Once construction of a station is begun you can technically cancel construction, but it's better to make sure you build it in the correct place first rather than risk the possibility of something bugging out with the CV and/or Architect. If the CV is destroyed at any time after construction begins, you can replace it by being in the same zone as the location and the new CV (in your squad) and talking to the Architect. CVs have priority over stations when NPC ships wish to sell wares so station construction can be a bit smoother than supplying rare wares to stations. Otherwise build icons in space in each zone will not be visible and therefore cannot be clicked on to initiate building. Remember to equip CVs with Construction URVs & at least 1 Cargolifter URV before before assignment, otherwise you'll be waiting a /long/ time for the station to finish! Before you can order the Architect to build a station, it needs to be in the Skunk's Squad. The CV needs an Architect NPC, in addition to the normal crew options (Captain, Engineer and Defence Officer). Stations are built and repaired by Construction Vessels (CVs), which are sold by XL Ship Dealers and can only build the variants of stations from the CV's originating system. Even if a station's model is partially is in another zone, the build location defines which zone it belongs to. Mass traffic will connect every station within a zone and will not connect between zones.Therefore the placement of a station within one should take this into consideration if it is of importance to the player. They are centred on whatever made the zone (e.g. New zones in empty space will not be centred on a station you may build inside one.Station orientation isn't possible, and doesn't matter for this purpose - the distance checks assume a spherical shape. In practice you may not be able to build 7 stations in each zone, as build locations that are within a safety distance are disabled, so that fully extended stations can't overlap. A new zone in empty space has 7 build spots.A sector is a box with an edge length of 1000 km. A zone is a box with an edge length of 100 km.Having said that, due to the size of stations, less than 7 stations per empty space zone can be expected in practice. The following info is mostly from from DocAce and can be useful to be aware of. There are usually 2-3 build locations per regular zone, or 7 in "empty space" (which you can rename after a station is built there). Stations can only be built at predefined locations, which only have visible icons when you have a CV in your player ship's squad. Building can only be initiated if there is an Architect already on the Construction Vessel (see below). Information on the wares stations may produce and the building materials needed to make them are nicely presented here. Managers create Buy and Sell Orders which may be fulfilled by NPC traders, our manually-ordered trades or ships assigned to station Managers (reduces micro-management). However for it to really work for you, it needs crew and ships assigned to them (ship assignment is described below). Once a station is built or upgraded, its modules can work straight away if you manually supply the required wares. Warehouses from the HoL DLC are a little different in that instead of manufacturing, they operate as trading stations (described here). Some modules offer single manufacturing lines, others offer multiple manufacturing lines, and others offer rotating manufacturing lines that make several wares in sequence. Station construction generally entails building an initial stage, which will comprise a production module, and optionally upgrading with further stages offering further modules or utility.
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