Starbase intermittently not recognizing custom made constructors.

I created a custom made constructor which uses a small hull, constructor module and engine.   There are times when I send a bunch of constructors to upgrade a starbase, that the constructors aren't recognized as such and instead are positionned as defending the starbase.  The starbase says there are no available constructors.

In order to get around this, I have to manually eject the constructors, then get them to move back on the starbase again.

When the starbase is full of constructor I get a message saying "This starbase full" the message really should identify the starbase: "Starbase 53 is full".  It should not display the message more than once for that starbase, displaying it for every ship that tries to join up the base is an annoying click-fest.

Idle Shipyards:   Have an option to keep building the last ship type I asked for so I don't have to keep clicking on idle Shipyards.

 

 

4,604 views 6 replies
Reply #1 Top

From the sounds of it its because you are sending too many constructors

atm you cant "bank" extra modules so if your starbase has 20 modules and you send 30 constructors 10 of them will be put in orbit

similar with multi-module constructors which were partially disabled in the .51 patch

Reply #2 Top

Not exactly.   In my case, I had rome for about 6-7 modules, but it said 0 constructors are available and I had several stationned on the station.  

 

I suggest that when the number of constructors entering the starbase match the number of available modules, to make other constructors heading to the starbase idle.

Reply #3 Top

the problem is that atm when the constructor arrives the game checks how many constructors are available in station already vs how many you can use immediately.

so if you have say economic ring available as the only module and you send 4 constructors 1 will get added to the available constructors and the other 3 will be put in orbit even when you build the economic ring and open up orbital research/orbital factories/ orbital economics.... (or whatever they are called) it does not check the three orbiting constructors to see if they can be used until you launch them and and re-enter the station with them

 

this whole process will be getting an upgrade in soon; one of the big things they told us was that constructor spam would be much better in gc3 then in gc2 and right now its pretty much the same

Reply #4 Top

Perhaps the way to go is to use mining resources to build up a station.  It doesn't make sense to send the resources to nearby planets because planets already have resources and it is expensive to land them on an inhabited world (think of the fuel cost).   It makes better sense to use those resources in space.

We could have mining starbases accumulating resource units, with possibly miners supplementing them by mining asteroids.  Then freighters would have trade routes between starbases to spread the resources units as needed.   A mining starbase could supply several starbase with resources.

 

This means a starbase could be built up over time without having to keep building constructors and sending them.  The constructor's sole purpose would be to build a brand new starbase, not to upgrade one.

Reply #5 Top

agreed this would be an ideal solution

i would still use a constructor for the initial module but then allow all upgrades along that line to be made from resources for example  laser 1 requires a constructor however 2 -5 (or whatever) can all be built from resources

Reply #6 Top

Thank you for the feedback, the constructor/upgrade process does need tweaking. I like the idea of saying which starbase is full. :)