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[FAQ
Forum Index » » General Support » » UGTO Planet problems
 Author UGTO Planet problems
DemonScarab
Admiral
T-Roy! and Friends


Joined: October 04, 2015
Posts: 5
From: Georgia
Posted: 2015-10-31 08:37   
Hi, I've been playing for a little while and I've got an issue when playing UGTO.
When I have a planet up and a shipyard and all the neccesary structures to allow the planet to build resources up to spawn larger ships, I notice that the planet never gets above 10k resources. I've disabled the starport, even removed it, and all the barracks that are on the planet, and still, I drop to 10k every time.
Is there something I'm missing?
There are a few defensive bases on the planet, are those taking resources?
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Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2015-10-31 10:02   
i suspect you're seeing one hundred thousand, not ten thousand.

100,000 is the resource cap for barren-type planets. more habitable types have higher resource limits. the limit is there so that planets dont stockpile ludicrous quantities of resources (and also works to limit ability of players to spawn buttloads of ships fresh out of the shipyard)
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DemonScarab
Admiral
T-Roy! and Friends


Joined: October 04, 2015
Posts: 5
From: Georgia
Posted: 2015-10-31 10:12   
I know the resource cap for a barren is 100k, but actually, this is an Arid planet. They cap around 200-300k, if my memory serves.
Something changed apparently, The planet started gaining resources after a good hour. Nevermind. thanks though Doran.
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TroyMars
Chief Marshal
T-Roy! and Friends


Joined: July 05, 2005
Posts: 267
Posted: 2015-10-31 10:32   
I was playing at the time, and the starport originally was set wrong. Export only. Switched it, but no change seen for the rest of the night.
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| Dark Hiigaran |
Chief Marshal

Joined: July 07, 2007
Posts: 426
From: Slovenia (Europe)
Posted: 2015-10-31 13:53   
its the giant pumpkin's fault
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DemonScarab
Admiral
T-Roy! and Friends


Joined: October 04, 2015
Posts: 5
From: Georgia
Posted: 2015-10-31 18:24   
I think I might have adjusted it properly now, it started working randomly, but it seems to be a constant issue when taking over planets. Something keeps taking all the resources till the planet hits 10k, then sticks it there for quite a while. I got around it by forcing a planet to have about 53 mining, then left it alone for a good 30-40 minutes.
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BLADERUNNER2019
Chief Marshal
Ravenous Wolfpack Clan


Joined: December 18, 2010
Posts: 140
Posted: 2015-11-01 00:36   
press ctrl d twice to solve this issue

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Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2015-11-01 05:17   
10 credits that it has to do something with some player lining up fresh new stations for launch in the planet's Shipyard queue.

Wonder what happens when such a planet changes sides.

Maybe letting allied players see a planet's queue could help, even in command line form like Ship model, resources consumed/total, issuing player.


And while at it, maybe a command to remove your queued ships (oldest or all) from a planet's shipyard.
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Forging legends and lives outside till naught remains inside.


DemonScarab
Admiral
T-Roy! and Friends


Joined: October 04, 2015
Posts: 5
From: Georgia
Posted: 2015-11-01 16:05   
Wait... You queue up stations? they dont instantly pop like every other ship?
I'm missing something here...
_________________


Walrus of Apathy
Admiral
Templar Knights


Joined: August 07, 2005
Posts: 466
From: Dorans Basement
Posted: 2015-11-01 19:06   
Quote:
On 2015-11-01 16:05, DemonScarab wrote:
Wait... You queue up stations? they dont instantly pop like every other ship?
I'm missing something here...



If the planet doesn't have the resources to build a ship immediatly, it will add it to a queue and build it as resources become available.
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TroyMars
Chief Marshal
T-Roy! and Friends


Joined: July 05, 2005
Posts: 267
Posted: 2015-11-01 22:08   
Quote:
On 2015-11-01 05:17, Forger of Destiny wrote:
10 credits that it has to do something with some player lining up fresh new stations for launch in the planet's Shipyard queue.

Wonder what happens when such a planet changes sides.

Maybe letting allied players see a planet's queue could help, even in command line form like Ship model, resources consumed/total, issuing player.


And while at it, maybe a command to remove your queued ships (oldest or all) from a planet's shipyard.




Yep. That's what it was. He had mentioned he had kept dumping res on it, but no change. I noticed the Starport was exporting only, but the AI Tranny prolly didn't have that kind of speed.
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