Stuck Ship

Recently refitted Dreadnought

I have a Dreadnought that I obtained early on in the game, I think it was an enforcer unit?

Anyway, after I developed the appropriate technology I refitted it and parked it at a colony planet. 

Now it is stuck there. Other ships go in and out of orbit, just this one is stuck.

14,314 views 9 replies
Reply #1 Top

Did you happen to refit it as a Flag ship or with a transport module ? If so, flag ship and transport ship have one citizen on them so it can't get out of the colony since there's only 1 citizen present on the colony.

Reply #2 Top

Ah, thanks. That will be it.

Is there any way to ever get it out or is the ship lost forever?

Reply #3 Top

I'm thinking you could refit it back to a non flag/transport ship ? Else you could try turning the world into a core world so it can have more then 1 citizen in orbit (if the world is core-able that is possible).

I wonder if you could send another transport ship there and see if you can move one citizen over. I'd think the easiest way though would be to refit it back to a normal ship.

Alternatively you could try to use a console command; not sure if it'll work though. Enable the console in the settings, then open it using ~ or which ever key you got set for it, then type hotkeys. Select the ship that stuck and press F1 while pointing the mouse on a nearby Hex. See if that moves it. Makes sure you save your game before trying this though !

Reply #4 Top

Tried sending a colony ship but that didn't work.

Can't refit in orbit.

Can't turn into a core world.

Can't select a ship in orbit so can't move it with any console commands.

This seems like a basic game design problem.

It never made sense to me that the only way to refit a ship is in open space rather than at a space dock or in orbit.

That you can add a survey module to a ship in space that results in that ship being trapped forever if you make the mistake of parking it at a colony for repair is just dumb.

 

 

Reply #5 Top

Would you care sharing a save file with us so we can take a closer look ourselves ? Best place would be on the gc4 discord! Here's the link to the server: https://discord.gg/galciv 

Reply #6 Top

OK. I wasn't sure what to do with it. I attached it to a post in supernova-feedback-and-sitereps.

Reply #7 Top

@Draver

What I expect has happened is that because the survey module was added to an existing ship rather than fitted at a shipyard, there was no citizen on board. It worked perfectly well in deep space, but once it arrived at a planet, ANY planet, it tried to add the missing citizen. If this is the cause, then the ship would have been stuck, even at a core world, if there was not a spare citizen available to allocate to the ship.

I thought I had parked it at colonies previously (maybe not) without a problem. This may be because it was still an enforcer(?) when I did this, which is a special case, but after I refitted it, it became a standard ship and needed the citizen.

Wondering why a survey module requires a citizen?

 

Why should ANY ship require a citizen to launch? I should be able to move an empty ship from a core planet with high production but few citizens to a planet with lots of citizens and low production to take onboard colonists, troops etc.

This is going to create a problem when refitting a ship with ANY module that requires a citizen?

Reply #8 Top

Quoting Goresh, reply 7

@Draver

What I expect has happened is that because the survey module was added to an existing ship rather than fitted at a shipyard, there was no citizen on board. It worked perfectly well in deep space, but once it arrived at a planet, ANY planet, it tried to add the missing citizen. If this is the cause, then the ship would have been stuck, even at a core world, if there was not a spare citizen available to allocate to the ship.

I thought I had parked it at colonies previously (maybe not) without a problem. This may be because it was still an enforcer(?) when I did this, which is a special case, but after I refitted it, it became a standard ship and needed the citizen.

Wondering why a survey module requires a citizen?

Why should ANY ship require a citizen to launch? I should be able to move an empty ship from a core planet with high production but few citizens to a planet with lots of citizens and low production to take onboard colonists, troops etc.

This is going to create a problem when refitting a ship with ANY module that requires a citizen?


Reply #9 Top

Yeah, thank you for sharing the save file. I'll get this to the dev team next week so they can take a look. The ship in question is strange to me as it doesn't show the Flag Ship module when inspecting it. Hopefully the dev will be able to figure out and fix the issue in the future.