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[1.1.3.2] Colonizing & Pirate base

Posted: Tue Apr 04, 2023 10:49 pm
by Thineboot
I colonised a planet with a friendly (military refuelling) pirate base in orbit, and puff, not boom, just puff, the spaceport was gone as if it had never existed, and my ambassador on board, acting as my skilful intermediary between my interested private investigators and their science guy, died during the puffification event.
Puff, the Magic Pirate
Puff, the Magic Pirate
image_2023-04-05_003952639.png (136.7 KiB) Viewed 340 times
If you need a save game, it happened that I saved just before colonisation.

Edit: added version

Re: Colonizing & Pirate base

Posted: Wed Apr 05, 2023 11:18 am
by Gorofin
I think all (enemy and own) constructions in orbit will be deleted after colonization. Sure, that is not the best solution, but a simple one. Retire them would be better, but retiring of orbital objects is not in the game.

Re: Colonizing & Pirate base

Posted: Wed Apr 05, 2023 12:39 pm
by Thineboot
Gorofin wrote: Wed Apr 05, 2023 11:18 am [...] Sure, that is not the best solution, but a simple one. [...]
Yes, it's the simple way to prevent alien stations in orbit of empire colonies.
Note that you can have stations in orbit of independent colonies.
Gorofin wrote: Wed Apr 05, 2023 11:18 am I think all (enemy and own) constructions in orbit will be deleted after colonization. [...]
Your own mining stations will be destroyed during colonisation, as your colony will mine itself.
Your own research stations and resort bases will stay in orbit.
Gorofin wrote: Wed Apr 05, 2023 11:18 am [...] Retire them would be better, but retiring of orbital objects is not in the game.
You can Scuttle any own station and you get at least some debris.

And that's what could/should happen. Instead of puffing the spaceport away - there are better solutions, but at least that would not need more than a function call at the moment - the alien spaceport should scuttle.
As for any character aboard, own characters should be transferred to the new colony. Alien characters could either be transferred to their nearest own location/ship or at least get take their chances and enter an escape pod.

No new solutions would have to be found, the functions are all written, they just have to be called.

Re: Colonizing & Pirate base

Posted: Wed Apr 05, 2023 1:38 pm
by MaximKI
Hey thanks for the report, do you have a save for before and after the event, as well as steps to reproduce?

Re: Colonizing & Pirate base

Posted: Wed Apr 05, 2023 2:18 pm
by Thineboot
MaximKI wrote: Wed Apr 05, 2023 1:38 pm Hey thanks for the report, do you have a save for before and after the event, as well as steps to reproduce?
Thineboot wrote: Tue Apr 04, 2023 10:49 pm[...]
If you need a save game, it happened that I saved just before colonisation.
See PM, it's 20 sec before the colonisation :)