Multiple Constructor Module Behavior?

Is the behavior back the way it used to be, and if so, is this intended? For example, having a constructor with two or more modules on it, when you build a starbase they were changed to having the 2nd module be part of the startbase so you don't waste a movement, now with this patch (maybe with the previous one, too?) the module is back outside the starbase and you have to move it to the starbase again. If this is intended, I prefer the previous "fix". :)

27,160 views 4 replies
Reply #1 Top

One wonders why this can't be fixed back to the proper way it was a couple months ago. I think it was 1.8 that reverted back to the way it was way back when.

Constructors and SB building need more work. Too many clicks are wasted unless you want to automate it, which I don't, as I find it not efficient. I play vs Godlike and can't afford to not micro everything.

Reply #2 Top

1) in one older version i could create a stabase with a fleet of constructors and the other constructors would immediately be available to add modules..... unless they ran out of moves and would then be kicked out of the starbase and i have to wait the next turn to add modules which was a bit annoying.

2) Then in a more recent update it never kicks the extra constructors out but also never made them available for adding modules, you have to manually go out and back in again... that was even more annoying!

3) Now it seems to be kicking everything out automatically weather the constructors have turns left or not.

All in all i will take option 1 back thanks!

Reply #3 Top

I actually like the current system. It means I get 2-4 Starbases out of 1 constructor all with 1 free module! :)

Reply #4 Top

yeah i also like it the way it is now, saves me a lot of clicking