Starbase Modules installed (2/3)

When I begin the game, I try to build starbases on mining resources. I build a base, and then two mining modules. Thing is, the starbase details screen tells me "2/3 modules built". So I send another constructor there, and a pop-up screen tells me "There are no new modules available to be installed, etc."

Huh?
8,406 views 8 replies
Reply #1 Top
Is this occuring really early in the game? If it is then you probally don't have the technologys researched that allow other modules. For a mining starbase, theres one mining module that has no techonolgy required, and one that needs xeno-enginering which I believe every major race starts with, which would give the two modules you have built. The next mining module requires xeno-industrial theory, and the other module that you would gain access to fairly early on requires space weapons. If you haven't researched any of those then thats the problem.

Reply #2 Top
Well if that's the case, Linthar, why am I not seeing 2/19 modules installed to account for every possible future module installation?
Reply #3 Top
I noticed the same a long time ago. I even posted it somewhere but got no replies.

The problem is not that he can't build more than two modules but that the starbase info says 2 out of 3 possible modules are installed and when you send another constructor it won't upgrade. Instead it gives a message saying you already maxed out all possible upgrades.
It happens only for early stages when I recall correctly. After upgrading to 7 or 8 modules it always displays the correct amount.

Kind of anoying when you sent a constructor a long way and lose a lot of turns or risk getting destroyed in enemy territory.

One request that's probrbly to late for 1.3 (even though I posted it earlier but it does not seem to get implemented ):
When clicking on a starbase I would like to see wich modules exactly I can install with the next constructor and what their benefits are. Please!

Great Game!
Reply #4 Top
I emphatically second that request, prokto!
Reply #5 Top
Sorry to resurrect such an old thread, but this problem has still not been fixed and I was wondering why not? It is indeed annoying when the starbase details screen tells you there are modules available for installation and then when you send a constructor over there you find out otherwise.

I'm playing DL 1.5 btw, so if this has been fixed in DA then forgive me.
Reply #6 Top
I haven't actually noticed the 2/3 thing, but I just wanted to say that I definitely second the notion that it would be nice if the starbases told you what you could add to them before getting a constructor there.
Reply #7 Top
hehehe, i didn't even know that starbase information feature existed! I always just keep sending constructors untill no more can go on.
Reply #8 Top
The problem is not that he can't build more than two modules but that the starbase info says 2 out of 3 possible modules are installed and when you send another constructor it won't upgrade. Instead it gives a message saying you already maxed out all possible upgrades.
It happens only for early stages when I recall correctly. After upgrading to 7 or 8 modules it always displays the correct amount.


The "missing" module is Battle Stations I. If you pay close attention in a new game you'll notice that you can add a Devastation Beam immediately after Battle Stations. Based on a brief look at the xml files I suspect this is because the Devestation Beam requires the non-existant "Subspace Ripper" technology. That is, the Devestation Beam is always "available" but can not be installed without the required Battle Stations.

Of course, this doesn't appear after you've researched Space Weapons which explains why it's rarely seen and goes away after the early stages.