Posted by: randal7
« on: March 10, 2010, 12:44:06 PM »I was unable to replicate the problem so I don't know what the heck I did the first time. Works fine now.
Yes it's still true. Steve put in "helper" functionality to a lot of commands so that they'll make a colony if one isn't already there, but I always play it safe and explicitly make the colony from the F9 screen.You can also create colonies directly on the F12 window. Its the second button from the left on the upper row of buttons at the bottom of the window.
I don't have any good ideas as to what might cause the behavior you describe. The only thing I can suggest is to go to the F12 screen, hit "delete all" to clear the orders. Then select Luna (make sure that it has (Pop 0.0m) next to it), and do "drop off team" (picking your team and hitting "Add move"), at which point the order should show up. After doing this, if you've still got error you might try posting a screen shot of the error along with the F12 screen.
Another thought (before posting the screen shot) - can you drop your team off on Earth using the orders? If you can, then something's probably messed up with your Luna colony. Assuming you've got nothing there, simply abandon it and create a new one (from the F9 screen). After that dropping off a team should work ok.
Quote from: "sloanjh"PS - 9 years since colonization of Mars, and still no civie transport lines - you might want to think about upping the probability for 4.8I assume this was a conventional start? There may be a bug here as I haven't played a conventional start for a while.
Steve
Quote from: "sloanjh"PS - 9 years since colonization of Mars, and still no civie transport lines - you might want to think about upping the probability for 4.8I assume this was a conventional start? There may be a bug here as I haven't played a conventional start for a while.
Steve
PS - 9 years since colonization of Mars, and still no civie transport lines - you might want to think about upping the probability for 4.8I assume this was a conventional start? There may be a bug here as I haven't played a conventional start for a while.
Quote from: "sloanjh"You can ship anything in smaller increments now . I changed it a version or two ago when I rewrote all the cargo handling (the same time I updated troop transport I think).Quote from: "AtomikKrab"Actually you can ship them in pieces, 1 cargo hold is .2 of an installation like an automated mine, so it might take 5 trips, but a tiny little hauler can set up a mine, this is important for traditional empire games because you don't have to wait for the commercial shipyards to grow large enough to handle a 5 cargo bay freighter. I learned this because I ran out of resources due to a shortage of starting deutrium on earth or whatever the first mineral is called, and I just managed to squeeze out a tiny little one bay hauler that got a mass driver and a mine to venus after 5 trips a piece
You did?!?!?!? My recollection is that we asked Steve for this (fractional transport of 5-hold objects like mine or industry) and he said it would be too hard to implement. Bigger installations (like terraformers or research labs) can be shipped fractionally, but again I thought it was only in 5-hold increments (5 for terraformers, 20 for research IIRC).
Steve
You can ship anything in smaller increments now . I changed it a version or two ago when I rewrote all the cargo handling (the same time I updated troop transport I think).Quote from: "AtomikKrab"Actually you can ship them in pieces, 1 cargo hold is .2 of an installation like an automated mine, so it might take 5 trips, but a tiny little hauler can set up a mine, this is important for traditional empire games because you don't have to wait for the commercial shipyards to grow large enough to handle a 5 cargo bay freighter. I learned this because I ran out of resources due to a shortage of starting deutrium on earth or whatever the first mineral is called, and I just managed to squeeze out a tiny little one bay hauler that got a mass driver and a mine to venus after 5 trips a piece
You did?!?!?!? My recollection is that we asked Steve for this (fractional transport of 5-hold objects like mine or industry) and he said it would be too hard to implement. Bigger installations (like terraformers or research labs) can be shipped fractionally, but again I thought it was only in 5-hold increments (5 for terraformers, 20 for research IIRC).
Actually you can ship them in pieces, 1 cargo hold is .2 of an installation like an automated mine, so it might take 5 trips, but a tiny little hauler can set up a mine, this is important for traditional empire games because you don't have to wait for the commercial shipyards to grow large enough to handle a 5 cargo bay freighter. I learned this because I ran out of resources due to a shortage of starting deutrium on earth or whatever the first mineral is called, and I just managed to squeeze out a tiny little one bay hauler that got a mass driver and a mine to venus after 5 trips a piece
I'll have to give this some thought. Before I rush off though, was this your line of thinking or have I just shot off on a tangent?
I'm not in favor of it as a mechanism for micromanaging food. What I was going for (as described above) is a way of making potential colony sites valuable in a way other than mineral content. If your head's focused on other aspects of Aurora right, now, that's fine - I just wanted to sow the seed....Sorry, after reading your reply I realised I misinterpreted your original suggestion. From a pure cosmetic view, making Food one of the civilian trade goods would be easy enough as I could rename an existing one . All of this would run in the background with perhaps the occasional event that Company X has established a Civilian Transport Manufacturing Plant on Ceti Alpha V, which would increase trade good production for the planet. Food would be treated similar to other trade goods in that respect. This would result in fewer trade goods overall but much more targeted. The effects of shortages in individual trade goods would vary depending on their importance. Food shortages would lead to unrest more quickly than a lack of Wines. At the moment though the player doesn't have to worry about the civilian trade goods. He just has to guard the shipping to get the benefits. If the civilian economy is going to affect unrest on colonies then the player would want to intervene. That level of intervention can't be too high though or it is no longer the 'civilian' sector. The trick would be to add this level of background detail while giving the player occasional meaningful decisions that could affect gameplay without changing the flavour of the civilian sector or adding micromanagment. Hmm, sounds easy enough
Got it. I never would have found that button to buy the minerals. Thanks.