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News:

Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Author Topic: [0.95a] Roider Union 1.2.2  (Read 131723 times)

Stormy Fairweather

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Re: [0.95a] Roider Union 1.2.2
« Reply #195 on: June 13, 2021, 12:40:50 AM »

so roider bases are permanent fixtures once they spawn?

ran into some in a nuetral system, and figured i'd clean it up for fun. mostly because they were harassing me about my transponder, and i aint gonna turn it on in deep space because of some flyboy. anyway, after having to go hostile to saturate the base (kinda a shame, wasnt looking to start an actual war), i noticed the base remained in orbit. just empty, uncolonizable even, and completely useless.

kinda seems to me that if you take out a random roider base it should be completely destroyed a la pirates/luddic path.
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SafariJohn

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Re: [0.95a] Roider Union 1.2.2
« Reply #196 on: June 13, 2021, 05:40:21 AM »

Random roider bases are always independent and don't bother you about your transponder.
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Stormy Fairweather

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Re: [0.95a] Roider Union 1.2.2
« Reply #197 on: June 13, 2021, 07:35:33 AM »

do they spawn extra bases that dont show on the sector map then? cause i found one that was unlisted and took it out, and it remained. and i only took it out cause the patrols were annoying me about my transponder.
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SafariJohn

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Re: [0.95a] Roider Union 1.2.2
« Reply #198 on: June 13, 2021, 09:54:52 AM »

Yes. They never respawn.
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Stormy Fairweather

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Re: [0.95a] Roider Union 1.2.2
« Reply #199 on: June 13, 2021, 11:21:51 AM »

huh, aight. i'd assumed colonys they started with would be marked on the sector map, at least after the system has been explored.
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