Author Topic: Colony making  (Read 3815 times)

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Offline roug (OP)

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Colony making
« on: April 19, 2020, 05:47:52 AM »
I am not sure what i am doing wrong, i have made a colony ship, load it up, but i cannot unload at colony, (lunar) i have enough infrastructure on the surface, but i cannot pick the order. Am i missing someting?
 

Offline smoelf

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Re: Colony making
« Reply #1 on: April 19, 2020, 05:55:10 AM »
Do your colony ships have cargo shuttles?
 

Offline littleWolf

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Re: Colony making
« Reply #2 on: April 19, 2020, 05:59:03 AM »
do you create colony before it ?
 

Offline roug (OP)

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Re: Colony making
« Reply #3 on: April 19, 2020, 06:08:52 AM »
No i dont have cargo shuttles, just on the freighters, so i need cargo shuttles?  ;D
 

Offline roug (OP)

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Re: Colony making
« Reply #4 on: April 19, 2020, 06:09:18 AM »
do you create colony before it ?

Yes
 

Offline Pedroig

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Re: Colony making
« Reply #5 on: April 19, 2020, 06:27:00 AM »
No i dont have cargo shuttles, just on the freighters, so i need cargo shuttles?  ;D
People are whiny cargo...   ;)
si vis pacem, para bellum
 

Offline Erik L

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Re: Colony making
« Reply #6 on: April 19, 2020, 01:22:25 PM »
People are whiny cargo...   ;)

That need things like air and food. Best to just turn them into meat popsicles.

Offline Fistandantillus7

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Re: Colony making
« Reply #7 on: May 06, 2020, 03:40:09 PM »
So. . .

Loading the colonists into the ship without cargo shuttles is not a problem, but unloading them is impossible without cargo shuttles.   ??? Cargo shuttles to move the cryo-pods is fine as a game mechanic, but maybe a warning should pop up if a player designs a ship with a cryogenic transport but not cargo shuttles similar to the warning if a jump drive is too small.
 

Offline smoelf

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Re: Colony making
« Reply #8 on: May 06, 2020, 03:45:06 PM »
So. . .

Loading the colonists into the ship without cargo shuttles is not a problem, but unloading them is impossible without cargo shuttles.   ??? Cargo shuttles to move the cryo-pods is fine as a game mechanic, but maybe a warning should pop up if a player designs a ship with a cryogenic transport but not cargo shuttles similar to the warning if a jump drive is too small.

It's not that you can load without, but only unload with. It's more that you need either a Space Port or a Cargo Shuttle Station at the colony or Cargo Shuttle Bays on the ship. You (usually) start the game with at least a Space Station on your home world, so this allows you to load without Cargo Shuttle bays, but since you don't have either Space Station or Cargo Shuttle Station on the receiving colony, you do need them.

But it is a good suggestion to add some kind of warning in case you don't plan to have Space Stations or Cargo Shuttle Stations on all colonies.
 
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Offline Froggiest1982

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Re: Colony making
« Reply #9 on: May 06, 2020, 04:41:46 PM »
So. . .

Loading the colonists into the ship without cargo shuttles is not a problem, but unloading them is impossible without cargo shuttles.   ??? Cargo shuttles to move the cryo-pods is fine as a game mechanic, but maybe a warning should pop up if a player designs a ship with a cryogenic transport but not cargo shuttles similar to the warning if a jump drive is too small.

It's not that you can load without, but only unload with. It's more that you need either a Space Port or a Cargo Shuttle Station at the colony or Cargo Shuttle Bays on the ship. You (usually) start the game with at least a Space Station on your home world, so this allows you to load without Cargo Shuttle bays, but since you don't have either Space Station or Cargo Shuttle Station on the receiving colony, you do need them.

But it is a good suggestion to add some kind of warning in case you don't plan to have Space Stations or Cargo Shuttle Stations on all colonies.

A lot depends on what is your design like. This should be seen as when you build jump capable ships. Would you invest in waiting a tender or a constructor to connect your JP or you simply get all your ship with a jump engine and the extra time and resources that this implies?

Personally, when I plan to go to Mars or Luna, I start building the Shuttle Stations first on Earth then I drop them off to the colonies so that my early colony and freight ships are already able to handle the job (except for those with cargo shuttles tasked to drop the installation off). If you do that then even the first 2 or 3 sector expansion is pretty much done without the need of redesign your early fleet entirely leaving you way more resources and science points (or blank research) to be invested into the military for protection of civ and commercial fleet. All you need is a construction ship and one scout to check the JPs.

There is no right way you just need to find your balance.

My Patrol Admin for First Contact is as follow:
1 diplomatic ship jump capable
1 scout jump capable

My Survey Admin for first Survey missions
2 Geo Survey Vessels not jump capable
1 Gravitational Survey Vessel (with the tender capacity to get the 2 survey vessels)
3 Escort (1 Leader with sensors and tender 2 craft missile capable just for basic protection)

My Logistic Admin for first system colonization
1 Constructor 180 days (will work on both ends. One year more than enough to get the First Survey mission going)
1 Colony Ship not jump capable
4 Freighters 25K each not jump capable
1 Troop Transport Brigade Level 50K not jump capable

Pretty much all the above vessels except the Gravitational Survey and The Constructor are built at start. The escort is borrowed from the military and usually has the latest available techs.
 
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Offline Father Tim

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Re: Colony making
« Reply #10 on: May 07, 2020, 07:00:22 AM »
So. . .

Loading the colonists into the ship without cargo shuttles is not a problem, but unloading them is impossible without cargo shuttles.

No.  Loading -- or unloading -- is impossible without cargo shuttles. . . and cargo shuttles are available from Spaceports (ground installation), Cargo Shuttle Stations (ground installation), and Cargo Shuttle Bays (ship component).

. . .maybe a warning should pop up if a player designs a ship with a cryogenic transport but not cargo shuttles similar to the warning if a jump drive is too small.

I would find this monumentally annoying, as -- I suspect -- would everyone else once they grasped the 'at least one of {these things} is needed to (un)load' mechanics.  Akin to a popup "warning" that "this ship has no engines; it will require a tow via tractor beam" or "this ship has more than one fuel tank; if you wish it to be a tanker, click the box above."
« Last Edit: June 06, 2020, 02:31:07 PM by Father Tim »
 

Offline Fistandantillus7

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Re: Colony making
« Reply #11 on: May 27, 2020, 03:59:53 PM »
I would find this monumentally annoying, as -- I suspect -- would everyone else once they grasped the 'at least one of {these things} is needed to (un)load' mechanics.  Akin to a popup "warning" that "this ship has no engines; it will require a tow via tractor beam" or "this ship has more than one fuel tank; if you wish it to be a tanker, click the box above."
I am not sure what i am doing wrong, i have made a colony ship, load it up, but i cannot unload at colony, (lunar) i have enough infrastructure on the surface, but i cannot pick the order. Am i missing someting?
This was my exact situation. I am playing my very first game of Aurora ever. I build my first colony ship. I can order it to be loaded up but I cannot order it to be unloaded.  ???  [insert crickets chirping]

Given that the game already includes warning messages in the bottom right of the ship design screen when the knowledgeable, experienced player does something that is likely a mistake, for example say, accidentally adding too small a jump drive so that the ship will happily pass through 5 systems with jump gates but fail to jump through the final jump point that is currently undergoing stabilization, suggesting a reminder warning for cargo ship and colony ship designs without shuttles that will be completely useless in some situations is appropriate.

A 'no engine' warning would be trivial, but since the warnings do not appear/go away I do not know if I personally would describe it as "monumentally annoying". I assume the minimum speed of 1 km/s is to avoid divide by zero errors, but it is a little confusing at first. There are so many conceivable reasons for multiple tanks that a reminder to check the tanker box would indeed be "monumentally annoying". Having designated a design as a tanker but not included a refueling system does deserve a warning however, just read these forums.

Saying all that does not mean I do not understand:
Aurora is a hobby project...

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