Author Topic: Building Problems  (Read 2286 times)

Offline crusher

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Building Problems
« on: May 15, 2007, 04:01:15 PM »
Hey, I just grabbed outpost 1.5 and I really like it, but I can't survive more than a few turns because I can't get the buildings I need. I start off with just the bots and then out of nowhere I'm able to build an agriculture dome and a few other things, but after I pick one of them, they all go away and never come back. Why is this happening, and how can I keep the options to make these buildings? Thanks.

Offline Sirbomber

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Building Problems
« Reply #1 on: May 19, 2007, 11:39:55 AM »
You need to have bulldozed (flat) ground connected to a tube.
Something like:

0 = Regular Terrain
B = Bulldozed Terrain
X = Building
+ = 4-directional Tube

Inital site: (No building sites)

After Bulldozing: (4 Building Sites)


After Building: (No Building Sites)


The same goes for underground, though you need to use the Robo Digger to expand your underground area. (You can also add more floors, but you should concentrate on one level before moving deeper into the planet.)

Of course, in Outpost 2 you don't need to bulldoze the ground before you can build on it.

Edit: Added this example:

Bulldozed with no Tubes Connected: (No building sites)


Unlike in OP2, you can't build buildings next to other buildings without a tube connection. Example:

Can't build anything there. However:

You can build there.

Hope this helps!
« Last Edit: May 19, 2007, 11:42:41 AM by Sirbomber »
"As usual, colonist opinion is split between those who think the plague is a good idea, and those who are dying from it." - Outpost Evening Star

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Offline Lysol

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Building Problems
« Reply #2 on: May 23, 2007, 02:37:57 AM »
Ok first thing you need to understand is when the SEED lander starts up.  Your people are in orbit and are awake looking at thier new home, breathing air and eating food.

You got till turn 11 to have the following
1.) a Tube going down one level.
3.) your factory building more robo dozers
4.) Robo miner mining.
5.) your digger going down a level and expanding it.
2.) space cleared for the essentials
a. Chap -they gotta have clean air
b. Agridome -Food
c. Robot command
d.) warehouse
e.) storage tanks.
f.) Spew

Chap and Agridome are first.  Always.


A= Agridome
C= Chap
R= Robot Command
W= Warehouse
S= Seed Lander
F = Seed Factory
P= Seed Power
C= Command Center
M= Seed Smelter
T= Storage tanks
E= Spew

Now on your lower should have the following by turn 12

1.) A digger expanding
2.) Enough Room for two residence.

Now each turn is one month.  Your first five years are going to be the hardest on the colonist because its an alien environment.  Moral will be low, birthrates will be high because of the survival mode everyone is in....and it will take a steep drop once news of Earth being destroyed is received.  The first 7 years of the game will be the hardest...because unless your will be fighting against resource consumption, population control, Moral, and various other things.

Just remember, children born after planet fall will not be avalible to the work force until they are 14 years old (i think)