[5.10] Duke's Haven will not trigger mission progression - Too few shield generators.

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YossarianPl
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[5.10] Duke's Haven will not trigger mission progression - Too few shield generators.

Post by YossarianPl »

Despite having built the base to spec in the mission (far as I can tell without marks on the checklist), I can't progress further than building the haven (the location and size seem OK as these stages were marked as done already).

No mods, accomplished scientist start.

Save file: https://drive.google.com/drive/folders/ ... sp=sharing
Alan Phipps
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Re: [5.10] Duke's Haven will not trigger mission progression

Post by Alan Phipps »

Usually, the problems of this type tend to be through turret/shield count if using presets for loadout, correct quantity, race and type of station modules and docks, and inclusion of the required Admin Centre. I cannot recall if provision of a Manager, drones and ammunition where appropriate are also required. These might all be worth a quick count and check against the briefing requirements.
A dog has a master; a cat has domestic staff.
YossarianPl
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Joined: Fri, 5. Jun 20, 10:28
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Re: [5.10] Duke's Haven will not trigger mission progression

Post by YossarianPl »

I did a triple check with the stuff mentioned in the description. It only contained buildings and turret/shield count. If I exceed the count, it should be fine, right?
Alan Phipps
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Re: [5.10] Duke's Haven will not trigger mission progression

Post by Alan Phipps »

I loaded the save. Much as I suspected, you only have 148 of the required 150 shield generators.

If fixing that doesn't resolve things, you only have 312 PAR turrets but also 48 ARG M turrets (350 in all needed). You have outstanding upkeep missions for a manager and for cargodrones. I don't know if any of these things matter for the plot purposes, but those are all that I can see beyond the shields that might.
A dog has a master; a cat has domestic staff.
YossarianPl
Posts: 10
Joined: Fri, 5. Jun 20, 10:28
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Re: [5.10] Duke's Haven will not trigger mission progression - Too few shield generators.

Post by YossarianPl »

Thanks, I must have messed up at some point applying the template to all modules (I don't think there's a way of doing it in bulk, right?), I was sure I had the shields and turrets on all storage modules which was not the case.
Alan Phipps
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Re: [5.10] Duke's Haven will not trigger mission progression - Too few shield generators.

Post by Alan Phipps »

For the future, just look at the station information loadout screen and it summarises what is actually fitted. You don't have to max out every module, but just reach the briefed target numbers.
A dog has a master; a cat has domestic staff.
Titan Nya
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Re: [5.10] Duke's Haven will not trigger mission progression - Too few shield generators.

Post by Titan Nya »

Alan Phipps wrote: Sat, 31. Dec 22, 15:46 For the future, just look at the station information loadout screen and it summarises what is actually fitted. You don't have to max out every module, but just reach the briefed target numbers.
I learned something new today and saw (with loadout info) that I was lacking some shield too (sorry if I necro this post but at least I search before posting my problems)

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