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Re: Repair Priorities
That is an assumption of how it is supposed to work. An email to MM would clear this up. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Repair Priorities
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Doesn't really matter that much to me. I always fix engines and control first anyway. Maybe MM hardcoded it because it helps the AI vs engine destroyers? [ February 02, 2003, 14:02: Message edited by: Arkcon ] |
Re: Repair Priorities
One thing I generally always change in the repair priorities is to raise Supply or Resupply near the top of the priority list, particularly when I have the quantum reactor. If I am retrofitting engines or adding the quantum reactor, I like to have it repaired first. That way, once the engines are up, the ship already has supplies it might not otherwise have, and can immediately head where it's needed, rather than limping along to a resupply depot.
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Re: Repair Priorities
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1: Construction~Reasons stated above 2: Vehical Control~For ship operations 3: Engines~ So ship may get out of harms way for a repair base. In regards to supply bays and engines I think when repaired all fuil is lost http://forum.shrapnelgames.com/images/icons/icon9.gif [ February 02, 2003, 18:31: Message edited by: NAV ] |
Re: Repair Priorities
"In regards to supply bays and engines I think when repaired all fuil is lost "
Not exactly. If the max supply level of the ship goes below the current supply level (from damage to engines, supply pods, etc.), the excess supplies are lost. It only makes sense. Where would the ship store 3000 supplies if it had no supply bays (engine comps haev a supply bay built into them). |
Re: Repair Priorities
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However when repaired then fleeted, it will share the supplies of the fleet and thus refuiled. [ February 03, 2003, 12:19: Message edited by: NAV ] |
Re: Repair Priorities
If Pax is right and priorities are per ship, not per sector, what would happen if one removes most components from priority list, leaving only essentials like control and engines. I suspect that now SY will repair these components on first ship, than moves to another. After repairing all these components it will start to repair stuff you removed from the repair list. I don't believe they will stay unrepaired when SY has nothing else to do.
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Re: Repair Priorities
Oleg, it is just that, a priority list. Just because something is not a priority does not mean it will never get done.
NAV: Damaged components can't get their supplies back. If they did, it would do one of 2 things. 1) If all repaired comps were refilled with supplies, this would open the game to major exploiting. 2) If each component was tracked to see how many supplies it had been carrying, there would be a huge increase in memory usage in the game. Each component would have to have a separate memory unit tracking its supply levels. Consider that ships can easily have 30 different components on them (much more in some mods), and such a system becomes extremely unpractical. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Repair Priorities
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---------- Original Post: February 02, 2003, 18:31 I like to put construction at the top !!! That way if there was damage to your repair base over your home world your repair bays and space yards would be repaired first so others may assist in the repair of the fleets... Also when defending a warp point etc. You may have 2 repair ships with one damaged, this way the damaged one gets repaired first. This is my top chices... 1: Construction~Reasons stated above 2: Vehical Control~For ship operations 3: Engines~ So ship may get out of harms way for a repair base. In regards to supply bays and engines I think when repaired all fuel is lost. [ February 06, 2003, 19:14: Message edited by: NAV ] |
Re: Repair Priorities
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Fleet goes through damaging warp point. In the order the ships were listed in the fleet: Repair tender damage - 1 engine, 4 Armor III Supply tender damage - Bridge, Life Support, Crew Quarters, 5 engines, 1 Armor III, 6 supply bays Colonizer damage - colony module Repair tender has a Repair Bay 2 on it. Priorities set to Vehicle Control, Engines, Armor, Colonizing, Cargo. I expected the first turn's repairs would be the 3 Vehicle Controls and 2 engines on the supply tender. What actually got fixed was the Vehicle Controls and 1 engine on the supply tender, plus the colony module. http://forum.shrapnelgames.com/image...s/confused.gif This was a solo game using v1.84 + Hypermaze 2.0 beta. (I don't think the mod is relevant to this, though.) |
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