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I think that much of what we are doing here is still guesswork and likely to change, but a recent video from Mechan says that shipyards need a development level of 35+ before they are available........It seems the bug was that we were given the shipyards too early because we did not meet the requirements.
There must be other things as only 35 tech for shipyard. I have high-tech system and still do not have 35+ (will be, but not there yet) , but shipyard was active for my surface city at tech around 22+. There must be also other hidden requierements.
 
There must be other things as only 35 tech for shipyard. I have high-tech system and still do not have 35+ (will be, but not there yet) , but shipyard was active for my surface city at tech around 22+. There must be also other hidden requierements.

I just shared this in another thread/category, but yesterday I had shipyard turn on at Security -2 / Tech Level 5 / Wealth 8 / Standard of Living 8 / Development Level 11.

Today I had Universal Cartographics turn on at Security -2 / Tech Level 11 / Wealth 13 / Standard of Living 6 / Development Level 18. I'm thinking it scales based on the buildable size of the system.
 

Phil W

Community Manager
Frontier
Thank you to everyone that has provided feedback regarding shipyards.

We will be implementing a change early next week that raises the minimum tech level within a system which contains only a Tier 2 or 3 port. This in turn will enable the shipyard and outfitting services without the need to build the system out further.

Please note that the stock type will remain affected by tech level.
 
I just shared this in another thread/category, but yesterday I had shipyard turn on at Security -2 / Tech Level 5 / Wealth 8 / Standard of Living 8 / Development Level 11.
11/8/19/6/15 , shipyard in "under development" Coriolis (build recently, but before servers update).
Probably because I don't need it, it seems like that is primary reason for most FDevs decisions :)

And sorry to ask, who needs shipyards in colonized systems? Half way reasonable unclaimed systems are so far away from everything that without carrier filled with fully engineered ships there is no reason to start building anything...
 
It seems absolutely reasonable to me that two stations in the same system would interact. I'm really struggling to see how that could be unreasonable to anyone.

Although if you went down the realism nerd rabbithole further, one could point out that trading between Foo's Folly in System Alpha, 127ls out, and Baz's Bastion in System Omega, 96ls out, is actually way more efficient than Foo's Folly trading with Wotsit Vision out around System Alpha's B star, 435,275 ls away, if Systems Alpha and Omega are one short high-wake apart.
Yeah the stations trading would be reasonable but one station altering the economy of another directly impacting and reducing the supplies of desired commodities is complete crap after putting in the effort to build a station with a specific economy.
 
No Agrippa is right.

Let's say one reinforcement activity gave 1k merits and thus 250 CP.

Now: the same activity gives 650 merits but still gives 250 CP. So it doesn't affect players playing the strategy game but forces merit hunters to shift away from reinforcement loops.

The opposite is the case for undermining & acquisition. 1000 merits before -> 1050 merits now -> 250 CP before and after.

So the new divisors are 2.6 merits/CP in reinforcement and 4.2 merits/CP for undermining/acquisition
Is this verified? If true, the merit penalty for reinforcing is a moot point for me since at rank 80+ I care more about control points (the "useful work") than personal merits (the "sales bonus").

Cutting earned control points by 35% would have been pretty bad, since often you need to reinforce an exploited system first before you can take control of additional systems that fall outside of the range of existing fortified/stronghold systems. And you need to ideally fort a few systems to add resiliency against undermining.
 
Thank you to everyone that has provided feedback regarding shipyards.

We will be implementing a change early next week that raises the minimum tech level within a system which contains only a Tier 2 or 3 port. This in turn will enable the shipyard and outfitting services without the need to build the system out further.

Please note that the stock type will remain affected by tech level.
We cant login to the game at the mo, any help would be lovely.

 
We cant login to the game at the mo, any help would be lovely.

same here , lauching from stand alone. even tried unsintaling the game. when I try to reinstal I receive a message "INCORRECT MANIFEST CHECKSUM" .
and I cannot even reinstall the game.
please help!
 
I'm currently playing. I'm using the min-ed-launcher / Steam. I'm using Linux, but that launcher should also work on Windows. It starts even faster than the normal launcher, so worth a try
 
same - steam launcher, press Play, the buttons turn gray momentarily and then back to beige. I cannot validate the files in the launcher as it just hangs on 0% "preparing to validate". I have verified the game files in steam.

i do get this single line in the client log:

20250502/173104: { "action" : "PFCFail", "project" : "FORC-FDEV-DO-1000", "date" : "20250502", "time" : "173104" } ;
 
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Même problème, après avoir désinstallé Orange Sidewinder. J'ai téléchargé et installé le lanceur, mais impossible d'installer le jeu. Frontier devient agaçant et aucune communication !

Same problem, after uninstalling Orange Sidewinder. I downloaded and installed the launcher and now I can't install the game. Frontier is becoming annoying, and no communication!!!
 
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