Newbie Starbase questions

...let me start by saying thusfar I love this game even in its 2d beta form...nice to find a good Empire-builder in this age of Homeworld and Diabloesque clones ;)I got two question about starbases perhaps somebody here can help me with. How do I upgrade them...If I build a 2nd constructor and click the "build" button, I just get two level one starbases in the system. Along these lines, how do i "get" starbases to improve a worlds in a system...at least with the level 1 bases, I see no improvement or a way to tweak them. (If I double click a starbase and it leaves orbit and appears on the map, does it still count as being in the system...if not is their any way to get it back in the system?)

My second question (or is it my fourth?) is prob more of a known bug...whenever I first build a starbase, my exploration vessel turns into a starbase...forces me to hold off construction till ive investigated every anomoly possible on the map lol.
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Reply #1 Top
Your second question is a known bug. The first question is answered by have the second constructor be moved onto the first and you will asked if you want to upgrade the starbase. For possible upgrades and effects looks here
http://webpages.charter.net/trevorpowdrell/sbmodules.htm

This will all change in Beta 3 by all accounts and the starbases become a lot more central to the game.
Hope this helps
Reply #2 Top
The bug will only occur if the two ships are at the same location, AFAIK. I have never seen it occure in any other case.

As for improving systems, it doesn't matter where the starbase is. Every module currently implemented affects every relevent object in the current sector, and in the case of Manufacturing the four adjacent sectors as well.
Reply #4 Top
I just had my starbase destroyed by a avatar. It had all available defense and military upgrades.
If 3 avatars are docked at a starbase, will they add to the base defense?

In the TV show, Deep Space Nine, the starbase was much more powerful then the one in beta 2. When I put 10 to 15 constructors into a starbase, it should not be destroyed so easily.
Reply #5 Top
One of the problems on Beta 2 is that star bases get constructed with less hit points than designed. They should have a base HP of 500. This has been reported and I am waiting to see if it is fixed on Beta 3.
Reply #6 Top
There was a later comment from, I think Cari, that the intial HP info both from the forum posting and the Brad produced docs was incorrect in stating that Starbases would start at 500 HP.

I think 100 HP is way too low but I'll see what Beta 3 brings before broaching the subject again.
Reply #7 Top
Actually, Brad was the one that said that the 500HP was too high, IIRC, and I'd have to agree.

The real problem is that 90% of the starbase functionality is unimplimented in the current beta, and I'd have to guess that some of it will still be missing in beta 3.
Reply #8 Top
Yeah...no terror stars yet, or ship docking. :) But you can build starbases on resources now, and there's modules to upgrade the starbases.
Reply #9 Top
But still his question about upgrading a Starbase in his own Planetary System is not answered.
Or did I miss something...
If I build a starbase into a planetary starsystem (not somewhere into the sector!), I can not move the constructor vessel onto it. Since the vessel only returns to an empty spot and does not ask me to upgrade the already built starbase.
Anyone knows how?
Reply #10 Top
Try moving it with the keyboard. It may be a problem with the hit detection code.
Reply #11 Top
Well maybe I describe it on some wrong way.
Again... the Starbase is built in my Planetary System (e.g. Sol) and is showed in the "Ships in Orbit" list.
Now I have another Constructor in this "Ships in Orbit" list and I want that constructor (slot 2) to update my starbase (slot 1) of that list.
Reply #12 Top
There are a lot of star base defenses. Did you have Avatar killer defenses on? That'll take care of Avatars.

If they have Avatars and you don't have that tech, yea, they're going to wipe out your star bases if you haven't upgraded them with the new defensive techs.
Reply #13 Top
I may be missing something, but why exactly are you building a starbase ON a starsystem ? Isn't that the source of the problem ? Starbase may be designed to be located deep in space, and the bug may arise if you build on a starsystem...
Reply #14 Top
Its because they are good defenses in star systems.
Or lets say... I get 2 benefits... the starbase as starbase benefit and the system secure, due starbase as defense, benefit.

At least, I dont need to have a expense fleet to secure my systems... I just plunge one of these starbases in there.
Reply #17 Top
You are not supposed to be able to build starbases on starsystems. It would make hit detection worse than it already is. (Says the person who has had to tweak the hit detection repeatedly every time we add a new kind of object into the game.)

Someone correct me if I'm wrong, but I'm fairly certain that we took away the plant button if you select a constructor ship in orbit.

Planting a starbase under a starsystem isn't going to affect the star sytem any more than having it right next to the star in regards to the bonuses. If you are doing it for defense reasons, it's much easier just to keep a lot of high-defense ships in orbit, which get more bonuses for being in orbit.


You can surround your star with starbases if you want to, although that takes a lot of money to do it effectively.

Reply #18 Top
Well... so its an bug afterall... :) Coz I still can plant starbases.

Select the constructor, which is in a starsystem orbit, and via the Info button, U still have the "plant" button available. :)

But, THERES NO SYSTEM DEFENSE in this game. The whole game is based on attack only.
All the available defense buildings gives only bonuses to defending in orbit circling ships.

Why not give some buildings or constructions for planet/system defense.
E.g. MOO2 like: Missile Base, Fighter Garrison, Star Base, Battle Station, Fortress.
OK. Its not realistic to defend a whole solar system with just one starbase... but a planet... with at least 3 star bases - no problem... and dont forget ground based space defense systems... eg. missiles.

Why bother, U think, coz Ships are expensive in building and maintenance. Also, if there's a proper system defense, U don't bind ur fleets onto ur systems just for defense reasons.
Reply #19 Top
'Why bother, U think, coz Ships are expensive in building and maintenance. Also, if there's a proper system defense, U don't bind ur fleets onto ur systems just for defense reasons.'

Defenders, Constructors, and Scout Ships all have zero matainance and are affected by a Star Base's attack and defence improvements, and by system defences' def improvement, and all but the constructor are affected by your Weapons ability. All but the Defender's have at least 50 HP.

Fleets in orbit don't affect any of the autopilot/autoselect code until they are launched, but still act to defend the planet.

Planetary defences don't exist (presumably) because combat ships can't directly attack planets, making such a thing pointless. Only transports can attack a planet, and then only if there isn't a defending fleet.