Aurora 4x
New Players => The Academy => Topic started by: Bryan Swartz on May 22, 2014, 01:08:41 PM
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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?
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10k population is necessary to count for shore leave.
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With less than that, I guess its the space age equivalent of pulling into Djibouti
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You could also put a recreational module on the PDC.
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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).
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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
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So it sounds like the options are A) Orbital habitats or B) Recreational module?
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C) Underground Infrastructure in 6.42
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Yeah, I have 6.2 so that's not really an option for me in this case :)
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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?
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http://aurora2.pentarch.org/index.php/topic,4835.msg57507.html#msg57507
No limit in the original patch notes.
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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.
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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.
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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.
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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?
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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.
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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.
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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.
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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.
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Does morale even matter for mining / fuel harvesting / terraforming ships?
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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.
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.