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Posted by: Lightning
« on: April 08, 2012, 06:23:48 PM »

yup. . .  same design. . .  guess I may have to design some tugs to reclaim them. . . 
Posted by: Marthnn
« on: April 03, 2012, 07:06:13 AM »

after about 6 months, I noticed the new freighter was shipping stuff, while the old freighters still were not. . .  the old freighters were all still stuck at the *same* planet. . .  wondering if it is related to the destination planet. . .  I've even set up a supply contract at that planet with a destination available within 4 jumps for a demand contract and cant get them to move

Is the new freighter the same design as the old ones?

Were I you, I'd take a tug to that planet, open the ship description and use the misc tab to tractor all the old freighters one by one. They will turn to your control and you can scrap them at your shipyards. Take that useless civilian ships!
Posted by: Lightning
« on: April 02, 2012, 10:55:15 PM »

after about 6 months, I noticed the new freighter was shipping stuff, while the old freighters still were not. . .  the old freighters were all still stuck at the *same* planet. . .  wondering if it is related to the destination planet. . .  I've even set up a supply contract at that planet with a destination available within 4 jumps for a demand contract and cant get them to move
Posted by: Marthnn
« on: March 30, 2012, 08:53:01 AM »

Just to be sure, your freighter design have cargo handling facilities? Are they taking forever to load trade goods? Or just have no current orders/destination? I know freighters tend to go back and forth between colonies when they have nothing to do, with "Move to X trade location" and, once they arrive, a pause without order, followed with "Move to Y trade location".

This is precisely the reason why I don't give trade access to NPRs, then their freighters come in my systems and annoy the hell out of me with flickering contacts. At least you can filter that in your events screen...

I find that trade goods is an unreliable income source. In my current game, I get about 275k wealth per year in tax from population. In theory, I could get the same amount in taxes on export+shipping trade goods, if all trade goods were used properly. But since supply/demand of the various goods isn't balanced, I get about 53k wealth at most (20%).


I assume you've made sure the supply contract can be fulfilled (said installation present in the colony), demand contract is in a system accessible by jump gates in 4 jumps at most, and all those systems are safe (no red numbers in the galaxy map). Civvies are usually most diligent to fulfill contracts, and will prefer those to trade goods.

Hope I helped somewhat.
Posted by: Lightning
« on: March 29, 2012, 10:13:27 PM »

Well. . .  I heavily subsidized em so they would build more ships. . .  They built a new freighter in Sol, destination got set to Earth. . .  The ship never arrives and I cant clear the orders for that freighter either. . .  I've cleared *all* my contracts as well. . .  They don't even ship the trade goods. . .  Looks like my civilian freighters are just broken :( so I've marked all freighters obsolete till I can get em working again. . .  Long live the colony ships!!! 

I'm still open to things to try and fix the freighters though. . . 
Posted by: Lightning
« on: March 29, 2012, 08:11:15 PM »

Quote from: Beersatron link=topic=4747. msg48097#msg48097 date=1333047352
Civies will only travel 4 jumps away from their current location.

That fixed the colony ships.  They had no destination in 4 jumps. 

The freighters are still stuck.  They are at their destination, but are not picking anything up.  Still can't clear their orders.  If I could, they have a supply contract available there with a demand contract within 4 jumps. . . 
Posted by: Beersatron
« on: March 29, 2012, 01:55:52 PM »

I do have several destinations set up for colonists. . .  Do they have a distance requirement too?

As for the freighters. . .  The colony they are headed to has no supply contracts, just trade goods. . .  And I still can't clear the freighters orders with the 'clear orders' button. . . 

Civies will only travel 4 jumps away from their current location.
Posted by: Lightning
« on: March 28, 2012, 07:21:19 PM »

I do have several destinations set up for colonists. . .  Do they have a distance requirement too?

As for the freighters. . .  The colony they are headed to has no supply contracts, just trade goods. . .  And I still can't clear the freighters orders with the 'clear orders' button. . . 
Posted by: Marthnn
« on: March 28, 2012, 06:55:34 PM »

From my experience, civilian colony ships pick colonists from a Source, then check for a possible destination. If there are none, they wait for you to set a colony as destination.

Also, DON'T LEAVE USELESS SUPPLY CONTRACTS. Only set as much supply as you want moved right now. My civvies have just fulfilled my terraformer transport contracts on low population colonies, right after cancelling some long-standing supply contracts for mass drivers and sensor arrays in my capital. My guess is those contracts attracted civilian freighters to the capital, even if they couldn't possibly fulfill them. My colonies 2 jumps away had only the occasional trade good freighter coming.
Posted by: Lightning
« on: March 28, 2012, 06:32:02 PM »

Ok. . .  I've tried it. . .  No luck. . .  For some reason I can't seem to clear the orders for any of the freighters. . .  I hit clear after clicking on them and the destination stays. . . 

The colony ships I can vent the colonists to space (clear works), advance the time, the ships get orders to pick more up, they pick em up, & then sit there w/o assigning a destination to drop em off at. . . 

Any other thoughts?

Posted by: wedgebert
« on: March 27, 2012, 01:23:07 PM »

I've not had problems with low population colonies. However what got me was that I setup a Supply contract on Earth for 10 mass drivers so that I didn't have to think about it later, I could just add a Demand contract on a new world and it would automatically start.

It seemed that all the civilians would orbit Earth trying to find a place to dump the mass drivers instead of doing anything else. As soon as I removed that contract, they started acting normally.
Posted by: voknaar
« on: March 26, 2012, 11:50:13 PM »

If low population is the reason for Civvies not delivering contracts it is probably because they check for goods to bring back on the return-trip and factor that into if it is worth running.

No/low population centres do not have a lot or a diverse set of trade goods and make for a less attractive run.

Wow steve perfectly emulated real life corporate greed! ..... That's depressing.
Posted by: Beersatron
« on: March 26, 2012, 02:15:07 PM »

If low population is the reason for Civvies not delivering contracts it is probably because they check for goods to bring back on the return-trip and factor that into if it is worth running.

No/low population centres do not have a lot or a diverse set of trade goods and make for a less attractive run.
Posted by: Marthnn
« on: March 26, 2012, 01:22:08 PM »

I quickly learned that setting supply contracts in unpopulated colonies is quite useless. Even low-population colonies have difficulties with those. This is about the only reason I keep about 20 freighters under my control. But I've never noticed it messes up with other transport.
Posted by: Thiosk
« on: March 26, 2012, 12:56:07 PM »

if you have civilian contracts set up on zero-population planets, they'll get all confused and messed up. Clear the contracts and clear all the orders; i think that will fix it.

Wow, is that really the key to this problem?
I've been mucking about with this for some time and simply gave up recovering automated mines from such worlds-- I deliver them, and then SM them back to earth when its time to move em.

I will do one of two things in the future:

An orbital hab, or will begin work on my Ultralifter fleet.  Each ultralifter can carry 25 facilities.