Elite Dangerous | Trailblazers Update 3 | Now Live!

This is fixed by going to Windows's "internet options" (search for that in the taskbar's search box), and then clicking on "delete...", and then "delete" (the default choices ought to surffice). Then try validating files / updating in the launcher again.
Thank you, did this, didn't work.

Edit - Update: At least i am getting "processing manifest" now.
 
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This is fixed by going to Windows's "internet options" (search for that in the taskbar's search box), and then clicking on "delete...", and then "delete" (the default choices ought to surffice). Then try validating files / updating in the launcher again.

View attachment 428389
This worked for me. After deleting temp files (I also went ahead and deleted cookies, but don't know if that's necessary), I was able to do the Validation process. It downloaded about 500 megs and then launched correctly on both of my accounts (native Frontier launcher).
 
This worked for me. After deleting temp files (I also went ahead and deleted cookies, but don't know if that's necessary), I was able to do the Validation process. It downloaded about 500 megs and then launched correctly on both of my accounts (native Frontier launcher).
Was probably a coincidence. I didn't do anything to solve the problem. But now it works normally again. I guess FDev just fixed a problem with some server.
 
"I just had the same problem. After clicking on 'Versions' at the bottom of the launcher and selecting Elite Dangerous Odyssey, I was able to click back and start the game normally. The same applies to Horizons."
 
This is fixed by going to Windows's "internet options" (search for that in the taskbar's search box), and then clicking on "delete...", and then "delete" (the default choices ought to surffice). Then try validating files / updating in the launcher again.

o7 thanks!
 
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
Yep, as noted in my previous post, testing was required to confirm and - sure enough - it's playing out as you've outlined above. Which is a disappointment and inline with @Agrippa's criticism that it doesn't really change anything. Powerplay-dedicated Commanders aren't chasing Merits; they're chasing Control Score. This changed nothing in that respect despite FDev's claim of:

"This is the first in a number of planned changes which are intended encourage and reward offensive actions within Powerplay. We will continue to monitor feedback and impact and adjust accordingly."

So, FDev, if your goal was to reduce turtling / trench warfare and, instead, make Powerplay more dynamic and offense-oriented, this change isn't going to have the desired effect. Until you make changes to Control Score modifiers, Powerplay will continue as the reinforcement-heavy activity it currently is.
 
So now i have Ivory Cobra, it is 23:00, and the whole looked forward to Friday evening gaming session was a shyte experience, because the game didn't work.
Unhappy.
 
Sorry if that was asked before: are systems with watterworld/terraformable (not exactly sure which type) keep multi-million population? I mean is that going to be reverted?

Minor thing: as mentioned in other thread, it seems like hotspots are not really working in new systems. Even when overlapped with RES, it is almost impossible to find resource (in my case Tritium) with more then 2-3%

For economic (as a prolongation to my post before), I am still "lucky" one since it continues to work as declared.
New planetary scientific port + Refinery hub:
"StationEconomies":[ { "Name":"$economy_Refinery;", "Proportion":1.250000 }, { "Name":"$economy_HighTech;", "Proportion":0.550000 }, { "Name":"$economy_Military;", "Proportion":0.100000 }, { "Name":"$economy_Extraction;", "Proportion":0.100000 } ]
Expected commodities (industrial materials) are present in reasonable amount. No weal links from HighTech to other (even so I was surprised HighTech is just 0.5 from the specialization). No planet influence on e values (HMC).
 
I've noticed that some player colonized systems are getting absolutely huge populations. For example, Col 285 Sector CK-Q c5-24 has a population of 1 billion. I think it might have something to do with the ELW that's in that system (it's the only note-worthy thing that stands out to me about that system), but there has to be something else going on as well since there are many player-colonized systems with ELWs that don't have nearly the same population.

Is this a bug or an intended feature? If it's intended, what is the formula for population that leads to these high values? There are other player-developed systems that have more T3 ports for longer periods of time that don't have a population that large. For example, Pleiades Sector MI-S b4-0 only has 55 million population despite having 3 T3s for over a month.

There's nothing I can see in the patch notes that would suggest a mechanism for how Col 285 Sector CK-Q c5-24 developed the population it has. There's been nothing I've seen from FDev to suggest that planetary bodies have any effect on population.
 
Yes. I have also tried uninstalling the game completely, including the launcher on one of the PCs. Getting the same invalid manifest checksum error when trying to reinstall the game from the launcher
Note that uninstalling the game does nothing to the Windows internet cache. If the problem is there (as it most often is when you get that "manifest checksum" error), it has to be cleared.
 
Thanks Frontier for fixing the Orange sidewinder issue and getting things back to normal.
Merci Frontier pour la correction du problème Orange sidewinder et du retour a la normale.
 
I've noticed that some player colonized systems are getting absolutely huge populations. For example, Col 285 Sector CK-Q c5-24 has a population of 1 billion. I think it might have something to do with the ELW that's in that system (it's the only note-worthy thing that stands out to me about that system), but there has to be something else going on as well since there are many player-colonized systems with ELWs that don't have nearly the same population.

Is this a bug or an intended feature?
That is almost the same question I have asked in the post before yours...

Based on my claimed systems, it is ELW/WW related. I have 2 such systems, just with outpost and populations was thousands, as in other my systems. Currently Millions after Wednesday, but only where in systems with ELW/WW. Based on other related posts, the bump is proportional. So who had 10k got millions, who already had millions got billions...

I don't really care that is a bug of feature, more what FDevs are going to do with that. If they are going revert that bump, I will probably consider continue development in my "primary" system, which has more planets/slots, already has 10 facilities, but still just 200k population. If they keep the numbers, any development in ELW/WW make sense since the amount of commodities will be higher then in my primary system. ;)

Since mechanics was (and partially still) unknown, players was looking for something "rare". The number of ELW/WW systems is relatively small, I was lucky to get some (I was looking for these). These systems are not really attractive otherwise, I had to build "bridge outpost" to claim them, and all that is 150 ly from the nearest trailblazer... I mean getting an Architekt role is such systems requires effort, especially now. But I think such population gift is unfair.
 
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