Colony Module Difficulties

   Hello any and all.   Been modding the game recently, after having been away for several years.   Trying to create several scaled Colony Modules.   Something more realistic than the population of the United States fitting on a single, cheap as dirt, module.   I was thinking, one module, 10million people.   another module, larger and more advanced, 25 million, maybe a third module, 60 million.   However, I can't get even a 2nd module to function in the game.   Everyting is set up like any other component, but once built, the module doesn't even act like a colony pod.   Nothing...   Any help would b great.   Thnanks...

4,367 views 3 replies
Reply #1 Top

You cannot create a module that has a capacity other than what is already in use. So, you can create a module with 500 colonists (troop mod), or 1000 colonists (adv. troop mod), but nothing else.

Reply #2 Top

My difficulty is not in changing the maximum of the module.   I am currently running on 10million people per module.   But in making several modules, each scaling up the maximum capacity.   I have discovered that this is somehow hardcoded, that you cannot have multiple capacities of modules.   You can make the maximums whatever you like, you just can't have multiple functioning modules.

Reply #3 Top

I believe you can have more than one module after you research enough miniaturisation techs to fit two modules and an engine on a cargo hull. (Researching drives can get you smaller engines too). It is then just a question of going to the shipyard to design and save your ship. (I have done this with transports IIRC but haven't actually tried it with colony ships).

 

BTW Did you join the Apolyton forum recently?