Matrix Games Forums

A new update for Piercing Fortress EuropaNew screenshots for War in the West!Pike & Shot is now available!Server Maintenance Battle Academy 2 gets updated!Deal of the Week: Advanced Tactics Gold Ask Buzz Aldrin!Pike & Shot gets Release Date and Twitch Session!Deal of the Week Espana 1936War in the West coming in December!
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

1.9.0.11 and Resort Bases

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Tech Support >> 1.9.0.11 and Resort Bases Page: [1]
Login
Message << Older Topic   Newer Topic >>
1.9.0.11 and Resort Bases - 9/11/2013 8:48:54 AM   
DavidR


Posts: 202
Joined: 5/25/2002
From: Derby, England
Status: offline
From the observations of my 1.9.0.11 games I have to think that the concept of Passenger Ships travelling to Resort Bases and providing Empire income is completely bugged.

With only my Homeworld and before colonizing within my system I built 2 Resort Bases with all the correct components at suitable locations and designed a Passenger Ship also with the correct components. The AI then built 2 Passenger vessels but instead of ferrying people to the resort bases ( as the only available mission ) the vessels just remained stationary in orbit around my Homeworld , ignoring the Resort Bases and therefore generating no additional income.

Of course as soon as I expanded my Empire by colonizing other worlds the Passenger Ships began ferrying migrants to my colonies throughout the Galaxy and again totally ignored the resort Bases built. The AI has now built nearly 20 Passenger Ships but none go anywhere near the Resort Bases and no Income ever shows on the Empire Financial Screen.

Could elliotg please investigate the Resort Base problem an advise whether it is working correctly and I am just unlucky , or whether it does need some sort of tweaking to work more effectively.

DavidR
Post #: 1
RE: 1.9.0.11 and Resort Bases - 9/11/2013 11:32:01 AM   
CyclopsSlayer


Posts: 479
Joined: 2/11/2012
Status: offline
Didn't try with a Resort before I had a colony. But saw that the Passengers seem to have a preference. I had 4 Resort, one had 260K, one had 40K, the other 2 were empty. The best 2 bonus sites were at 40k and empty, while the +30% rock in an Asteroid belt was at capacity.

(in reply to DavidR)
Post #: 2
RE: 1.9.0.11 and Resort Bases - 9/11/2013 3:40:33 PM   
Fishers of Men


Posts: 302
Joined: 3/27/2010
From: Fishers, IN USA
Status: offline
The resort base operations is somewhat of a mystery. After making sure you design them with the right components, the location of the base is important for best results. I am just as much interested in alien visitors to my resorts as my own citizens, so I construct them to be near others' territory. This does not mean that passenger ships will start delivering people right away.

It appears to me that the migration needs of your empire take priority over vacations. When a new planet is colonized, migration begins and continues until the planet reaches a certain level of population. Since I am expanded a lot at the beginning, migration is ongoing and resorts get nothing from my empire. This when I hope my neighbors will visit my resorts. But there is still a lot that does not make sense to me, like when my passenger ships go long distance to visit another empire's resorts. My citizens don't seem very loyal to me. I need the income, not the enemy. And there are other times when some passenger ships just hang around not doing anything. These are my observations.

_____________________________

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

(in reply to CyclopsSlayer)
Post #: 3
RE: 1.9.0.11 and Resort Bases - 9/12/2013 1:32:11 AM   
CyclopsSlayer


Posts: 479
Joined: 2/11/2012
Status: offline
I watched a recent game closely, and while the Private sector started out with several Passenger ships that it almost never seemed to replace a lost one.

When my first colony landed I had 6 Passenger ships ready to go, the Guests at the Casino went up steadily. Later I added my 10th world, I had only 1 Passenger left and the Casinos guests stagnated except for rare visits from neighbors.

Not sure how the income works, Same number of guests, and income would be 7K one time I looked and 0K the next.

(in reply to Fishers of Men)
Post #: 4
RE: 1.9.0.11 and Resort Bases - 9/24/2013 9:19:51 AM   
DavidR


Posts: 202
Joined: 5/25/2002
From: Derby, England
Status: offline
Finally had a passenger ship visit a Resort Base in a new game. The previous error in no passenger ships visiting can be partly attributed to the fact that currently there is no red warning in the Resort Design Screen advising that passenger components are required for Resort Bases.

If passenger components are required at Resort bases for tourist accommodation ,why are species accommodation components not also required on such as Space Ports , Defensive Bases , Research Stations and Mining Stations. All of these need species to work at the Stations yet no provision is made for their accommodation.

DavidR

PS Please ignore the above last paragraph - I had a Senior moment and completely forgot about Habitation Modules on board the Bases

< Message edited by DavidR -- 9/27/2013 6:56:22 AM >

(in reply to CyclopsSlayer)
Post #: 5
RE: 1.9.0.11 and Resort Bases - 10/3/2013 5:47:17 AM   
jmmendesp

 

Posts: 1
Joined: 10/3/2013
Status: offline
quote:

ORIGINAL: DavidR
The previous error in no passenger ships visiting can be partly attributed to the fact that currently there is no red warning in the Resort Design Screen advising that passenger components are required for Resort Bases.


Anything specific I need to put on Resort bases besides recreation centers, docking bays, and these passenger components?

(in reply to DavidR)
Post #: 6
RE: 1.9.0.11 and Resort Bases - 10/3/2013 7:44:32 AM   
Canute

 

Posts: 603
Joined: 4/30/2010
From: Germany
Status: offline
Docking bays need any base !
So no, beside the standard base components, a resort base just need 1 recreation center and at last 1 passenger comp. extra.

(in reply to jmmendesp)
Post #: 7
RE: 1.9.0.11 and Resort Bases - 10/12/2013 4:24:42 AM   
radioactiveman

 

Posts: 22
Joined: 9/29/2013
Status: offline
Also since the last patch resort income seems to be off.

I have had games where many thousands of folks are visiting multiple resort bases, and resort income is 20k... really...

(in reply to Canute)
Post #: 8
RE: 1.9.0.11 and Resort Bases - 12/3/2013 8:46:48 PM   
Icemania


Posts: 1550
Joined: 6/5/2013
From: Australia
Status: offline
Elliott, there are a few posts around on Resort Base income, I take it there is some history on this, is it being reviewed?

(in reply to radioactiveman)
Post #: 9
RE: 1.9.0.11 and Resort Bases - 12/3/2013 8:48:07 PM   
elliotg


Posts: 3184
Joined: 9/10/2007
Status: offline
Thanks for the reports. The next update improves willingness of passenger ships to perform tourism missions.

Thanks
Elliot

(in reply to DavidR)
Post #: 10
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Tech Support >> 1.9.0.11 and Resort Bases Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.074