Why do modded constructors needs upgrading to yet a Constructor?

Is this a bug or by design?

I have modified a constructor with a couple of warp drives - very simple, so that it can get to the destination more quickly, but when it arrives, the construct option is not available. I have to do an upgrade to Consturctor in order for the "Construct" option to appear. This takes a few more turns. Is this a bug or by design?
5,827 views 7 replies
Reply #1 Top
When you upgraded the design...did you leave the constructor module attached or did you strip the whole thing and just add engines? It needs the module or it's not a constructor, it'll just look like one.
Reply #2 Top
Yeah be sure you have the constructor module still in the design. Gadzooks! You might need to strip an engine off your previous design as they are rather "heavy" in construction cost. But that's as it should be.

One further notice to you that I can mention. Don't set up a fresh starbase without at least 3-4 constructors in the initial start up. Single startup Starbases with no protection are eaten alive by the AI at the start of your 1st war. So that Morale base of yours with 4 mining and no defenses is history no matter how far away it is from your border.

If I find a natural resource base I want to keep or "liberate" one, I will at this point "glue" it down for my race with reluctantly one Constructor, then augument it with 3-4 Constructors ASAP.

Hope this helps.
Reply #3 Top
btw...forgot to mention. Even with @ 8+ constructors added to the starbase...they are inevitably "toast" without ship sentries. Can anyone out there confirm that they've seen a fully augumented starbase survive a 43+ logistics fleet attack?

I haven't.
Reply #4 Top
There's an option to "strip functional components on upgrade". It is checked by default. It's convenient, but makes it easy to forget things (like constructor modules). You can uncheck that option or just remember to add everything.
Reply #5 Top
That was it. You guys are awesome. I had to add the construction module back and may be life support. I am still looking for the option CraigHB was talking about. No worries, I can manage that much.

Thanks again.
Reply #6 Top
Can anyone out there confirm that they've seen a fully augumented starbase survive a 43+ logistics fleet attack?

Once, but I think it was luck. The next fleet had no trouble with it, at any rate.

Still, pimped-out starbases are a good speed bump. If nothing else, they distract the larger fleets of the enemy--a weaker starbase could be killed by only a couple of ships, but a big starbase needs a whole fleet, and that fleet won't come out in good shape.
Reply #7 Top
Yea, hehe, sometimes it's good just to give 'em something to shoot at.