Aurora 4x
C# Aurora => General Discussion => Topic started by: spazomatic on July 23, 2020, 03:27:56 PM
-
I thought I would share this because it was driving me bonkers and haven't seen anyone else mention it.
I was noodling around with using the ground based construction forces as a way to build on planets inhospitable to colonization.
I had a large force of construction trucks on planet but they refused to do anything. I finally figured out that I had to go to the ground forces menu and turn the formation to active. As soon as I did this, they got to work.
-
I thought I would share this because it was driving me bonkers and haven't seen anyone else mention it.
I was noodling around with using the ground based construction forces as a way to build on planets inhospitable to colonization.
I had a large force of construction trucks on planet but they refused to do anything. I finally figured out that I had to go to the ground forces menu and turn the formation to active. As soon as I did this, they got to work.
I will try this and eventually put it in the FAQs, I wonder if it's the same with Xenos...
-
I thought I would share this because it was driving me bonkers and haven't seen anyone else mention it.
I was noodling around with using the ground based construction forces as a way to build on planets inhospitable to colonization.
I had a large force of construction trucks on planet but they refused to do anything. I finally figured out that I had to go to the ground forces menu and turn the formation to active. As soon as I did this, they got to work.
Active is for the sensors on STOs. It doesn't affect construction. There is no 'on-switch' for construction units.
-
I have used construction units allot and they start working if there are minerals necessary and they have a proper HQ in the formation.
-
maybe the HQ unit is the key. I tried my trick on a second planet so (obviously) Steve is correct about the Active button having nothing to do with it. Didn't have those units organized under an HQ
I guess having an HQ unit be required to do work makes sense, since my "HQ" unit isn't watching over me and I am looking through Aurora forums instead of working myself :)
I think I had ground constructors on the planet, then added a HQ, but they still didn't start building. I can't remember if I had the minerals in place before or after I tried to start the building (probably after I started the building, I probably kicked off the construction first to see how many minerals I would need), but I did move minerals to the site.
I was noodling around in the Ground Units tab to see if there was anything else I could try, I thought the Active button was the magic bullet (made sense to me) but maybe I just shook something loose.
Either way, turns out they worked for about 12 months and stopped and I can't get them to start again. . . must be on strike for better working conditions.
-
I thought I would share this because it was driving me bonkers and haven't seen anyone else mention it.
I was noodling around with using the ground based construction forces as a way to build on planets inhospitable to colonization.
I had a large force of construction trucks on planet but they refused to do anything. I finally figured out that I had to go to the ground forces menu and turn the formation to active. As soon as I did this, they got to work.
Active is for the sensors on STOs. It doesn't affect construction. There is no 'on-switch' for construction units.
I thought so, after testing everything was working fine as intended which explains also why I havent come across this during my games and I havent put it in the FAQ as well.
-
I think they have to finish fortifying everything they are attached to before they start providing construction points, so if they are moved or if a new unit is built or delivered this can turn them off for a while.