Beta 5: more than one module

I made a "super constructor" design, carrying two constructor modules.

Unfortunately, it doesn't work as expected and only one module gets actually used. I think the same is true for other modules (troop transport, colonies).

Yves
10,291 views 7 replies
Reply #1 Top
Two troop transport modules doubles the number of troops you can load. I haven't tried 2 colony modules or constructor modules.
Reply #2 Top
Doubling troop or colony modules do indeed double the pop in a ship. Not sure on trade or const though. I'm guessing those two don't see any benefit from being doubled.
Reply #3 Top
Yea, it's a bug with the way modules are handled.
Reply #4 Top
is there any way we can keep it in the game? I mean bulding a major settling ship or even a super constructor sounds usefull.
Reply #5 Top

Yea, it's a bug with the way modules are handled.


So can we expect multiple unit constructors?
Reply #6 Top
Multiple constructor units would be very cool
Reply #7 Top
I mean bulding a major settling ship or even a super constructor sounds usefull.


I'm not sure how useful a major settling ship would be Why would you want twice as much population on a single colony? You could have one ship able to start two colonies, but the colony rush would be over before you could build it. A ship that could start multiple trade routes I could see. I haven't thought about how useful it would be, but it certainly would be cool. Back in the GC1 days I wanted to make Firefly class starship (named Serenity, of course) that would fly around the galaxy making deals and could maybe stand up to some light combat if it had to. But not much point if it dies the first time it makes a trade route.