Please allow us to fire construction ships mid build!
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Please allow us to fire construction ships mid build!
I have hired a NPC construction ship to build a huge shipyard to fulfill the Duke's Buccaneers plot. I just checked, it has a suboptimal number of construction drones. It is taking an eternity to finish. I don't want to destroy the construction ship, or remove all the modules I placed in the plan build screen so that it leaves after finishing the next module. I just want to fire it. Why can't we fire construction ships that are in the middle of a build? Just have a new construction ship pick up where the old one left off mid build?
Re: Please allow us to fire construction ships mid build!
You can board it to prevent rep loss or fire at it until it turns red.
Re: Please allow us to fire construction ships mid build!
and what if it is yours ship?
p.s. from big proposition:
to be fair you can force builder to leave now if you not providing ANY build resources long enough (1 hour or half an hour, not sure)
Re: Please allow us to fire construction ships mid build!
I think you can remove build command directly in behavior.
You didn't destroy it and you fire (at) it. Sounds perfect to me.
Re: Please allow us to fire construction ships mid build!
Have they ever explained why a 'critical' order cannot be cancelled? I remember I used to be able to do it sometimes by interacting with the pilot to get the chair myself, then remove the order while in control, and nothing terrible happened. And of course if the ship can die, or be boarded, then the game continues without any apparent catastrophic result even though the order was never carried out. In fact I've had ships die because they were trapped in this state! So why can't we get rid of the order?
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Re: Please allow us to fire construction ships mid build!
i do 100% support this, however, there are situations (which needs to be programmed):
1. dock/undock player should get control and vacate docking area or dock ship himself.
2. building (current topic) in case player's builder hired by other faction, player should pay fine for breaching contract (probably 10x times cost of hiring)
3. ware transfer - player loses wares or money of deal, and can lose drones (they can be outside and will be attempt to dock to player ship)
4. equipment change - player do lose money, and get cheapest equipment of two sets, or get not installed equipment at all if that possible (i.e. ship can fly that way),
or get damaged engines(cheapest of two sets) if they was replaced(ship still should be flyable with minimal travel drive), hull can be (left) damaged.
obviously (2,3,4) does not canceled automatically, when player takes control(same way as hen player fly ship manually without npc pilot at all and doing same actions), but in enter menu there should be way to abort them with described losses.
it seems devs just don't have time to program those situations, pity that currently player can abort only by destroying ship in question or facility in question.
as of 4.2 killing transport drones(for L/XL ship) in 3. would lead to ware exchange stuck.
p.s. it is mostly offtopic (for exception of player controlled builder), so if possible can this post and previous post moved to separate thread?
Re: Please allow us to fire construction ships mid build!
Came to ask this. Have they ever explained why? They generally have good reasons for limitations like these. Though as we can see, there isn't anything obvious here.LameFox wrote: ↑Sat, 22. Jan 22, 20:56Have they ever explained why a 'critical' order cannot be cancelled? I remember I used to be able to do it sometimes by interacting with the pilot to get the chair myself, then remove the order while in control, and nothing terrible happened. And of course if the ship can die, or be boarded, then the game continues without any apparent catastrophic result even though the order was never carried out. In fact I've had ships die because they were trapped in this state! So why can't we get rid of the order?
1. I'm not sure what you mean, but I envision the order to not be instant, instead it'll complete the current module before it cancels. Like waiting for drones.dmk wrote: ↑Sun, 23. Jan 22, 21:20i do 100% support this, however, there are situations (which needs to be programmed):
1. dock/undock player should get control and vacate docking area or dock ship himself.
2. building (current topic) in case player's builder hired by other faction, player should pay fine for breaching contract (probably 10x times cost of hiring)
3. ware transfer - player loses wares or money of deal, and can lose drones (they can be outside and will be attempt to dock to player ship)
4. equipment change - player do lose money, and get cheapest equipment of two sets, or get not installed equipment at all if that possible (i.e. ship can fly that way),
or get damaged engines(cheapest of two sets) if they was replaced(ship still should be flyable with minimal travel drive), hull can be (left) damaged.
obviously (2,3,4) does not canceled automatically, when player takes control(same way as hen player fly ship manually without npc pilot at all and doing same actions), but in enter menu there should be way to abort them with described losses.
it seems devs just don't have time to program those situations, pity that currently player can abort only by destroying ship in question or facility in question.
as of 4.2 killing transport drones(for L/XL ship) in 3. would lead to ware exchange stuck.
p.s. it is mostly offtopic (for exception of player controlled builder), so if possible can this post and previous post moved to separate thread?
2. Well, factions rarely hire my CV from what I can see anyway. But they could always only pay after construction is complete. They should also scale better tbh, you don't really earn much.
3 and 4 I don't understand at all. What does that have to do with cancelling build orders?