Multiple Troop Modules Don't Stack

Just as a test, at the end of my last game, I designed two Troop Transports. One had 8 Troop Modules (theoretical capacity = 8 x 500x = 4000x troops (x is thousands or millions or whatever)) on it. The other had 5 Advanced Troop Modules (theoretical capacity = 5 x 1000x = 5000x troops). When I built and loaded them, the 8 Troop Module version only wanted to load the standard 500x troops that happen with just one standard Troop Module. The 5 Advanced Troop Module version happily loaded 5000x troops. Is this a bug or a design feature?

DA 1.7 Beta 3.
8,588 views 12 replies
Reply #1 Top
That may be a bug. Haven't tried with the latest builds, but you could stack standard troop modules in older versions.
Reply #2 Top
I tried this because it wasn't behaving right in my last game and I thought I'd remembered the same difficulty from the production version. If it's a beta problem, maybe I should have posted this in the beta section instead of the bus section.
Reply #3 Top
Well in the usual spirit of making the game harder in every way possible, why not nerf troop transport capacities on higher difficulty levels? But at the same time let AI have more capacity on harder difficulty levels!! Ouch.

Nah, we probably don't want blatantly visible handicaps that would not fit in with the 'realism' of a galactic universe?
Reply #4 Top
Nah, we probably don't want blatantly visible handicaps that would not fit in with the 'realism' of a galactic universe?


I'd say the production and research levels the AI can pull in on a virtually empty planet at suicidal is *fairly* visible.
Reply #5 Top
I'd say the production and research levels the AI can pull in on a virtually empty planet at suicidal is *fairly* visible.


Ah um, um, yea, um, th,, they, yea they got a precursor, na, they got a, hmmm damb it,,, I give up! God is on their side ok! God almighty!!
Reply #6 Top

Hmm...I got the 4000 troops.  Was the transport with the 8 modules auto-launched? If so, it wouldn't necessarily launch with the full amount.  Also, if the planet it launched from didn't have enough population to support it launching full, it would only launch partially full.

 

Reply #7 Top

Hmm...I got the 4000 troops.  Was the transport with the 8 modules auto-launched? If so, it wouldn't necessarily launch with the full amount.  Also, if the planet it launched from didn't have enough population to support it launching full, it would only launch partially full.


 




This is about what I was going to respond with, myself. In one game, I had a Medium hull with 4 standard troop transport bays (and defensive systems and larger engines to make it to the invasion). Launched from Earth, it let me load to full capacity no problem.

Reply #8 Top
Hmm...I got the 4000 troops. Was the transport with the 8 modules auto-launched? If so, it wouldn't necessarily launch with the full amount. Also, if the planet it launched from didn't have enough population to support it launching full, it would only launch partially full.


Nope. After designing both ships (1 cargo hull, 1 Hyperwarp III engine (whatever the top one is), 1 Ultra Life Support module, 1 Ultra Sensor package, and the troop modules), I just bought one of each on my home world (population = 16b). I then manually launched one of them and noted how much it would allow me to load. I canceled the process. I then manually launched the other one, noted how much, and canceled. Unfortunately, I've overwritten the game. The next time I get a game to the point of having Advanced Troop Modules, I'll try it again. If it's reproducible, I'll send you the save game.

Is any one else here seeing this or is it just my medication?
Reply #9 Top
Well, never mind. I had a backup with the very same save game I'd used to test this before (sans ships). Obviously, I did something wrong. I could design the Advanced Troop version the same as I documented earlier. But, the standard Troop version could only hold 6 modules, not 8. When I loaded them up with troops, this time they properly grabbed 5000 and 3000. The only thing I can think of is that when designing the ships, after double-clicking on the 1st standard troop module to add it to the ship shell, the selection list changed from the tab with just things like troop modules on it to the full list. I must have continued blindly double-clicking in the same place to add the additional modules (not noticing that the list had changed) and ended up with a ship having one standard troop module and 7 sensors (or something). That would explain why I'd been seeing this type of behavior randomly over time and couldn't pin it down.

I apologize for the mistake and for wasting everyone's time.
Reply #10 Top
Maybe instead of adding on the actual Troop Module, you were adding on the eye candy module like with the colony module eye piece. I've done that a few times on my colony ships somehow, it was a bit confusing. Don't ask me how, but I managed it!
Reply #11 Top
I could always try to weasel out of my embarrassing position by asking for the menu behavior to change so the Modules | Capacity tab doesn't un-select when double-clicking on the Troop, Advanced Troop, or Colony modules. My guess is this happens because all the other modules under that Capacity tab can only have one instance per ship. So, when clicking on them, the tab, itself, disappears and the list changes to the non-selected-tab version. Also, could the Special Abilities box note the number of troops/colonists the ship can carry instead of just saying "Transport Troops" or "Colonize?"
Reply #12 Top
asking for the menu behavior to change so the Modules | Capacity tab doesn't un-select when double-clicking on the Troop, Advanced Troop, or Colony modules


i'd like to see that.

"weaseling out of things is what separates up from the animals. well, except the weasel." --Homer J.