" upgrading " ships

so heres what i want to do take a pre-existing ship and upgrade it ie take something off / add something move this here etc

the problem i have is that when i choose a ship and choose to upgrade it everything gets removed before i can start on it this has been a minor inconvenience for me since i go and place new things only to find out at the last minute critical items have been left off

i went to upgrade a colony ship to add a second colony module found i had room to add an engine and then realized after launch no life support

so essentially what i want to know is; is there a way to upgrade a ship and have all the stuff thats on it already stay on it so i can look it over and decide what i want to keep and remove.

13,720 views 9 replies
Reply #1 Top
There is. Go to Options/Interface, and UNtick "Remove functional components when upgrading ship design".
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Reply #2 Top
I'm curious. Would anyone else like to see a "Remove Functional Components" button in the ship designer when you have disabled the basic option Mistralok mentioned?

I leave this check box selected, but in early and even sometimes into mid-game, I'd like to be able to choose whether to rip out a few parts or everything without having to change the basic options setting.
Reply #3 Top
thnx mistralok ill change that
Reply #4 Top
Thanks. This is a big help.

I found myself having the same frustration as the OP on this. I usually only work with a couple of different designs during any one game, and like to keep up-grading the same ship. Although I don't generally forget what components are on the previous version, I prefer to either add or upgrade existing components in a one to one capacity. The fact that everything gets stripped off was an annoyance too me.

Thanks again StarDock for making a fully customizable game. Thanks also to Mistralok for pointing out the fix.
Reply #5 Top
I'm curious. Would anyone else like to see a "Remove Functional Components" button in the ship designer when you have disabled the basic option Mistralok mentioned?


I definately want that. I usually keep all functional componets on, but when i have researched new wepaons and defences but want to use an existing design I'm left to delete the functional parts one at a time. I will click "show only functional components" (orwhatever it says) in the ship editor screen to make it easier to find them in the list of parts, but i still need to delete them individually.

Maybe if we could pick multiple componets to remove that ould be the same thing.
Reply #6 Top
In the beginning, I didn't like the fact that I needed to create my own ship designs. i wanted the game to just give me appropriate ship designs for my tech level. Obviously that didn't happen, until ToA.

Now I am so used to building my own ships, I just do it myself. And I can usually pick out a shell that fits my mood. There are ships similar to Star Trek (including Enterprise and Defiant), and there are ships similar to Babylon 5 (including some nasty ones owned by the dreadlords), and I have even created Star Wars "like" models, all using the default icons in game. But there are mods that some folks have put out as well. Now all I need is something that looks vaguely BSG like. Any thoughts?

As for ship building (tech) itself, here is what I do. Take the advise for what it is worth, and those more experienced than I, please feel free to chime in on better options/ideas.

Engines. I basically only use additional engines on ships I plan on going plundering with. If I am building a ship for defense only (or in the early game), I skip the engines entirely. The default engines are plenty good enough for planetary defense or to cover a small empire. And early game, engines will take up a lot of much needed space in the ship design. Once you get into the mid techs, it is (IMHO) worth it to create faster ships. So more advanced tactics, such as first strike may be useful. It is also important to note that, with the inclusion of “Neutral Ground” engines become much more important. If your fleet suddenly gets moved away from your target planet, this gives your opponent the chance to organize a defense. So a fast ship (say one that can run the kessel run in less than 12 parsecs) becomes important in the later game.

Weapons and Defenses. Be aware that each weapon type is defended against by a specific defense. Beam weapons (lasers) are defended against with shields. Guns (mass drivers) are defended against by armor. Missiles are defended against by ECM/Point Defense. All the Point defense in the world will not stop Laser one.

Weapons. In the early game, I like to focus on one weapon type. As far as what weapons to use, find out what defenses your closest neighbors have and pick a different weapon to load up on your ships. In the later game, you may have to broaden your tech research in case your opponents have started developing a defense against your weapons, or you end up fighting a race that has gone a different route. Also, keep in mind that each iteration of a weapon is smaller than the last, so the further you go on a tech tree, the smaller the weapon footprint on your design and the more spiky things you can put on your flying death machines.

Defenses. This is a lower priority (for me) than weapons in the early game. When the average weapon does 1 point, and everyone is using small ships, defenses generally don’t mean that much (IMHO). I don’t even start defense research until I have level two or three weapons. Also, as with weapons, pay attention to what weapons your closest neighbors (or whomever you are going to be fighting) are using. In the early game, a basic deflector will go a LONG way to keeping your ships alive vs the opponents if they are only using Lasers. Pick the defense category that best protects against the weapon of choice of your enemy. Also, ship size and additional modules such as hardened defenses will increase the survivability of your ships, so defenses, at least in the early game, are a very low priority to me.

Other modules.

Sensors are nice for survey vessels and finding where others are on the map. I generally don’t invest a lot of research in this category until later in the game.

Researching Life support will extend the range of your ships without even adding to the actual ship design. Adding life support modules (to anything other than colony ships or scouts) is pretty useless if you are playing small or even medium universes. If you are playing large or greater universes this technology becomes useful, but keep in mind that star bases also increase the range of your ships.

Trade/colony/troop modules are great items to enhance your default freighters and colony ships. Generally, the colony modules only move 250 (ToA) colonists, so multiple modules help out a lot. And once you get troop transporters, you can add more colonists. Generally, once I get the troop mods, I forego the colony modules unless I stumble upon an un-claimed planet (rarely if ever). You should only ever need one trade module per vessel (and I am not sure but that you can only ever ADD one module). A tip I learned the hard way was, don’t ever put troop/colony/constructor mods on ships that you want to last. Once they deploy these mods, the ship gets destroyed.

I find that you can’t discuss ship building without considering miniaturization. These tech researches are very useful (IMHO), although not as useful as weapons. I am not sure what others think, but generally I will research one miniaturization level for each major level of weapon (going from stingers to harpoons etc… I will research basic miniaturization), thus allowing for inclusion of defenses and other ship implements in addition to the existing scheme. Also, this pacing keeps research down this line to a small enough investment so as to not impact the arms race. I also generally don’t go much beyond Expert miniaturization unless the game goes really long, or I am fighting opponents who are really pushing the limits of my weapons technology.

Size matters. Yes, you heard it here (first?). Size does matter. If I can be throwing medium size ships against an opponent who is still playing around with small ships, I can usually take out 4/5 of their ships to my one, even if they have better weapons tech. And this means that my larger ships will survive multiple battles, thus extending that ratio. The extra hit points and the increased space generally makes this tech line usually very useful, even more so than advanced defenses in the early game. It also allows for flexibility. As example, if I have a low production planet, I might have it making small ships, but supplement them with larger ships from other, higher production planets. Also, a larger ship may allow for multiple types of weapon or defense, should that be necessary. Keep in mind that weapons scale by ship size so don’t expect that a medium ship will be able to hold 10 times as many lasers as a small ship, but it might hold lasers and shields where the small ship only has lasers.

Anyway, I am sure that others will chime in with other better suggestions, but this should give some tips.
Reply #7 Top
I'm put off by the two kinds of "upgrade" available. One is at the shipyard, where you can upgrade the _design_. The other is when a ship is out in space. doing it's thing. You can upgrade the _ship_ simply by hitting the Upgrade button on the ship screen, then choosing FROM ABSOLUTELY EVERY DESIGN ON FILE, and then decide how fast/how much you want to invest in the conversion.

Doesn't that last type seem ludicrous? It's, like, you could convert an aircraft carrier into a submarine if you wanted. In the middle of nowhere. Simply by throwing enough money and then doing some thumbtwiddling for a few weeks.

I think that ship conversions should be limited to designs for the same hull size and shape. With freedom to slap on/remove extras if you want to be artistic. And you should have to put in at one of your colonies (or possibly one of your ally's planets).

That just seems to me like that would be more reasonable.
Reply #8 Top
If you see it more as a Re-fit, it makes a lot more sense. Most of My upgrades are from Mark1 to Mark2. Same hull structure but different weapons/engines/defenses.

If you want to draw the analogy further, you can say that all basic ship designs are similar at their core. They all have hulls of a particular design and specification. They have many of the same systems etc... Then it is simply a matter of using the basic underlying stuff to build the new ship.

One more stab, I build my own PC's for fun and pleasure (Ok so I am a masacist at heart). I can take a case and give it a whole new motherboard/CPU/Memory and keep the hard drive and other periferals. Or, I could strip out the motherboard/CPU/Memory and put it in a different case/power supply. Both require money, but neither requires as much money as starting from scratch. Or, I could pay a "Professional" to do it in 1/3rd the time if I were really desparate for time.

 :) 

Oh, and basically you ARE limited by hull size/type. You can't "Upgrade" a tiny ship to a Large ship, or the reverse. Yes, different body types can be switched, but see the PC example above. One case can look VERY different from another, yet the internals are pretty much the same.
Reply #9 Top
Maybe if we could pick multiple componets to remove that ould be the same thing.


If the game could support a CTRL+Click and SHIFT+Click for group selections, that would be a swell way to avoid putting a new button in the interface.