[1.7] constructors in starbase orbit
when manually sending constructors to starbases, they enter orbit and no notification is given that a starbase is ready to be upgraded
when manually sending constructors to starbases, they enter orbit and no notification is given that a starbase is ready to be upgraded
It is the same if constructors with multiple constructormodules are send to a starbase with the automatic system and the module queue does not use up all the constructormodules. The constructor with the remaining modules keeps in orbit and you never hear about it.
You can kinda make it work by establishing a cheap one constructor module design .... but then if you have the pragmatic 2 constructor points per constructor module perk it will leave the extra point in there. Further, from my testing it seems that the base will not order another constructor because it has that stationed point in there.
So while the new auto upgrade feature is on the path to a great idea, there is still a bunch of manual intervention due to this 'bug'.
Any starbase that can be upgraded that has a constructor in orbit has a green up arrow next to it.
True, but constructors with multiple constructor modules are more cost-efficient. For example in my current game the base constructor (only hull with const-module) has a cost of 58.7 and a constructor with 3 const-modules plus one "hyperdrive plus" as a cost of 110.5. Meaning if I want 3 starbase modules with the base constructor it would cost me 176.1 "space dollars" instead of 110.5 and it would even take longer because of the slower speed - an important factor on an immense map.
True, but on the immense map I'm playing I have already 53 starbases and victory conditions say I still have to get control of 62% of the galaxy to get that influence victory. So please forgive me if that reminds me of the hitchhikers guide to the galaxy where the earthlings could have filed a complaint against the plans for the building of that interstellar highway because the were at display at the planning department in Alpha Centauri for fifty years.
The system is not perfect no...
But if you go in and set your base constructor design to one that has multiple modules then it knows to use all the modules before ordering a new one.
I've not gone down the Pragmatic path to see how it is handling the double per module in the release version of 1.7 but the issues you are having seem to stem from one of two issues.
1. you sent a constructor to a starbase manually rather than ordering it... this still needs manual input to be used
2. you selected fewer things in the queue than what the constructor supplied for modules.
Issue 1 would be fixed by the game seeing any orbiting constructor as the highest priority in the build queue and then auto reassigning in the shipyards...
Issue 2 is not as simple to fix. The best option would be a Starbase management screen that is like the planets screen that would show what's in orbit, what is in que, and perhaps what can be built...
I'm talking about issue number 2, Taslios, and the fix is not the management screen or some arrow on the galaxy map, but instead a "turn-alarm" when there is an unused constructor-module at a starbase. Just like the idle-ship alarm or the idle colony alarm. I would even accept if the remaining constructor would autoeject at the starbase and go into the idle ship queue.
It's really great to have a more automatic system, but like with all automated systems, it needs monitoring - and one aspect of that monitoring is, that the system gives an alarm if it reaches point where the setup programm can not longer decide what to do next. That is the case if a colony has built all selected improvement or when ship reaches it destination ... or when there remains a constructor-module at a starbase after building all select modules.
just want an option to turn it off. the way it is now, its a worse form of micromanaging to turn off each starbase's option than it is to micromanage each starbase's manual update
True, but constructors with multiple constructor modules are more cost-efficient. For example in my current game the base constructor (only hull with const-module) has a cost of 58.7 and a constructor with 3 const-modules plus one "hyperdrive plus" as a cost of 110.5. Meaning if I want 3 starbase modules with the base constructor it would cost me 176.1 "space dollars" instead of 110.5 and it would even take longer because of the slower speed - an important factor on an immense map.
I would not disagree with this at all! The thing is buggy now plain and simple. And that in itself is certainly causing a lot of the angst. It does not know what to do with 'Stationed Constructors' whether they are a left over point from a single constructor establishing a base with the pragmatic perk of two modules for a new starbase, or, an actual ship at the base with extra module points. And it seems that if there are any points 'stationed' at all it does not use them when an upgraded module becomes available nor does it order a new ship to do the upgrade. It's a mess.
As far as I can see, the only way it works effectively is if you use a single constructor module ship and do not have the pragmatic perk where you get two modules for each single constructor module.
This feature needs some serious rework for sure. A couple things to consider when fixing this.
- First, it has to use all points stationed to upgrade as things become available. There should never be unused points if an upgrade for an installed module is available.
- Second, they should add a starbase configuration option to define what to do with auto requested ships that dock, apply whatever upgrades it can, and then it should either auto eject or stay stationed based on your setting. I do see some constructors auto eject occasionally but have not figured out what causes that.
- Third, it has to be smart enough to know how many constructor points are inbound from auto request ships....not how many ships. This needs to consider perks to calculate the inbound points.
- Fourth, and this would be an enhancement.... it would be nice to be able to select what modules are auto upgradeable at the star base level. So I have base supporting a research planet and I want the labs to upgrade as high as possible, however, after throwing on an initial manufacturing and morale module I do not want those 2 modules to auto upgrade further.
Anyway, there is some enhancement opportunity but if it could just effectively use the stationed points, calculate the auto inbounds correctly to know if it still needs to request more ships, and auto eject ships that still have modules after the starbase screen closes we would be further ahead.
Ugh God no!
I hate the turn alarm. It is the single most tedious thing in the game.
I'd much rather have a master screen that let me see all the starbases that have construction points available and then lets me choose if I want to use them
Being FORCED to use them especially now that we are taxed for the upgrades is a horrible idea. Ejecting them and then making me set them to "guard" mode just so I can have them available once there is something I want to build is just as wasteful.
Welcome Guest! Please take the time to register with us.