thus far is there anyone who successfully build a ground outpost that sells CMM?
I hope you're being sarcastic as I definitely would expect "extremely basic tech tree works as expected" to be within the scope of a small QA of a feature rather than "comprehensive testing"Well, call me crazy but i believe the term "Open BETA" means we, the umm "customer$" , are meant to assist with testing. ( on a larger more comprehensive scale than small QA Team could do )
from Market-Logic the construction points requirements should increase gradually only (as more consumers for markets in competition are needed) AND the amount of Mats required should decrease, as some of the goods would be produced locally! Maybe the decrease only in goods which connect to the systems economy?Why bother with the Asteroid + Coriolis stations giving PLUS ONE T3 construction point, when this doubling mechanic means the second Coriolis/Asteroid built effectively grants NEGATIVE FIVE T3 construction points? Instead of building these to work towards building a large station, they detract from it.
I don't fundamentally mind the idea of limiting how many large ports can be built in a system, but this is just not a good way to achieve that.
The Security Installation that I was lucky enough to build in this process is labeled as a Scientific Installation. Therefore, it is unclear which one is capable of being an Installation.That is odd and very unfortunate. I built a rely station over the weekend (I don't remember which flavor) and started my Security Installation yesterday. I'm playing now so I flew by it to take a look at the relay. It's listed as a "Comms Installation" on screen but didn't block me from building a Security Installation. Maybe I just got lucky. I assume you tried to build in case it's a display bug and were blocked?OK, so this is getting super-annoying... I heard reports this was fixed, but it doesn't seem to be? Just finished building this today:
Have now built both types of Relay Station, only to get a Comms Installation at the end, and so still unable to build a Security Installation. Not really fun to just spam the same building which I don't want repeatedly while trying to "guess" what the right one is.
Hopefully it gets resolved for you so you can continue your system as you prefer.
Not sure i'm understanding you here CMDR . My previous post wasn't sarcasm, sorry to disappoint ya! -- All's i meant was: When they said "open BETA" , i took them at their word and therefore presumed this particular type of update/feature wouldn't be anything remotely close to "well polished" or smooth or whatever.I hope you're being sarcastic as I definitely would expect "extremely basic tech tree works as expected" to be within the scope of a small QA of a feature rather than "comprehensive testing"
Why would construction point requirements increase? Who is the competition in the system you're the architect of?from Market-Logic the construction points requirements should increase gradually only (as more consumers for markets in competition are needed) AND the amount of Mats required should decrease, as some of the goods would be produced locally! Maybe the decrease only in goods which connect to the systems economy?
My squadron is aligned with my player faction as it is the same as a minor faction in that respect and in my first system I colonised my faction was 3rd as expected but not in the second system I colonised.Unfortunately it doesn't create a new minor faction based on your squadron. When you created the squadron the game asked you to align with a preexisting minor faction and that's what is what is supposed to be inserted as the 3rd one in the list.
How bizzarre, that did it... still saying Comms installation so at the very least that's confusing...I built an Enodia and got a comms installation, but the option to build a security installation still appeared - but not until after I'd left the system and come back.
Yeah interesting... the "Rename Facility" is a good way to check that... the one in my first system is still a comms installation (I read this wasn't fixed retroactively though), but the comms installation comes up as a relay installation in the icon.The Security Installation that I was lucky enough to build in this process is labeled as a Scientific Installation. Therefore, it is unclear which one is capable of being an Installation.
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Reading though this thread I forgot English wasn't your native.well, nice that you brought up that analogy - building in cities is cheaper because you don´t need long hauls of mats?
Yep, but the prices for land/ground are exponentially higher.
So far your analogy hits the mark (and what I tried to express, sorry no native speaker),
to support stable economy of multiple markets you need larger consumer groups (industry, settlements etc.) as consumption does not grow linear and proportional to number of markets. So far a gradual increrase of construction points makes sense (pure doubbling them not).
But we can agree to disagree, FDev anyway stated clearly that they will not change the feature at all (only balancing like with CMM supplies)....
My read on that was more it was cosmetic effects (i.e the base layouts mismatched the pictures), rather than actual facility mix-ups... as i built a large military settlement and can see its got a different layout, but still is a military settlement.Not sure who told it was "fixed" but at least they ( FDev ) are aware & acknowledged it here--> https://forums.frontier.co.uk/threa...on-beta-details-feedback.634055/post-10570937
It'd be nice to get a confirmation of that. I for one won't be building a second starport until I've got my settlements and installations built, as it's pretty daft to have the total cost of a system depend upon the order in which you built it.
If nothing else it seems a bit off that the order you build your things in can have a more dramatic effect than specifically what you built.Same. Got one outpost active and another under construction. Will hold off building the large orbital station till everything else is in place and this issue fully clarified.
Yeah this one... like... i don't mind costs increasing based off some metric... but if that metric is a particular type of facility, which results in a global increase... that seems a bit dumb. It should just be that particular facility type if it only triggers for that.It'd be nice to get a confirmation of that. I for one won't be building a second starport until I've got my settlements and installations built, as it's pretty daft to have the total cost of a system depend upon the order in which you built it.
I was thinking as follows, 10k storage,1x large, medium, small landing pad, 10-20 ship allowance for owner. Also it would make amid way point while grinding for a full size carrier.
With colonization being a thing. I just hope we get capital freighters. Something that is a dedicated hauler unlike the Fleet Carrier. For when colonization opens up for the explorers out there.I was thinking as follows, 10k storage,1x large, medium, small landing pad, 10-20 ship allowance for owner. Also it would make amid way point while grinding for a full size carrier.
I don't know how accurate this is but I've been using it as a guide, apologies if anyone has posted it alreadyOK, so this is getting super-annoying... I heard reports this was fixed, but it doesn't seem to be? Just finished building this today:
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Have now built both types of Relay Station, only to get a Comms Installation at the end, and so still unable to build a Security Installation. Not really fun to just spam the same building which I don't want repeatedly while trying to "guess" what the right one is.
Yeah tracking those...the problem wasn't knowing those connections though... rather, I'd build a Relay station, and it'd create a Comms Station which didn't count as the pre-req.I don't know how accurate this is but I've been using it as a guide, apologies if anyone has posted it already
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This is not exactly what I would call intuitive, in the same way as the sea is not above the sky. For example I built 3 Space Farms and would never have guessed they fed into the rather cryptically named Outpost Hub. Or know if it is bugged.
I also have a mining outpost that is 100% complete but still shows as being under construction, so I don't know if it is feeding into the Industrial Hub or not.