Scoob wrote:Yes, I had read posts where people have experienced that. I've only ever had a handful of ships built, but they all took just minutes. My Arawn was done in around 3 minutes if I remember correctly. There were issues where the station thought it had resources but didn't, that caused a stall, but that was a while back.spankahontis wrote: There is serious balance problems with Shipyard manufacturing, I saw the Shipyard in Omicron constructing a Fulmekron Destroyer, it took an estimated 7 hours to build, same situation with Freighters as well, I had a CV built cause I was building a Hardware Supplier, it took 40 minutes to build.
Whether my save was bugged or there is a serious re-balancing issue needed here as Albion Ships take about a minute or less to build.
Most likely bugs are the cause.
Of course, they need to ensure that such things are working correctly before they go real. In my experience ship construction has been largely trouble-free when I've tried it in the more recent version of the game.
I think a helper script would be useful on Shipyards, basically something that can detect a glitch or stall so the entire "real" economy doesn't crap out. A simple timer in effect, i.e. this is taking too long, insta-complete the build. So, a cheat in effect, but one that prevents issues in the rare situation of a glitch during ship construction.
As and aside, DeVries NOT having the infrastructure to support ship construction is perfect, and fits with the "cut off" theme. Only via player support can they truly rebuild. Though, saying that, the new inter-System traders can supply missing wares currently.
Another thing to consider: The current NPC economy is basically money free, only the player and their stations actually need funds to buy stuff. This is ok, we can assume major factions have shed loads of money / trade cash-free between their own stations. This also simplifies the Economy as I propose it, because lack of cash will never cause a stall. Ultimately, it'd be good if stations / factions had a cash balance, though I'd see a long-established station as being totally minted anyway, so cash never an issue. Basically, with everything else I've said and my assumption that this was ES's vision anyway, the lack of NPC station/faction funds makes more sense.
Scoob.
Shipyards still stop building halfway through a ship from time to time, I experienced this in DeVries and Albion, I had to destroy the ships as leaving the sectors didn't help.
Welll.. I have been playing this campaign since 2.0, so maybe a fresh game is in order to really get a feel of all the features and fixes?
Might sort the problems out.
That's a good point, now that you mention it, I THINK there was a Sequana being built at the same time.Tamina wrote:
Is this maybe related to the bug (don't know if this bug still exist) that shipyards can't build multiple ships at the same time? Because shipyards are using all of their drones on a single ship and when this ship is finished it doesn't allocate them to one of the other ships already in built.
I did check how many Construction Drones there were and the station did say it had 80 Con drones, so this maybe a case that it took this long.
Not sure about the CV I had built, that took nearly an hour and it was the only ship being constructed at the time.
I really do hope this gets fixed soon, like 2.5 soon. lol