Your station was taken over by the federation, that's just how they label their starports.Please help, my station custom name is not displaying properly, I paid 5,000 arx and it is still messed up
Your station was taken over by the federation, that's just how they label their starports.Please help, my station custom name is not displaying properly, I paid 5,000 arx and it is still messed up
I don't think it's that bad - and there's a fair bit of evidence that discounting the system primary station it was doing most of this already - if it works as documented.Update notes sound horrible. Systems designed to produce specific goods center heavily around T1 ports - and these patchnotes make it look like all these ports have hereby lost their commodities market, unless you build specific installations "in the system"... with some doubt left as to what is meant by "system".
Will we ever be able to SEE our tech level, development level etc. specifically represented in game UI? It's a bit frustrating to see specific numbers required to achieve something, but no way to see our specific numbers. All we have to go by right now are the chevrons, and there is conflicting information all over the place as to how to add those up. (linear vs. non-linear etc.) It would be really helpful if when we are in the architect view we could see our current values displayed. That said, the update looks great otherwise.
- Shipyard (Note: always requires a minimum system tech level of 35)
- Tier 2 or 3 port
- Note: Tech level 35 is immediately granted when a Tier 2 or 3 port is built.
Yeah, Frontier really needs to be offering some sort of way for CMDRs to request to deconstruct stuff or even have their system reverted back to fresh state because people may have their systems built in such a way at this point that these changes will irreversibly damage their systems with no way to fix it due to running out of slots and no way to free slots back up.RIP all my systems. Not only are were your markets bad now they're gone with all stations services. Please sir. May I have a Nova bomb.
I don't think it's that bad - and there's a fair bit of evidence that discounting the system primary station it was doing most of this already - if it works as documented.
- Social/Criminal station owners will open a market with no need to jump through further hoops
- an Outpost Hub (no economic influence) opens everything unconditionally if it exists anywhere in the system
- for planet-influenced outposts the Civilian type has a market by default, so using that instead of the Commercial can also avoid the issue
Compared with the hoops needed to keep those T1s to a single economy type this seems much more straightforward.
Good point.The Outpost Hub doesn't have any economic influence itself, but it requires a space farm which does. Admittedly agriculture is one of the less instrusive economies, but it still has some negative effects.
They do - I misread "criminal" as "commercial" there.And why would a civilian outpost be better than a commercial? They will still both have commodity markets by default.
... if Frontier had tied "Terraforming" to actual terraformable planets. Instead they went a roundabout way of tossing it onto biological signals which isn't even accurate in a lot of cases. Nobody's going to terraform an ice world or a high metal content/rocky world outside the human habitable zone. (Unless they have a different idea of what the term means all of a sudden, despite the economy consuming/importing primarily commodities related to making a planet habitable, or their machinery, as I recall)It's something that would also actually make terraforming candidate planets some extra value in seeking out systems to build on.
Well , I 'd suggest putting pirate outposts to the list as well; since it would be easier to procure a weapon from a shady dealer, rather than getting it from a military base or its factory.Pioneer Supplies
- Tier 2 or 3 port
- Military Outpost
- Tier 1 Industrial Planet Port
Which stats are you looking at?- will there be a difference between civilian and commerical outposts, or is there a bug in stats ? A commercial outpost has same stats than the other one plus happiness. There is no point in building a civilan outpost.
Technically they've just given it one to activate markets (providing landable planets) in the military, pirate and high tech outposts (to be clarified or determined if that includes planetary T1 outposts for the HT port). The colony/civilian hub, I guess you'd build it for its (not very good) stat bonuses at a lower security penalty? Dunno. /Edit - the outpost hub is actually the one with the lesser security penalty so the colony hub is actually even worse than first thought.will there be a use for outpost hub
My first port was a Military Outpost. It has a commodity market, which has been there since I first built it. There's nothing else in the system or at that body that will give the Military Outpost a commodity market, so I expect that market will be removed with this patch. Since that outpost is orbiting a body with only one orbital slot, I'll have to build a Military outpost elsewhere in the system and put a Comm Station next to it to get that market back.I suspect most of this is documenting what was already happening, rather than specifically changing it - with a few bug fixes for cases where it wasn't working like it was supposed to. Quite a lot of these service availability rules match how my system has been working for weeks.
I have an idea for how this could be done. See this thread for more details.Can we quit pretending that commanders are non-sentient autonomous algorithms, please? The way Trailblazers has been designed the entire way is as if it's alpha development of Stellar Forge, in preparation for releasing Elite: Dangerous and populating an entire galaxy with stations and services. How every property propagates is based on an intricate network of value checks, so that billions of star systems could receive billions of stations and their properties, features and markets could emerge autonomously out of the existing procedural values with zero human interference.
The thing is, it's ONLY based on those properties. As if at no point real human players are ever expected to touch anything. There is no interface. There are no options. You put a station somewhere, and its inhabitants will do whatever they please based on some esoteric ritual that you have no say in for no reason. Why doesn't the architect get to choose those things? Why can't the architect walk in and say: "NO. STOP. YOU DON'T GET TO WASTE LITERALLY ALL OF THE MATERIALS THAT I SPECIFICALLY COMMISSIONED THIS STATION TO MANUFACTURE IN ORDER TO FUND YOUR SIDE PROJECT OF SLAPPING TOGETHER SOMETHING THAT I NEVER ASKED. PUT DOWN MY SEMICONDUCTORS, TAKE YOUR CROP HARVESTERS AND SIT IN THE CORNER THINKING ABOUT WHAT YOU DID." ? My giant planetary port refinery shouldn't be sacrificing 9 million tons of ceramic composites to volcanoes without my permission. Just because a planetary property can support an additional market influence shouldn't mean that the architect shouldn't get to choose, especially when that tiny side market consumes literally all of the commodities that the station manufactures to sustain itself.
TL;DR: Please add an interface that allows the architect to opt out of specific features that interfere with the basic properties of a station. If a planet's features are capable of altering a station's market, I should have the choice to not engage with them.
Yes - one big change does appear to be that previously primary ports always got a commodity market, and now they won't.My first port was a Military Outpost. It has a commodity market, which has been there since I first built it. There's nothing else in the system or at that body that will give the Military Outpost a commodity market, so I expect that market will be removed with this patch. Since that outpost is orbiting a body with only one orbital slot, I'll have to build a Military outpost elsewhere in the system and put a Comm Station next to it to get that market back.
Criminal isn't getting it's market do you mean something else?(Or at least, it's a big advantage to those of us colonising with Social/Criminal factions who will always get markets on all our stations no matter what)
My first port was a Military Outpost. It has a commodity market, which has been there since I first built it. There's nothing else in the system or at that body that will give the Military Outpost a commodity market, so I expect that market will be removed with this patch. Since that outpost is orbiting a body with only one orbital slot, I'll have to build a Military outpost elsewhere in the system and put a Comm Station next to it to get that market back.