How do I get the ability to have constructors as a start up option?
Could you provide more details?
Most likely you're playing as a race that doesn't have one of the technologies needed at the start.
Yes. But, I am not sure what those techs are. It was good then I started a new game and now I don't know what it was that was giving it to me.
What race are you playing as now?
What race were you playing as when you could build constructors?
I'm guessing you're playing a custom race? The only thing I can think of off hand is Hyperdrive. The stock constructor has Hyperdrive, so if you don't pick it as a starting tech, no constructors.
You could also use the shipbuilder to build a constructor without hyperdrive, but that doesn't sound like any fun at all.
"constructor without hyperdrive, but that doesn't sound like any fun at all" why? if he has a resource (e.g. economy) couple of blocks away then building a plain constructor is a good idea...
I have another idea:
I build ships without modules but with 2 engines (fast) and send them to destinations (resource etc.) when they reach desitnation I'm clicking "upgrade" and they upgrade to plain constructor (without engines)
Upgrades cost, but remember that constructors have upkeep (like warships) so doing like described above isn't as expensive as it looks, expecially when you have long distances to go
I don't like that constructors have upkeep. How do I change it back to the way it was?
You can't; it's a codebase change. DA still has no maintenance for them, though.
Twilight of Arnor has maintenance fee on constructors. I guess it's to prevent constructors from hanging around used mining bases.
One of the most annoying features for me is the constant need to build constructors. I suppose the idea, as designed, is that the constructor uses itself for the parts in building, but this is counter-intuitive, IMHO.
I would have preferred a system that would incorporate a contructor-module upgrade [considering the bloated nature of the tech tree, what's a few more...]. Each constructor module is capable of a certain amount of work...the better the module, the more work that can be done within a specified time. Once a module's capacity is exhausted, the constructor has to return to a starbase to get "recharged". A maintenance cost would apply, of course, as well as a vulnerability to attack unless defended by warships.
I can't tell you how boring it is to send a horde of constructors to a starbase site just to get it up and running, especially in a war-zone........
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