many thanks for the helpful link. I've set it to "watch" to avoid getting caught out again
many thanks for the helpful link. I've set it to "watch" to avoid getting caught out again
OT a bit...I'm already aware of all these things (though useful for others who might not be) but thanks for confirming I'm not overlooking something.
Am still dabbling in Legacy from time to time, and particularly for selling off mined goods I have to rely on the in-game tools. It works more often than not, but I also come across weird discrepancies quite often - say, I'm docked and (by luck) come across a market in the commodities screen that buys Monazite for say 400k per ton. I travel to the station in question, and the price is suddenly 350k. This is for say having 30t of stock in my cargo so would think bulk tax doesn't apply at those low numbers... maybe it does but the game doesn't even tell me this concept exists let alone whether it applies and to what extent. All the while it tells me a neighbouring station buys it for 400k.
That's an artefact of EDs design being based off the original Elite's that "that's stuff you have to discover"... it's not just the markets that get hit with that... but it's also not really a valid design pattern in this day and age of the Internet, tbh.Add to that the inability to see market prices of systems that you visited but are further away. What's the max, 40LY? What about markets on the other side of the bubble? Do they not count?
Odyssey settlements also botch that a lot... breaking a lot of the market UI aspects.Or FCs muddying the waters with their inaccurate and/or out of date trading data, as well as docking permission restrictions in some cases. There's just so many relatively simple things they could improve the UI on, but I guess there's always Inara so why bother.![]()
To lean-in to that old Elite design methodology a little... I do find that once you've found a good market supplier for (some goods), you can stick with them... so you really only need to do these things once-ish.... but Colonisation definitely chops that up.Games like X4 have spoiled me - do certain things in-game and it will happily provide me with the buy/sell prices, and even clearly list % multipliers based on faction standing, demand/supply levels and such. And X4's economy is far more complex (and realistic) than Elite's.
start with an Outpost, not a Coriolis - in that case you have to move around 22Kto "only" - that about 29 trips with a 756 to T-9.....I had not played a long time and needed to replenish my funds first then it all shut down and i cant buy my self a Colonization anymore, also after community goal is over now, all the mats are harder to get since i helping others out to finish their projects. So any update when i can buy my plot since i just fished behind the net. And reduce the mats please 69 trip min is to much then it still is a faction thing and not a private thing anymore!
I had not played a long time and needed to replenish my funds first then it all shut down and i cant buy my self a Colonization anymore,
Building large structures is meant to be hard for a solo player. If you want to do it solo and aren't prepared to grind, do start with an outpost. Those are very easy to build within the initial four week limit. After the initial port, you don't have a time limit for anything you build.also after community goal is over now, all the mats are harder to get since i helping others out to finish their projects. So any update when i can buy my plot since i just fished behind the net. And reduce the mats please 69 trip min is to much then it still is a faction thing and not a private thing anymore!
I failed my sanity check so I started with an Artemisstart with an Outpost, not a Coriolis - in that case you have to move around 22Kto "only" - that about 29 trips with a 756 to T-9.....
well yes, i also think the first grind i do not care that it is hard, after that i think the colonization should also source its own resources. that would be normal to you knowI am pretty sure this has been said already but, if the architect of a system could pick up missions in that system which rewarded them with % conplete on a building project that would be cool. People could take a break from hauling while still developing their colony. Sort of x group if haulers are asking for help with pirates, kill x number of oirates and the reward is they do some hauling for you resulting in x% conpletion of a project.
You'd still need to finish at least your first outpost to get the missions and the reward could be balanced to make it not an easy out, but just a way to add some variety.
the installations are all flavours of messed up.
will be difficult as you need Industrial AND refinery-Mats in larger quantaties, hence you have to develope AT LEAST two systems to get a little autonomous....well yes, i also think the first grind i do not care that it is hard, after that i think the colonization should also source its own resources. that would be normal to you know
I don't unfortunately...I feel a deja-vu...
launcher shows good, but on joining says in maintenance
Hey folks!
Apologies that the downtime has taken longer than originally planned. We are expecting servers to be back online from 2:30PM UTC.
Me thinks they forgot to shut the server room door and a cockpit cat got in.launcher shows good, but on joining says in maintenance
Guess they forgot to shut the server room door and the hamsters have bolted![]()
from and acc to newest post by Paul until around 2:30 pm
I'm not fully sure I know what you mean but I think you're talking about the icons on the bottom of the system map that tell you your construction point balance. If so...Some actual feedback - last night it finally dawned on me what the yellow/green icons mean (one is Tier 2, the other Tier 3 - ........right?).
This is the kinda intentional obfuscation I really dislike about the game. How am I supposed to know what those represent? Codex doesn't explain it, there's no text next to them either. I know we're in a so-called "beta" but come on, this is basic stuff.