Don't see repair starbase module in DA v 1.7 and have Advanced Hulls

I read in the DA 1.6 update that there should be a "repair starbase" module option if a starbase has been damaged and Advanced Hulls has been research but I'm running 1.7 b2 and when I bring a Constructor to a Starbase that's been damaged, and I've research Advanced Hulls, I don't see the option. Has anyone gotten this to work? Any ideas what I might be missing or what the issue might be?
4,313 views 11 replies
Reply #1 Top
I remember starbase repair modules being in Galciv1, however they only speed up the rate of repair of ships in range of the starbase.

I do not believe starbases need repair themselves, because that would indicate that their defences are somehow relevant!
Reply #2 Top
I remember starbase repair modules being in Galciv1, however they only speed up the rate of repair of ships in range of the starbase.

I do not believe starbases need repair themselves, because that would indicate that their defences are somehow relevant!


Ouch... lol

With the way my games usually go, I end up with a LOT of defense systems (and some decent attack systems) on all my bases... Can't take over the galaxy with influence without backing it with firepower.
Reply #3 Top
Gentlemen,

I don't have a current game with an appropriately damaged starbase to check via function, however I have checked / compared the StarbaseModules.html files of v.1.70c[b].001 and v.1.61. They are identical.

In case you have never used the Starbase Hull Repair Kit in actual play, be advised that it only shows up on the list of available modules when a constructor arrives at a Starbase that has at least 1 hit point of battle damage. In that case, it shows up as the LAST item in the module list when you are queried about what to do with the constructor.

Re some of the other comments here:
a) I have often destroyed multiple fleets of an opponent in a mid game war with a single well found resource SB, backed up by some constructors positioned to dash in and repair between waves. To the point that those losses were a princple reason for that attacker to seek peace.
b) You rarely need to arm an Influence SB, if you accumulate 14 constructors on the fringe of the cultural area of your target planet, then dash into the system and max out the influence base in one turn. 2 bases is even better. Opponent may react badly within a few turns, but at least one of the system planets will probably flip by then. (Don't try this with the Yor unless you accumulate enough constructors to build ~3 SBs, however.)

drrider
Reply #4 Top
If your going to loose an influence starbase, then before it gets killed, just give it to another race! somone who will cause diplomatic disruption.

Can you use military and influence starbases to cause a war between 2 powerful AI's by gifting the starbases to one or the other?
Reply #5 Top
Lovely! Especially if you can time it to right AFTER it flips one of the planets in the system to you.

drrider

PS - I love this game.
Reply #6 Top
Can you use military and influence starbases to cause a war between 2 powerful AI's by gifting the starbases to one or the other?


Sadly, in my experience gifting a few influence starbases that were deep inside my largest rival's territorial space to two other races resulted in the sudden disappearance of these bases from the map on the very next turn.
I had hoped to stir things up between them by planting a few of these bases at key points on the map, but that never happened.
I'm still not sure why they did what they did with my less than altruistic offering. The only reason that I can think of was that at the time, they were all at war with each other, and possibly as a prelude to making peace, removed (destroyed) them immediately after receiving them from me.
Reply #7 Top
Thanks Drrider - that's what I was looking for "the Starbase Hull Repair Kit" but I didn't see it, even though I had a damage starbase, the required tech, and a constructor that reached the starbase - anyone else having this issue? Any idea how to fix / when it might be fixed? I really like the idea of this feature
Reply #8 Top
Actually, I lied - unintentionally.

In the 1.61 StarbaseModules.xml file there is a line (arrow brakets replaced by {} so the will show up in the post):
{Module_Requirement}{/Module_Requirement}

In the 1.70c{b}.100 StarbaseModules.xml file, that line shows up as:
{Module_Requirement/}
when viewed via the browser,
but shows as
{Module_Requirement}{/Module_Requirement}
when looked at in an editor.

I am not enough of an .html jockey to guess what that may do, but Carielf or kryo should look into it.

drrider

Reply #9 Top
Lovely! Especially if you can time it to right AFTER it flips one of the planets in the system to you.

drrider


Yea,

The catch with influence starbases is that you need to be strong enough to defend them, in which case yo do not neet them!!
Reply #10 Top
I like to research to warp drives (at least), then create an advanced constructor...one that can fly long distances in a single turn. Then I have 3 planets build up a lot of them, all while playing nice-nice with all the races. I then pick the weakest target (one with the fewest planets) and launch all of the constructors at once at them. By this time, through trades and research, I've gathered enough tech to build VERY formidable bases, as well as researched strait into cultural conquest.

Once I have them all poised, I build 2 bases right between their startup homeworlds, while more advanced constructors have been built and are in flight. Before they have a chance to have their reaction go negative enough to want to go to war, I've usually flipped their starter worlds and am moving a fleet of constructors at their remaining colony(ies).

This works less with larger ones, but I've achieved cultural victories the most as opposed to tech or conquest, by ONLY building insurgent influence bases that are so well armed that the opposing fleets cant' touch them.

It's especially fun to do in DA and watch their asteroid fields flip rapidly. lol

It's pretty hard to do past normal play level, but I've done it once...when I didn't know what I was doing and set the scale too high for my skill level. hehe
Reply #11 Top

{Module_Requirement}{/Module_Requirement}

In the 1.70c{b}.100 StarbaseModules.xml file, that line shows up as:
{Module_Requirement/}

I think that those are equivalent.