Elite Dangerous | System Colonisation Beta Details & Feedback

 
anyone else having issues with colonisation right now? was about to finish my first primary port last night but i woke up this morning and the mission is gone and i can't see the remaining materials needed for the ship
Lost both my finished and unfinished system, and can't see the "architect view" (with slots) anymore ...
 
My two ag settlements are online selling 2 commodities each. The commercial orbital orbiting the same moon is now fully online with lots of adverts around it, but it is still an industrial economy with no change at all in the commodities it sells from before the tick. No architect status either, but I guess that prevents me from making more mistakes.
 
I've lost my architect status in 1st system. On my 2nd system I have T3 station construction progress at 92% but it appears I have lost claim too. I wanted to finish this within 2 days, which would result in about a week shorter than 4 week timer indicated.
I have visited both systems just to see if that would trigger change- no result.
Then I had an idea of docking to System Colonization Ship and restarting game client. It worked and I have my architect status back along with new system claim.
I'm curious if last step can be repeated by other affected players with the same result as mine.
 
Lost both my finished and unfinished system, and can't see the "architect view" (with slots) anymore ...
Can You repeat what I did and see if that solves problem?

Edit:
Possible solutions that might fix this I can think of:
1. Visiting Your system, then performing client reset while being inside of that system.
2. Docking at one of the stations/system colonization ship, then performing client reset.
 
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After closing and opening the game 3-4 times, everything about my colonies and architects came back. It seems like the server tick is progressing by loading a certain part at a certain interval after the update, as if they are activating it piece by piece.
 
Hello, last night I occupied the system, but today I logged in and the system was unoccupied again. So I flew to the nearest station, occupied the system again, but I found out that the colonization ship, which I called in with yesterday's occupation, is still in the system and I cannot deploy the beacon with the current occupation. Is there anything that can be done so I don't lose the system?
 
I know it is just visual bug, but it is pretty funny:
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I just lost System Architect status in my system.

System still says its claimed and not invalid. Seems like something broke again.
I lost my architector status as well. I was using russian-localized client. Switched to english version - and I'm an architector again. Switched back to russian - and I'm still an architector. My friend was using english version, and got back his architector status when switched to russial client. Looks like it's a local client cache problem or something like this.
 
FDEV, whats with suddenly changing how colonisation works?

Dont get me wrong, planets getting economy influences is an ok way of making nonlandable stuff usable, an improvement in my opinion, but theres still the communication issue.
A lot of players investing valuable time and enduring boredom to haul all the crap for hours just got blindsided by unexpected effects on their economies, couldn't an statement been thrown ahead of time? God forbid some heads up on the UI when placing stuff down?

Can we expect any other sudden changes? Any chance of other options to bypass the hauling borefest? Construction costs rebalances?
 
just got blindsided by unexpected effects on their economies
How they could expect anything, if no information was provided from FDev?
Actually, there was information that FDev 'listens to players' and thinks how to fix issues. So, it's expected, that there may be changes.
 
FDEV, whats with suddenly changing how colonisation works?

Dont get me wrong, planets getting economy influences is an ok way of making nonlandable stuff usable, an improvement in my opinion, but theres still the communication issue.
A lot of players investing valuable time and enduring boredom to haul all the crap for hours just got blindsided by unexpected effects on their economies, couldn't an statement been thrown ahead of time? God forbid some heads up on the UI when placing stuff down?

Can we expect any other sudden changes? Any chance of other options to bypass the hauling borefest? Construction costs rebalances?
As far as I'm concerned, I'm not building anything else until I've had some insight into how the economy works in general. I understand that we're in the beta phase and that things can change, but a few indications wouldn't have been too much.
I've just been credited with 290k cr weekly earnings, score 29, statisfaction 0%, I don't even understand.

Edit : Just as in the system description we have the population, the level of security and the type of economy, we should have statistics on wealth, satisfaction, etc. - in short, all the stats that the installations modify.
 
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happiness remains a mystery. Most of the time it's 0 but they're rich they've got a high standard of living. What more do they want? There's 4 slots I can't do much but the basics are covered.
 
I've just been credited with 290k cr weekly earnings, score 29, statisfaction 0%, I don't even understand.
Happiness appears to be a redevelopment of the old BGS "happiness" score, from the times people have had non-zero values so far.

So having built some places for people to live, you then need to carry out some trading, hand in exploration data, run some missions (and if non-Anarchy, do some bounty hunting) to generate positive BGS states like Boom or Civil Liberty.

Things like "wealth" and "standard of living" adjust the state of the Economy state slider for the factions, which make these states harder or easier to achieve, but they won't occur in the absence of player activity. (In theory, if you managed to colonise a system which was really popular with other players, those players' activity might sustainably create these states for you)
 
Happiness appears to be a redevelopment of the old BGS "happiness" score, from the times people have had non-zero values so far.

So having built some places for people to live, you then need to carry out some trading, hand in exploration data, run some missions (and if non-Anarchy, do some bounty hunting) to generate positive BGS states like Boom or Civil Liberty.

Things like "wealth" and "standard of living" adjust the state of the Economy state slider for the factions, which make these states harder or easier to achieve, but they won't occur in the absence of player activity. (In theory, if you managed to colonise a system which was really popular with other players, those players' activity might sustainably create these states for you)
that might well be - last week I got some 250KCr for TK-D and for all the recent building activities I bought the Hightect and Ind-Stuff locally - so yep - market activity could be influencing that - today I got more than 930KCr
 
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