Is this supposed to happen?

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defaultuser
Juggernaut
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Joined: Wed Aug 26, 2015 6:15 pm

Is this supposed to happen?

#1 Post by defaultuser »

Caveat, I'm playing the old stable release, so possibly this isn't relevant anymore.

At any rate, I had a situation where I wanted to establish a Mu Ursh military base where there was an existing colony. I thought that I might as well have the current population build as much of the infrastructure as possible before they were evacuated. So I started an evac and a shipyard. The latter finished building while a little of the original population was there, so I started a drydock. I figured they'd build it partway and the Mu Ursh colonists would finish.

So the evacuation completed and I started a Mu Ursh colonization. Fine. Then a few turns later, the Sit Rep indicates that the drydock finished building. Huh? I looked, and sure enough. It even let me start building a geo-integration while the colony was building. When the colony established, the facility was two turns into its build. Handy, but odd.
Last edited by defaultuser on Tue Jan 12, 2021 9:13 pm, edited 1 time in total.

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MatGB
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Joined: Fri Jun 28, 2013 11:45 pm

Re: Is this supposed to happen?

#2 Post by MatGB »

Yeah, some builds, like the shipyard, require a population, others don't, mostly because no one has cared enough to a) work out which should definitely need them and b) go in and add the requirement to a script.

I'm fairly sure it's not been changed as it's basically an edge case issue that applies if using xenophobes or the occasional evacuation.

I think it's, mostly, expansion shipyards where it's jarring, other buildings that don't have the requirement show up on outposts so it's sort of expected.
Mat Bowles

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defaultuser
Juggernaut
Posts: 854
Joined: Wed Aug 26, 2015 6:15 pm

Re: Is this supposed to happen?

#3 Post by defaultuser »

Interesting. Obviously one couldn't get started on anything at an outpost because the shipyard would block the others.

Thanks.

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