Aurora 4x

New Players => The Academy => Topic started by: Bryan Swartz on May 22, 2014, 01:08:41 PM

Title: Crew Shore Leave Question
Post by: Bryan Swartz on May 22, 2014, 01:08:41 PM
I have a PDC on an uninhabitable body(Triton in this case).  It's marked as a colony, but still getting morale issues.  What conditions have to be present for Triton to be treated like, say, Luna which has 40-some million people and the 'crew months' counter stays at 0 there?  Does it need an actual population?
Title: Re: Crew Shore Leave Question
Post by: NihilRex on May 22, 2014, 01:29:47 PM
10k population is necessary to count for shore leave.
Title: Re: Crew Shore Leave Question
Post by: DuraniumCowboy on May 22, 2014, 02:25:59 PM
With less than that, I guess its the space age equivalent of pulling into Djibouti
Title: Re: Crew Shore Leave Question
Post by: Barkhorn on May 22, 2014, 02:30:27 PM
You could also put a recreational module on the PDC.
Title: Re: Crew Shore Leave Question
Post by: Black on May 22, 2014, 02:38:48 PM
Unfortunately it is not possible to equip PDC with recreational module.

If you play latest version, you could use Underground Infrastructure to make small colony (3 UI should be enough).
Title: Re: Crew Shore Leave Question
Post by: Sharp on May 22, 2014, 06:28:51 PM
You can also send a ship with a recreational module onto the PDC-colony and that will increase morale as if it was on a populated colony. A floating space casino is all you really need
Title: Re: Crew Shore Leave Question
Post 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? 
Title: Re: Crew Shore Leave Question
Post by: NihilRex on May 23, 2014, 03:54:06 AM
C) Underground Infrastructure in 6.42
Title: Re: Crew Shore Leave Question
Post 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 :)
Title: Re: Crew Shore Leave Question
Post 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?
Title: Re: Crew Shore Leave Question
Post by: NihilRex on May 27, 2014, 06:18:55 PM
http://aurora2.pentarch.org/index.php/topic,4835.msg57507.html#msg57507

No limit in the original patch notes.
Title: Re: Crew Shore Leave Question
Post 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. 
Title: Re: Crew Shore Leave Question
Post 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.
Title: Re: Crew Shore Leave Question
Post 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.
Title: Re: Crew Shore Leave Question
Post 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?
Title: Re: Crew Shore Leave Question
Post 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.
Title: Re: Crew Shore Leave Question
Post 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.
Title: Re: Crew Shore Leave Question
Post 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.
Title: Re: Crew Shore Leave Question
Post 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.
Title: Re: Crew Shore Leave Question
Post by: Khift on May 30, 2014, 09:34:20 AM
Does morale even matter for mining / fuel harvesting / terraforming ships?
Title: Re: Crew Shore Leave Question
Post 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.