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fiddlybits

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  1. Like
    fiddlybits reacted to Wolfram in How would you have fixed DU ?   
    I like the concept of DU, the way things are mostly seamless, specially regarding to flight (atmospheric and space), they do have good tech, made by really talented people here.
    The big mistake (that still happens), at least in my point of view, is that while the game was created with the intention of everything being player-made or player-driven, they still keep adding arbitrary limitations to the game, which goes completely against the sandbox concept (sometimes, even the concept of a game, which is being fun).
     
    For example, limitations regarding what's allowed via scripting or building hurt quite a lot, but timers also hurt as well. Plus, some things that would have made the whole experience much nicer haven't been implemented until today.
    Player markets could've been so nice, like, if we could add a Market Pod ourselves to a Container Hub and have a centralized place where we could add buy/sell orders in our construct, with that the number of districts and overall markets could be reduced per planet, which would give players a reason to make connections to get better offers. That's the kind of mechanic that is kind of implemented already, but is restricted and can't be implemented by players in any way. It gets even worse when we don't have reverse dispensers that buy stuff or don't have even the basic QoL to dispensers, which would be allowing to increase number of batch sizes at buy time...
     
    The game idea is good, and I'm sure there's lots of talented people working on it, but sadly, whoever is in charge of making decisions doesn't seem to understand that for emergent gameplay to properly flourish you need to offer players freedom and tools for that...
  2. Like
    fiddlybits reacted to RugesV in HOW TO PREPARE FOR PVE MISSIONS   
    Can you guys add Aegis as an origin location?
  3. Like
    fiddlybits got a reaction from GraXXoR in Steam Base Builder Fest   
    I did not see it listed while browsing the base builder sale page either. I had to search for DU in order to get to the game's page with the discount.
  4. Like
    fiddlybits reacted to NQ-Wanderer in DUAL UNIVERSE: WHAT'S COMING NEXT   
    Hello, everyone! I'm Mark van den Heuvel, known to many of you as NQ-Deckard, a member of the Production team here at Novaquark.
     
    First, to those of you who celebrated your new year recently, I wish you a wonderful new year, and I look forward to seeing all of your creations in-game. As we step into 2023, I want to bring you all up to speed on where we're at with Dual Universe and where we are going.
     
    After our launch last September, we have all worked hard to squash remaining bugs and improve balancing. We also delivered the promised digital Kickstarter rewards to our backers.
     
    As is always the case with Dual Universe, work does create itself in front of us, and we have a great deal to work on and improve. One of our current central goals is to enhance the gameplay experience and catch up with some features and quality-of-life improvements, particularly some of those requested by our community.
     
    Let me walk you through some of what we have planned for you both soon and further down the road.
     
    Planets

    We’ve recently released a new version of Talemai, and we’re continuing work on the others. After reviewing our progress, we've decided to take extra time to make the new planets truly feel different with new art, new terrain, and more exciting features. This means they are coming at a slower pace and possibly in a different order than we had envisioned. Expect new teasers, concept art, and images from us soon™!

    Combat Missions

    We had decided early in the life of Dual Universe not to focus on a PvE combat system, given other priorities. With all of the feedback we’ve received since the beginning of the game, PvE combat has consistently remained a highly requested feature from our community. We always try to listen to your feedback, and I’m happy to announce that we have begun work on implementing the first iteration of a PvE combat system into the game!
    We’re planning the first version to be a PvE mission system that takes players into combat in their ships. The missions will scale in size to allow all players (solo or part of a larger group) to participate.
     
    We’re very excited about the PvE combat feature. It will add more engaging gameplay for all Noveans and allow players to try out the rigors of space combat before heading out to battle with other players in Dual Universe PvP.
     
    We are still in the early development of this feature, and it will take time, but we are already looking forward to seeing you all trying it in future PTS sessions. Your feedback will be instrumental in our developing PvE combat in Dual Universe.

    PvP Improvements

    Following a recent and very successful round table discussion with members of our PvP community, we are reviewing all the feedback gathered and our own data to determine what changes we will make. We are considering increasing the importance and/or requirement of having voxel armor onboard successful PvP ship designs, finding ways to encourage multi-crew ship setups, and potentially restricting the ability to remove cargo while in combat. Stay tuned for more exciting developments on PvP.

    Contest Winner Constructs

    Before launch, we ran the Build Your Legacy Contest for players to design starting outposts and speeders, with the winning entries being added to Dual Universe. We are currently working to make the constructs that the contest winners submitted available as options to select during the first start of the game, and we are also looking to make these available for purchase in the UEF shop. The contest entries were original and impressive. I want to congratulate all of you who took part. 

    Maintenance Unit

    A complete rework of the repair unit was planned for the 1.2 release just before the holidays. The feature still needed more work, and we decided to delay its release with plans to include it in the upcoming 1.3 update. When finished, the repair unit will be replaced with the maintenance unit, which can repair constructs with scrap and disassemble constructs. However, construct disassembly is the feature that still requires the most work, and we are determining if the feature will make it into the 1.3 release. When added, this feature will remove the pain of finding that one last bit of voxel in a construct and make redesigning builds easier, with the Maintenance Unit taking down constructs for you.

    Joystick Support

    Dual Universe already has a basic system to connect joysticks to the game. However, these were never cohesively connected with the Lua system. We will change that, allowing players to map analog and button inputs from Joysticks, Throttles, Pedals, and even simple Gamepads into Dual Universe. This will significantly improve the flying experience for non-Lua developing players and open new doors for Lua developers through projects such as Lua arcade games, custom flight control systems, and other nifty things our community creates.

    Default Lua Configuration Rework

    Once we’ve added Joystick support, we will redesign the default Lua scripts we give to players. Our community has long requested this update, and we want to ensure we deliver it. We will add a full suite of features and improvements. This means new Lua flight control systems, the ability to toggle widgets on and off without requiring Lua code, and integrating several systems not fully encapsulated in current control scripts, such as Anti-Gravity Generators.

    Fuel Intake Changes

    This has been a popular demand by our players, and we are looking into options to allow players to refuel tanks from another element. Currently, we plan to make a  'Fuel Intake' able to act as a proxy for a single fuel tank. This feature is still on the drawing board and may change as we dive deeper into it.
     
    -------------------------------------------

    As always, thank you for reading this short overview of some of what’s coming up. I hope you have a clearer picture of the direction we're taking Dual Universe in, and I look forward to hearing your thoughts on the forums. Have a wonderful day.
    - Mark (NQ-Deckard)
     
  5. Like
    fiddlybits reacted to NQ-Nyota in Why is the "Idea Box" forum disabled to post suggestion? Do the developers know everything we want to see?   
    When we updated the forum, we made an announcement about it and explained about the Idea Box and what was happening with it. 

    More specifically about the Idea Box this was said: 

    "The "Idea Box" forum section will be closed soon as well: we thank you for all your input and ideas you have shared with us. However, right now, we already have a (very) long list of things that we want to add to the game. It doesn’t make much sense to ask for more suggestions and keep this section open for now, as we won’t be able to allocate much time for new ideas in the near future and may give the feeling that the team doesn’t listen to the Community. So we prefer to close it at the moment, and reopen it later when the developer team will have some bandwidth to take into consideration new ideas. You’re still more than welcome to share your feedback and suggestions on what to improve among the already existing features in the game in the thread dedicated to specific features!"

    You can read all about the forum changes in the announcement area and here's the link.
     
     
  6. Like
    fiddlybits reacted to DatsunE46 in Very frustrated with the talent tree not telling you what you need to activate specific factories   
    right click to inspect, scroll in the new window and you will find an impacting talents drop down box, open it and youll find out what you need. it could be alot more intuitive i do agree.
  7. Like
    fiddlybits got a reaction from Doombad in Whats coming next now that 1.2 has been delivered?   
    They are likely enjoying the holidays. The original 1.2 announcement was for January and was partially released early. Hopefully we'll hear more details about the remaining 1.2 features like scrap recycling and 1.3 plans in January.
  8. Like
    fiddlybits reacted to kulkija in Merry Christmas and Happy New Year   
    Merry Christmas and Happy New Year 2023
    -k-
  9. Like
    fiddlybits reacted to NQ-Nyota in THE JINGLE BELL HOP SLEIGH RIDE TOUR!   
    Hey everyone! 
     
    We just wanted to give everyone a HUGE HUGE HUGE thank you for attending our Jingle Bell Hop Sleigh Ride Tours! We hope that you had as much fun as we did and we hope to see you on another tour in the future! 

    As promised, here is a long list of locations of places we visited or flew by (In no particular order):

    The Prospectors Factory  ::pos{0,2,35.0955,86.5170,-0.0000}
    Darkstar Divisions ::pos{0,2,35.6273,87.4019,-0.0001}
    CrazyCrew Universe  ::pos{0,2,34.7581,72.5932,-0.0001}
    Alioth Marina ::pos{0,2,38.3030,62.7695,34.2826}
    Wonderland Racetrack ::pos{0,2,41.4708,78.0550,71.7318}
    Wazzas Ailoth Base ::pos{0,2,50.3104,81.0950,26.2837}
    Nitro City ::pos{0,2,39.4566,63.6038,177.7863}
    Dead Reckoning Shipworks ::pos{0,2,42.0423,86.1491,-0.0000}
    BorK-Station ::pos{0,2,20.4045,99.5840,100.4384}
    Dragons Spire  ::pos{0,2,31.4334,109.0876,64.0981}
    Kosmos Showroom ::pos{0,2,2.8507,105.4220,53.0799}
    Hadron HQ Alioth ::pos{0,2,-21.7558,122.4978,129.6287}
    The AESIR Showroom ::pos{0,2,-1.0125,166.0309,-0.0000}
    Dark Forges ::pos{0,2,-1.1502,178.6903,55.2632}
    The Giza Plateau ::pos{0,2,36.8486,105.3679,247.2923}
    New Vegas / The DOME / Dazz Auto ::pos{0,2,36.0281,105.1504,-0.0000}
    ChimerA Base ::pos{0,2,37.1524,103.9408,130.4791}
    Tatooine Trading Post ::pos{0,2,20.1614,104.4010,50.1527}
    Obsidian Paradox Shipyard Complex ::pos{0,2,16.8529,83.9891,344.2610}
    Flo's Home in the Hot Desert ::pos{0,2,4.2278,74.9652,59.4165}
    SOL Galactic Consortium ::pos{0,2,-8.9056,77.9598,-0.0000}
    ADMI Build Store ::pos{0,2,-24.7372,16.8070,151.6790}
    Seekers Wonderland ::pos{0,2,31.8085,75.9459,339.3501}
    sHuRuLuNi's Floating Island and Illyrian shipyards  ::pos{0,2,1.1784,77.6985,-0.0000}
    IC Spaceport & Gingerbread Tiny House Build Contest ::pos{0,2,8.0898,79.9377,76.6290}
    Underdun Arcade ::pos{0,2,38.0757,106.5348,116.8560}
    [DRM] Pixel Art Museum ::pos{0,0,-1230638.0590,1201611.7230,-2617105.4044}
    Chalana's Atelier ::pos{0,27,14.6313,108.1493,310.1708}
    District 11 Replica & Industry Cube ::pos{0,27,12.8247,-67.3016,-0.0000}
    SNS Sentinels Junkyard ::pos{0,22,-22.9251,157.8422,21.2080}
    SNS Sentinels Showroom ::pos{0,22,-24.0681,158.4720,64.3307}
    Starlantis (::pos{0,0,-1000318.6091,592898.9957,-1417832.3316})
    MBI ::pos{0,2,40.2439,88.1248,0.0000}
    Planets Alliance / Hyperion Ship Expo ::pos{0,2,34.3525,83.5579,123.4134}
    Dolphin Cove Resort ::pos{0,2,38.5285,61.2428,-7.2995}
    CUBE Station ONE ::pos{0,0,19360.4573,283803.7807,172900.9854}
    Lexikon @ Aegis Market ::pos{0,0,13855593.4013,7386818.1901,-258385.6218}
    Utopia II ::pos{0,0,13808486,7372041,-273161.0125}
    Ikara Industries ::pos{0,2,21.3359,129.9867,116.0849}
    Shai-Hulud Home Base ::pos{0,2,22.7625,113.9618,157.6765}
    UEF Outpost Museum ::pos{0,0,-9633.8508,107098.3627,-60013.5106}
    Darkmatter Military Base ::pos{0,2,18.3089,93.9870,127.5041}
    Pepes ::pos{0,2,20.7275,99.7466,29.2656}
    Intergalactic Explorers HQ Alioth ::pos{0,2,21.5772,103.2957,13.4495}
    Statue of Liberty Recreation ::pos{0,2,45.0037,86.3866,992.9501}
    Moonrise Valley ::pos{0,2,55.0675,85.4581,510.0347}
    VOL Industries ::pos{0,2,27.0259,76.5825,-0.0001}
    Scherbenhaufen Schiffswerften ::pos{0,27,53.0718,-0.6428,144.1973}
    RC Square ::pos{0,27,-65.4827,0.0261,262.3828}
    DIA Plaza ::pos{0,2,32.3115,109.1064,145.7383}
    UEF Medium Ship Museum ::pos{0,2,1.0569,157.7369,186.3855}
    One Ring to Rule Them All ::pos{0,0,-414640.8856,1065492.1661,-1244357.2535}
    Omega Factory ::pos{0,2,34.7554,85.4909,192.3160}
    Outpost Base Pad ::pos{0,2,36.0884,124.3124,61.3999}
    TMO HQ ::pos{0,2,23.0625,70.5238,0.0000}
    Club Six-C ::pos{0,0,-1000510.8803,592276.3465,-1417911.7840}
    stargate ::pos{0,26,81.2468,26.7367,10.7586}
    VB's Retreat ::pos{0,9,15.2567,21.5078,501.2119}
    CYT Station 19 ::pos{0,419,-21.5697,35.2294,-721.3115}
    NovaX building site ::pos{0,3,48.9306,-61.5243,6279.1865}
    Hyperion Main Station ::pos{0,0,-91325.0628,408201.3070,39856.4801}

    Phew! That's a lot of traveling. Once again, a gigantic thanks to everyone for joining us or for submitting places for us to land the sleigh. 

    Wishing you all the best this holiday season Noveans, please stay safe wherever you are no matter what you celebrate (or don't celebrate), and we'll see on the next tours! ❤️  
  10. Like
    fiddlybits reacted to Zeddrick in Opinion from Sanctuary hex owners   
    The whole concept of sanctuary and, to some extent, haven seems broken to me.  The only reason I have a Sanctuary tile is because the STU in my inventory was annoying me so I went and put it somewhere.  The problem with Sanctuary in particular is we are playing an MMO, which means interacting with other players, which means being somewhere where other players are so the market is stocked, there are things to look at, you see other people out and about, etc.  Sanctuary breaks this by being an 'exclusive' space where most people can't have a tile, which means that there won't be many other players around.  That makes it a bad space to use for developing any sort of base or whatever (nobody will see what you make, markets won't be stocked, etc) so nobody really lives on these tiles, making the problem even worse.
     
    And they made they sky a horrible orange colour.
     
    Haven is pretty similar actually.  People can settle there, but the large number of claimed tiles means players are far from markets, making them bad places to live.  Nobody can sell, unclaim or transfer their tile so a lot of the ones nearer the markets will be used by players who have stopped playing or who are alts, making the claimed area a bit stale.  I have a nice Haven tile and would like to use it, but the area around it is empty and making use of it is pointless so I moved near the districts like everyone else.
     
    In order to be useful the areas around the moons will need to be more like the tiles around districts, able to eventually be reclaimed if someone leaves the game to keep the area around them fresh and actually used.  The 'I can leave the game and keep my constructs safe here' feature is OK up to a point, but you can't move your static constructs back to the safe moons anyway and this functionality could be enabled some other way with a special aphelia-owned long term storage tile which hides unused constructs or whatever.
  11. Like
    fiddlybits got a reaction from Novean-61657 in Missing asteroids?   
    I believe so. I've been able to visit several asteroids that spawned prior to the patch and they are in the game.
  12. Like
    fiddlybits reacted to Sarrah in The devs need to pay attention and learn from other more experienced Dev teams when it comes to Community and player communication. ( A open letter to NQ)   
    Yeah, 18 hour Friday, Saturday's and Sundays.... since release day one.  ( 9+ hour in game week days as well as a full time job 10+ hour days in tech)

    LeeRoy, Kernel and SC0tty took 3 days off work on release and didnt sleep... ( Que no life comments) 

    HUGE station was the largest construct in game, Starlantis is currently holding that title. 

    We had some drama after the BETA wipe announcement where a Legate we played with for 2+ years stole all of our engine parts 1500+ of each basic engine part..  He rage quit hard enough to where he didn't want the station to fall into release ---> via BP's,

    Admittedly some of us didn't either. I myself stopped playing.. But because of the theft we locked the station's RDMS and never looked back. out of the 5 of us 4 came back after release and rebuilt the station in hopes it would help the game build its player base. 

    For legal reasons we cant name the individual who screwed HUGE. Long simple story short, it was a former disgruntled NQ dev..  LeeRoy is not to blame here but he did rage quit after this person screwed us all ( once he was also aware of the wipe) . We had a rule to never look into other owners cores and storage. So when we lost our internal stash we never thought other owners also lost theirs. But apparently they did, 

    Its come to our knowledge that some did. If you're one of those people please send LeeRoy a message on discord. He will make it right. 

    This is "Starlantis" the largest construct in game atm. 

    Built by three players who all work full time jobs. Without exploits. Just a ton of time and a decent amount of effective planning. 

    Over 300+ cores, M, S and L. 

    We are here to try and make this game what it can be through proper feedback and experience.

  13. Like
    fiddlybits reacted to Leniver in Are my data safe?   
    Hello everyone,
     
    I had a bug when going on the website, the website was refreshing non-stop so I did some investigation.
    The website uses "standard" advertising, social media and analytics providers like "Facebook, Twitter and Google", I am OK with that.
     
    But I was very surprised to see that the site uses an external provider for most of its content.
    This provider is https://prismic.io/ which seems to be a company specialized in website creation.
     
    So I went to the "Privacy Policy" to see if it was mentioned that my personal data were processed by this external operator and ... nothing.
     
    So, here are my questions. 
    Are my personal data protected?
    Why is some of my data being transferred to Prismic?
    What data exactly do they have access to?
     
    Kind regards
  14. Like
    fiddlybits got a reaction from Msoul in Game Design mistakes, but love NQ Rocketman   
    Agreed, NQ Rocketman has always been kind and fast to respond to my support requests.
  15. Like
    fiddlybits reacted to Siodacain00 in Game Design mistakes, but love NQ Rocketman   
    Amidst all the negative if valid feedback wanted to call out NQ Rocketman.. fast effective responses to both in game and technical issues. Impressed dude, thank you.
  16. Like
    fiddlybits reacted to Msoul in Air delivery challenge no longer available for me?   
    Just to follow up on this, the Air Delivery Challenge was re-enabled in the last update. Best of luck out there improving on your time and earning that quanta.
  17. Like
    fiddlybits reacted to Roustabout in Dual Universe "Economy" by the Extraction Cartel   
    It has been 2 months since DU launched and “Economy” by the Extraction Cartel is back up and running. The original market analysis from Beta has been updated for release and has some great new features.   You can find it at http://extractioncartel.com/ or this direct link to the analysis Macro Market View Micro Market by Market view Alioth Board of Trade (raw and refined materials) Item history and analysis Trade routes Real Estate brokerage service Player market service Base Build costs   I started and stopped this post 3 or 4 times as the future of the game seems to hang in the balance. Ultimately, I decided to release this tool to the general public for three reasons:   I’m a huge fan of what Dual Universe could be and I very much would like it to be successful The subtitle of Dual Universe is “THE SPACE MMO ENTIRELY BUILT AND DRIVEN BY PLAYERS”. While I do hope for more market tools from NQ, this is my contribution to the game. Information is power and I hope this tool helps players understand the market and engage in the broader player driven economy   To others who are working on similar market analysis tools, please feel free to reach out to me. I’m looking to collaborate and help deliver a high quality tool to the player base. I hope you find this tool valuable. There are undoubtedly mistakes so if you find one, let me know.   Email: extractioncartel@gmail.com In Game: Roustabout or MissFortune Discord: Roustabout    
     
     
     
  18. Like
    fiddlybits reacted to NQ-Deckard in Static Construct Altitude Limit   
    Hello Noveans,

    It has recently come to our attention that a number of static constructs have been deployed at an altitude above what we previously had defined as the vertical limit of around 1000m.  At this time we are unsure why this limit is not being applied as intended, and we are currently investigating this issue in order to resolve this.

    As we are revisiting this limit while it is not currently functioning, we will be exploring our options to implement a more adjustable approach in order to have different limits for different planets. If successful we will also eventually be including this value at a later date in the shipped atlas.lua file, allowing Lua control units to also read this value for each planet and use it to fly above static constructs.

    Why are you stifling my dream of building a tower that connects a moon to a planet!?
    We also want to be clear about the reason for this limit, it is not here to stifle your dreams of building large towers and structures made of multiple static constructs. It is here, so we can ensure a reasonably safe boundary layer for atmospheric flight by all our players without the concern of encountering a random building in your flightpath while flying at high speeds. Chances are, the build limits will likely be slightly more accommodating than the previous system and allow for slightly more building height in the end, this however remains to be seen.

    So what about the existing constructs that are not adhering to this restriction?
    Well, as we are unsure why this build limit suddenly deactivated and we are refining it anyway. We will allow these constructs to remain for two weeks beyond the implementation of the new height restriction system. Two weeks after the new restrictions are in place, we will begin removing  or moving any static constructs beyond the defined altitude limit of each planet to ensure they are not inside the boundary layer. Keep an eye on the upcoming change logs for a list of the altitudes for each planet.

    I hope this clears up any and all confusion on the topic, and thank you all for reading.
    - NQ-Deckard
  19. Like
    fiddlybits reacted to ColonkinYT in How to bring T1 bots back   
    I will not say now whether bots are needed or not.
    One moment bothers me.
    Twice in the last week we have been deceived.
    First, they introduced restrictions on calibration, although it was said that this was not an exploit.
    Now they write that market bots are not needed, although a month ago they said that they should be updated.
    The game is more and more like a scam...
    It seems that none of the statements of the developers can not be trusted. We must conclude...
  20. Like
    fiddlybits reacted to RugesV in Exploit with mining units   
    yes allot of people did sell it. but I am pointing out in the grand scheme of things that amount of ore did not imbalance the economy. Because if it was that imbalanced the prices for the calibrated ore would be allot lower then the price of ore you cannot calibrate. 
  21. Like
    fiddlybits reacted to W1zard in Auto-Balance missions   
    Make missions reward dynamic.
    E.g. lower the reward for specific mission for everyone, when someone delivered it, and make the reward grow slowly by time when no one does them. Also with this you can remove the hard cap of 1 package per account to make big hauls accessible by everyone.
    They will balance themselves out very quickly this way.
  22. Like
    fiddlybits reacted to W1zard in Auto-Balance missions   
    I think you don't see full pictures here.
    Mission runners who do mission with 50 alts don't pay for their alts with real money.
    They buy DACs from other players for quanta, increasing their overall alt army, and making even more quanta progressively.
    Everyone can do that with an investment for about 300 mil quanta. That's not a very large amount.
    And the amount of quanta you can generate that way if absolutely absurd, that's hunders of millions daily.
  23. Like
    fiddlybits reacted to Atmosph3rik in I'm going against my own advice...   
    An eye dropper tool would be incredibly useful.  I would love to have it.
     
    I usually copy a single voxel, or a chunk of voxels, of the material i want to use, and then paste without dominance, to use it as a sort of paintbrush.  Saves the step of actually equipping the material. 
     
    Not to derail the thread too much.  But what i would REALLY like, is for Honeycomb to be simplified into just the basic materials.  So when you want to use Steel Honeycomb for example, you would just equip "Steel Honeycomb" and then choose a color/pattern from a palette, and then deploy it.  And when you delete it, you get back the same base honeycomb material.  That way i wouldn't have to store 5000 different types of honeycomb.
     
    I know NQ has mentioned that they would like to do this.  But i really hope they make it a priority.
     
    It would make Blueprints much easier to deploy.
     
    It would encourage players to experiment with more of the available colors and patterns.
     
    And i think most importantly it would make the base Honeycomb materials into a commodity that could actually be bought and sold successfully on the markets.
  24. Like
    fiddlybits reacted to Necormax in Cast Your Vote For Your Favorite Creepy Constuct!   
    I voted for the Diorama by Femijuwi. She is my daughter, is 10 years old and loves pixel art. She has't only made the diorama, but also some other pixel art. This weekend we try to open her shop.
  25. Like
    fiddlybits reacted to Msoul in This needs to be adressed immediately @NQ   
    Hey there Rimezx. I just wanted to point out that a player's safe moon territories (ie: Haven and Sanctuary) are currently exempt from said abandonment system. These locations can thus be used for longterm storage in the event anyone wants to take a 3+ month vacation. Just keep in mind that only constructs belonging to the owner of the territory are exempt, so if assets are tied to an organization said player will need to transfer ownership to themselves for this to work. With that said, organization owned constructs will only become abandoned if said organization lacks construct slots or does not have at least one active legate (ie: with active subscription).
     
    Hope that helps.
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