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Passenger Ships and Resort Bases

 
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Passenger Ships and Resort Bases - 8/29/2013 11:37:35 AM   
DavidR


Posts: 202
Joined: 5/25/2002
From: Derby, England
Status: offline
Just started another game under 1.9.0.11. I have just my Homeworld and 0 colonies yet. I have built 2 Resort Bases( with recreational components )at suitable bonus locations within my Home system yet the solitary Passenger ship that the private sector has built to date is refusing to transport visitors to either base.The passenger ship just sits in my Homeworld orbit doing nothing.

Can anyone suggest how the resort bases can be utilized?

The problem is that as soon as I build my 1st colony inside my system the passenger ships will ferry migrants to the detriment of all else instead of also ferrying visitors to Resorts.

DavidR

< Message edited by DavidR -- 8/29/2013 11:51:40 AM >
Post #: 1
RE: Passenger Ships and Resort Bases - 8/29/2013 12:42:33 PM   
mSterian

 

Posts: 155
Joined: 7/25/2013
Status: offline
Er.. I'm REALLY not sure about this, but look in the policy settings and try checking Engage in Tourism setting.
That might be the problem.

Also, if you usually play the game on automatic, always load the policy of your race.
Press load policy button in the policy screen.

(in reply to DavidR)
Post #: 2
RE: Passenger Ships and Resort Bases - 8/29/2013 12:54:35 PM   
DavidR


Posts: 202
Joined: 5/25/2002
From: Derby, England
Status: offline
mSterian,

Thanks , but the "engage in Tourism" is already ticked and the tourism priority is set at "Very High" already but the passenger ship just refuses to engage in a mission.

Perhaps elliotg or Erik could comment on passenger ships and Resort Bases

DavidR

(in reply to mSterian)
Post #: 3
RE: Passenger Ships and Resort Bases - 8/29/2013 3:05:25 PM   
mSterian

 

Posts: 155
Joined: 7/25/2013
Status: offline
Maybe there's actually something missing from those resort bases.
Check a default design and see if there's any component there you're not putting on your designs.

(in reply to DavidR)
Post #: 4
RE: Passenger Ships and Resort Bases - 8/29/2013 3:46:41 PM   
Canute

 

Posts: 603
Joined: 4/30/2010
From: Germany
Status: offline
The only module you maybe forget and you don't get a warnimg are the
Passenger Comparment.

Check if your Resort base design got these, 10 should be ok.

(in reply to mSterian)
Post #: 5
RE: Passenger Ships and Resort Bases - 8/29/2013 8:56:30 PM   
mSterian

 

Posts: 155
Joined: 7/25/2013
Status: offline
Lol. Game doesn't tell you you're missing a passanger compartment for a resort base? That's... weak.

(in reply to Canute)
Post #: 6
RE: Passenger Ships and Resort Bases - 8/29/2013 8:59:49 PM   
Fishers of Men


Posts: 303
Joined: 3/27/2010
From: Fishers, IN USA
Status: offline
Canute is correct. You need to place a Passenger Compartment component on each resort base(the number does not seem to matter) so that those visitors have a place to stay. In the ship design screen, there is no way to know that because this component is not highlighted in red to indicate that it is required. I made this same mistake for a long time but just experimented with various components to finally get it to work right.

This problem should be mentioned in the tech section of the forum.

_____________________________

Old............but very fast

(in reply to Canute)
Post #: 7
RE: Passenger Ships and Resort Bases - 8/30/2013 7:26:59 AM   
DavidR


Posts: 202
Joined: 5/25/2002
From: Derby, England
Status: offline
No , my Resort bases have passenger , cargo, fuel and recreational components on board but the solitary passenger ship with nothing else to do refuses to undertake a mission to either Resort Base.

DavidR

(in reply to Fishers of Men)
Post #: 8
RE: Passenger Ships and Resort Bases - 8/30/2013 11:36:59 AM   
Icemania


Posts: 1599
Joined: 6/5/2013
From: Australia
Status: offline
DavidR, agree it needs explanation from the developer, also refer Resort Income. Information on the mechanism should also be included in Galactopedia.

Another example of the need to improve and/or better explain existing mechanisms rather than focus on new features.

< Message edited by Icemania -- 8/30/2013 11:37:29 AM >

(in reply to DavidR)
Post #: 9
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