Multiple Construction Modules

Am I just imagining this or in earlier versions were you able to put multiple construction modules on a ship. I'm pretty sure that used to be an option, I miss that. Or am I just making stuff up. It would be convenient to be able to do that so that you could quickly set up a military star base when at war using cargo hulls with sensors (for scouting) and multiple construction modules. Be pretty scary to see the AI do as well.
7,962 views 10 replies
Reply #1 Top
No, you are just making stuff up.
One has always been the limit.
Reply #2 Top
it would be a very nice idea and definatly reduce the micromanagement.
just make those thingy's a bit more expensive and you can put like 5 on them or even more once you've played for a couple of years already and have the big hulls.
Reply #3 Top
Since the module is supposed to be converting the ship it's attached to into construction materials (hence why the ship disappears) that wouldn't make any sense.
Reply #4 Top
Am I just imagining this or in earlier versions were you able to put multiple construction modules on a ship. I'm pretty sure that used to be an option, I miss that. Or am I just making stuff up. It would be convenient to be able to do that so that you could quickly set up a military star base when at war using cargo hulls with sensors (for scouting) and multiple construction modules. Be pretty scary to see the AI do as well.


you may have seen some ship screenshots that used Kryo's hull mod since there are fake construction modules that you can use to give the appearance of multiple construction modules.

However, you can only use one real construction module per ship.
Reply #5 Top
string up kryo for confusing everyone that will teach him

ha ha ha ha ha ha ha ha ha
Reply #6 Top
I have to say more than one Construction module would make sense.

A medium ship with one module on it equals the same raw usable materials as a huge ship with one module on it?
That to me means there is a huge resource waste other than getting it there faster with more engine power.

What about the idea of each ship size up from Medium you can add one more module.
to me that makes sense as there is more ship for raw materials and also room to store more needs materials in the now bigger cargo holds etc etc.
Reply #7 Top
Even if the module is supposed to be used to disassemble the current ship, I'd really like it if we could add more than one construction module per ship. As mentioned previously that would really reduce micro-management later and not penalize the colony building ships to produce 5 different ships with 1 module each over 5 separate turns versus building one ship with 5 constructor modules in a few turns. Right now you can add multiple colony modules and multiple troop transports. Why not multiple constructor modules?
Reply #8 Top
Since the module is supposed to be converting the ship it's attached to into construction materials (hence why the ship disappears) that wouldn't make any sense.


Huh? The construction module is an 'arm' of sorts that extends from the ship holding construction materials. How does that convert the 'whole' ship into construction materials? I think that either the module should be changed (it gives the impression of a reusable cargo truck) or constructors should have multiple construction modules on them.

Reply #9 Top
It may get confusing seeing how the mining module does not consume the ship, whereas the constructor module does.

Maybe they could both use the same system?
Reply #10 Top
I hardly ever use constructors. I try to nab resources before anyone else, but apart from that I can't be bothered with the micromanagement.