only download info mentions 4.2.
v4.26 (which still has the v4.25 number) and the data patch are both topics in the installation forum. I have added a note to the full download directing new players to the patches.

Steve
Posted by: tanq_tonic
« on: October 13, 2009, 10:14:12 AM »

Quote from: "Beersatron"
Quote from: "tanq_tonic"
I seem to have developed a trading "black hole".

Every freighter that the lines have built makes their way to a smaller colony, and float there.

For example:

Mars has a export demand of 1151 Precious Metals.

Earth has a demand for 900 of the same.

Right now there are 10 freighters floating above Mars w/ Precious Metals, and the info screen says that the destination is Mars.

So they apparently drift there waiting for a demand (as opposed to surplus) to open up.

I also have a freighter drifting above mercury waiting to deliver spices, but interestingly, spices are neither produced or demanded there.  Again, its "stuck".

The last freigher is drifting above Titan, again waiting to deliver metals to a colony that produces them.

What gives?

You could try the 'Clear Orders' button on the shipping lines window and see if that helps, although I am not sure if it empties the cargo holds or just forces the freighters to recalc their orders based on what they currently have in the hold.

Was confused as I had no "clear orders" button on the Shippin Line menu.  Checked and I am using v. 4.2.  I will repost to the appropriate thread.  Thanks for the guidance.

edited to add: using a little hunch, I found I could download v 4.2x ( 4.25 by the help info or 4.26 if you believe the title of the zip file) and......  voila !!!!  saw the clear orders button.  btw, clear orders clears orders and cargos.

It was a little confusing, as I had seen nowhere in here on how to get a v 4.26, and the only download info mentions 4.2.
Posted by: Beersatron
« on: October 12, 2009, 07:26:34 PM »

Quote from: "tanq_tonic"
I seem to have developed a trading "black hole".

Every freighter that the lines have built makes their way to a smaller colony, and float there.

For example:

Mars has a export demand of 1151 Precious Metals.

Earth has a demand for 900 of the same.

Right now there are 10 freighters floating above Mars w/ Precious Metals, and the info screen says that the destination is Mars.

So they apparently drift there waiting for a demand (as opposed to surplus) to open up.

I also have a freighter drifting above mercury waiting to deliver spices, but interestingly, spices are neither produced or demanded there.  Again, its "stuck".

The last freigher is drifting above Titan, again waiting to deliver metals to a colony that produces them.

What gives?

You could try the 'Clear Orders' button on the shipping lines window and see if that helps, although I am not sure if it empties the cargo holds or just forces the freighters to recalc their orders based on what they currently have in the hold.
Posted by: tanq_tonic
« on: October 12, 2009, 02:19:28 PM »

I seem to have developed a trading "black hole".

Every freighter that the lines have built makes their way to a smaller colony, and float there.

For example:

Mars has a export demand of 1151 Precious Metals.

Earth has a demand for 900 of the same.

Right now there are 10 freighters floating above Mars w/ Precious Metals, and the info screen says that the destination is Mars.

So they apparently drift there waiting for a demand (as opposed to surplus) to open up.

I also have a freighter drifting above mercury waiting to deliver spices, but interestingly, spices are neither produced or demanded there.  Again, its "stuck".

The last freigher is drifting above Titan, again waiting to deliver metals to a colony that produces them.

What gives?
Posted by: ShadoCat
« on: September 21, 2009, 04:53:58 PM »

Quote from: "Steve Walmsley"
This would be quite a lot of work as I would have to change the load/unload code for a lot of cargo types. As an alternative though I am considering the idea of a commercial jump drive. These would be much larger and cheaper-per-HS than military jump drives and have several downsides. A larger minimum size, a lower efficiency and a much longer sensor/fire control blackout - perhaps 30 mins or so. Also perhaps some type of 'drive flare' that would highlight a transit.

These restrictions would make them far less useful for militray applications. They could still be used in some type of tender vessel though that could allow very large military units to transit so instead of the drive flare, maybe a different weakness would be that only commercial-engined ships could travel through a jump point opened by a commercial jump drive. The more powerful military drives would create too much instability.

EDIT: I went ahead and added the Commercial Jump Drives - see the post in Mechanics

Steve

Maybe only civvie ships can go through without blowing electronics (requiring repair).  Commercial systems can use bulkier, less delicate electronics.  It's like using vacuum tubes instead of microchips.

An alternative is to consider the military ships to take up more transit space (3-5x ship size) for transit purposes when using commercial jump engines.
Posted by: Steve Walmsley
« on: September 21, 2009, 12:56:09 PM »

Quote from: "sloanjh"
Quote from: "Steve Walmsley"
Yes, multiples of 5 cargo holds are necessary for a lot of the larger items. I did a post that listed all of the various requirements for transport but I can't find it now. Anyone know its location?
I'd like to take this opportunity to renew my request for being able to break down such installations into 1 hold's-worth.  Most important would be mines, auto-mines, and factories, of course.  At present, it's essentially impossible to colonize beyond the jump gate network (without building large numbers of engineers) - this breakdown would allow such colonization to take place while still maintaining the concept of "civilized core".
This would be quite a lot of work as I would have to change the load/unload code for a lot of cargo types. As an alternative though I am considering the idea of a commercial jump drive. These would be much larger and cheaper-per-HS than military jump drives and have several downsides. A larger minimum size, a lower efficiency and a much longer sensor/fire control blackout - perhaps 30 mins or so. Also perhaps some type of 'drive flare' that would highlight a transit.

These restrictions would make them far less useful for militray applications. They could still be used in some type of tender vessel though that could allow very large military units to transit so instead of the drive flare, maybe a different weakness would be that only commercial-engined ships could travel through a jump point opened by a commercial jump drive. The more powerful military drives would create too much instability.

EDIT: I went ahead and added the Commercial Jump Drives - see the post in Mechanics

Steve
Posted by: waresky
« on: September 19, 2009, 11:50:58 AM »

GUYS..srry..but BEFORE trading are MANY thing to make better.

Troops management,some strange bug into "npr check for missiles etc.etc..:)

my 2 cents
Posted by: sloanjh
« on: September 18, 2009, 07:47:56 PM »

Quote from: "Steve Walmsley"
Quote from: "Paul M"
The trouble is that I can't ship anything to the other planet except minearals, infrastructure and colonists.  Seems you need at least 5 cargo holds in the ship to pick up anything else.
Yes, multiples of 5 cargo holds are necessary for a lot of the larger items. I did a post that listed all of the various requirements for transport but I can't find it now. Anyone know its location?

Steve

I'd like to take this opportunity to renew my request for being able to break down such installations into 1 hold's-worth.  Most important would be mines, auto-mines, and factories, of course.  At present, it's essentially impossible to colonize beyond the jump gate network (without building large numbers of engineers) - this breakdown would allow such colonization to take place while still maintaining the concept of "civilized core".

John
Posted by: welchbloke
« on: September 18, 2009, 04:41:42 PM »

Quote from: "Steve Walmsley"
Quote from: "Paul M"
The trouble is that I can't ship anything to the other planet except minearals, infrastructure and colonists.  Seems you need at least 5 cargo holds in the ship to pick up anything else.
Yes, multiples of 5 cargo holds are necessary for a lot of the larger items. I did a post that listed all of the various requirements for transport but I can't find it now. Anyone know its location?

Steve
There are some hold requirements listed in this thread - http://aurora.pentarch.org/viewtopic.php?f=1&t=1617&start=0&hilit=cargo+hold
Posted by: Steve Walmsley
« on: September 18, 2009, 03:14:01 PM »

Quote from: "Paul M"
The trouble is that I can't ship anything to the other planet except minearals, infrastructure and colonists.  Seems you need at least 5 cargo holds in the ship to pick up anything else.
Yes, multiples of 5 cargo holds are necessary for a lot of the larger items. I did a post that listed all of the various requirements for transport but I can't find it now. Anyone know its location?

Steve
Posted by: Beersatron
« on: September 17, 2009, 08:07:04 PM »

Quote from: "backstab"
Does anyone know how to call up the Shipping Lines window ?????

ctrl+l

or, on the system map - click on the 5th icon along the top, from the right (looks liked a graph behind static)
Posted by: backstab
« on: September 17, 2009, 03:54:21 PM »

Does anyone know how to call up the Shipping Lines window ?????
Posted by: Paul M
« on: September 17, 2009, 05:57:49 AM »

I quickly rushed through a couple of tramp freighter designs (1 colony hold or 1 cargo hold) and my inital start up companies managed to each net a ship.  I then dumped (literally) 30K undesirables on the planet III and then the civillians took over and there is now a nice 1.3 million Draak population.  Plus 2 new firms have started up and there has been expansion of the civillian fleet.  Due to the small size of these ships they seem to be quite profitable.  The share prices range from $0.4x to $1.0x for the firm with the most ships.

I would suggest that the initial three firms don't need to pay dividends until they purchace ships (since presumably they will then be able to earn income).  Otherwise, in a conventional start they are pretty much doomed as it took some 8-9 years to get to this point.

The trouble is that I can't ship anything to the other planet except minearals, infrastructure and colonists.  Seems you need at least 5 cargo holds in the ship to pick up anything else.

((and yes I now have "backup_1 and backup_2" in my "backups" folder))
Posted by: Steve Walmsley
« on: September 16, 2009, 12:22:22 PM »

Quote from: "adradjool"
Or better yet, the ability to lease the ships for transporting facilities?
Yes, that is a good idea and would reflect what happens in the real world. You would pay the lease fees and also lose out on tax revenue so it would be a real choice rather than an automatic decision.

Steve
Posted by: schroeam
« on: September 15, 2009, 08:21:38 PM »

Quote from: "Beersatron"
Quote from: "Steve Walmsley"
Quote from: "Paul M"
How do the companies decide which ship to build?  I have single commercial yard set to build frieghters and have noticed the last set of companies have built freighters (2 each and I have 2 slips on that yard).  I have also 3 companies in a death spiral as they are basically without capital to buy ships and and their share prices are down to 0.09 or so.  Should not they fold or something?  I would think that bankruptcy would make sense, no?

At the moment I have 3 shipping firms and 1 colony firm.  I just noticed that Val Thuhhl's trade window is showing a demand for things that my home world produces so hopefully they get moved over.
See my previous post for details on build choices. I agree I do need to create some type of bankruptcy or insolvency situation.

Steve

Might I suggest that they offer the ships up for sale to the player? I haven't seen this option since the new shipping lines were put in. Also, maybe some random factor that offers one or more ships to another shipping line for a reduced price, if that other shipping line has the capital and income?
Or better yet, the ability to lease the ships for transporting facilities?
Adam.