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Posted by: Bryan Swartz
« on: November 20, 2014, 01:23:30 AM »

I finally deployed my floating casinos.  They didn't work.  I used SM to test, and I think I can make sense of what Khift reported. 

Quote from: Khift
the one that is working is not orbiting a colony (it's on Jupiter with my fuel harvesters) whereas the one that is not working IS orbiting a colony (a comet I've got my asteroid miners at).

This confirms my results.  I found that colony/not colony is not the issue.  They work every time at planets or moons(possibly not at smaller moons, I only tested Luna).  They do not work at dwarf planets or comets.  I don't know if this is a bug or not(I think it probably is based on what I've read in other threads).  Version 6.2 is what I'm on, as I mentioned before.

This will cause a huge scandal in my universe.  The casinos were built at considerable expense, and contributed to a duranium near-crash, and are now of very limited use for the intended purpose.  Orbital habitats are not a thing yet. 


Posted by: Khift
« on: May 30, 2014, 09:34:20 AM »

Does morale even matter for mining / fuel harvesting / terraforming ships?
Posted by: Khift
« on: May 28, 2014, 07:37:08 PM »

Quote from: Wolfius link=topic=7202. msg73448#msg73448 date=1401321349
Have you tried issuing a move-to-colony order?

I haven't used them myself, but I'm imagining they probably have similar mechanics to orbital terraforming modules as far as getting them to work goes.
That's the only way I move them around; I issue, say, "move to neujmin" and the go to the comet and sit there and not function.  At least the miners are mining, even though morale is in the toilet.
Posted by: Wolfius
« on: May 28, 2014, 06:55:49 PM »

After almost a year, one of the two casino ships decided to start working.  The other, same class and everything, is still nonfunctional.  Annoyingly, the one that is working is not orbiting a colony (it's on Jupiter with my fuel harvesters) whereas the one that is not working IS orbiting a colony (a comet I've got my asteroid miners at).

I don't understand what these things are doing, and it's really obnoxious.

Have you tried issuing a move-to-colony order?

I haven't used them myself, but I'm imagining they probably have similar mechanics to orbital terraforming modules as far as getting them to work goes.
Posted by: Khift
« on: May 28, 2014, 12:53:34 PM »

After almost a year, one of the two casino ships decided to start working.  The other, same class and everything, is still nonfunctional.  Annoyingly, the one that is working is not orbiting a colony (it's on Jupiter with my fuel harvesters) whereas the one that is not working IS orbiting a colony (a comet I've got my asteroid miners at).

I don't understand what these things are doing, and it's really obnoxious.
Posted by: NihilRex
« on: May 28, 2014, 02:25:15 AM »

AFAIK, as long as it is over a colony, it should work forever, for itself and other ships.

I usually just find a spot to plant an Orbital Hab or Colony instead, myself. 10k people is a small amount of inf\OH space.
Posted by: Rich.h
« on: May 28, 2014, 02:19:03 AM »

Does the recreation module effect the ship it is mounted on in addition to ones orbiting nearby? So is it possible to have a vessel that is able to stay in space for ever with regards to crew morale?
Posted by: NihilRex
« on: May 28, 2014, 01:05:32 AM »

Yes - This has been mentioned in several threads recently, so I forgot to mention it here, sorry.

For a Rec module to work, you need to park it over a "colony" even if the colony is completely empty.
Posted by: PSI
« on: May 27, 2014, 10:21:07 PM »

Hmm...I don't know if this would work, but have you tried sending the casino ship to a planet? It's possible that might be the problem.
Posted by: Khift
« on: May 27, 2014, 10:09:57 PM »

Yeah, it's doing absolutely nothing.   I suspected maybe it didn't count for the ship itself if it was beyond the casino ship's tour date so I redesigned them to have a 10 year deployment time but no difference at all with that.   I send out my mining fleet with a casino ship in the fleet and it gains deployment time like everything else.   Same difference if I split the casino ship off as its own task group.   I don't see any custom orders to give 'relief', either.   As far as I can tell, they're completely and utterly busted and nonfunctional. 
Posted by: NihilRex
« on: May 27, 2014, 06:18:55 PM »

Posted by: Khift
« on: May 27, 2014, 05:38:22 PM »

I'm having a similar issue, but even worse -- recreational facilities do not seem to be accomplishing anything at all.

Is there a limit to how many crew members each recreation facility can service?
Posted by: Bryan Swartz
« on: May 23, 2014, 06:14:46 AM »

Yeah, I have 6.2 so that's not really an option for me in this case :)
Posted by: NihilRex
« on: May 23, 2014, 03:54:06 AM »

C) Underground Infrastructure in 6.42
Posted by: Bryan Swartz
« on: May 23, 2014, 12:00:25 AM »

So it sounds like the options are A) Orbital habitats or B) Recreational module?