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-   -   repair time (http://forum.shrapnelgames.com/showthread.php?t=5483)

adder_inf March 27th, 2002 12:58 AM

repair time
 
how long does it take a ship to self repair a componet? What effects this rate?

I ask because I had a ship sit dammaged for quite a while without repairing.

TerranC March 27th, 2002 01:08 AM

Re: repair time
 
Any component does not self repair.
You must get the ship to the nearest repair bay or space yard.

Edit: If you are using a Mod like the Devnull mod, if you have an engineering thing, it will repair one component one at a time... Unless engineering itself has been destroyed http://forum.shrapnelgames.com/images/icons/icon9.gif

[ 26 March 2002: Message edited by: TerranC ]</p>

Suicide Junkie March 27th, 2002 01:10 AM

Re: repair time
 
Organic armor only heals during combat.
At the end of each round of combat, add the total regen ability points of all surviving components to a pool of points.
At the end of each round of combat, look for any destroyed component with the armor regen ability. If there exists such a component, repair it, and subtract that component's hitpoint from the pool.
If ever all components with "armor regen" ability on a ship are destroyed, set the pool to zero.

Between months:
- add up all the "Component Repair" abilities in the sector.
- Find the next ship to repair based on repair priorities.
- Use points to repair that ship until it is undamaged or no more points remain.
- if more points remain, goto step 2.

So, OA only heals in combat, and if you've got many damaged ships in one sector, your repair yards might not have gotten around to your ship yet.

Lisif Deoral March 27th, 2002 01:22 AM

Re: repair time
 
Also, emergency pods can only be repaired by space yards, IIRC.

Arak Koba March 27th, 2002 01:27 AM

Re: repair time
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Lisif Deoral:
Also, emergency pods can only be repaired by space yards, IIRC.<hr></blockquote>

Really?! Is this also true for stellar manipulating devices?

Lisif Deoral March 27th, 2002 01:41 AM

Re: repair time
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Arak Koba:
Really?! Is this also true for stellar manipulating devices?<hr></blockquote>

As far as I know, it isn't.

About the emergency pods, the repair limitation was introduced in v1.42 to ensure that the pods are used for actual [i]emergencies[i] rather than every turn or so (the quantum reactor was almost useless).
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>From history.txt:
14. Changed - You cannot repair an Emergency Propulsion Pod or an Emergency Resupply Pod without a space yard being present.<hr></blockquote>

[ 26 March 2002: Message edited by: Lisif Deoral ]</p>

Bman March 27th, 2002 05:03 PM

Re: repair time
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Suicide Junkie:
Organic armor only heals during combat.
At the end of each round of combat, add the total regen ability points of all surviving components to a pool of points.
At the end of each round of combat, look for any destroyed component with the armor regen ability. If there exists such a component, repair it, and subtract that component's hitpoint from the pool.
If ever all components with "armor regen" ability on a ship are destroyed, set the pool to zero.
<hr></blockquote>

This has been my experience with OA: I am in my first game where I am using it and it is multiplayer and v1.49. When I am in the combat simulator, the pool is there as you say. But the timing of the armor regeneration is not as you describe. It is more like this:
1. At the beginning of the combat round, see if any armor needs to be repaired and see how many points are needed to repair it. If the pool is not big enough to repair it all, then figure out how many pieces *can* be repaired.
2. The first time the ship is damaged this turn, repair the number of armor pieces determined in step1. Then apply the damage. Display the damage done by subtracting the amount of healing from the weapondamage (which means it usually shows a big negative number showing that you were healed).
3. Do not do any further healing this turn even if the ship takes more damage.

The effect of this is that ship is only healed when it is shot. It does *not* heal automatically at the end of each combat round. And if you overwhelm a OA-ship with a bunch of firepower in one turn, you can destroy all of the armor components before they can heal. As I say this is in the combat simulator but it bears out in strategic combat:

I have a destroyer with 7 organic armor. It got damaged in a fight with another ship, destroying one of the armor components. This damage occured on the Last combat round of the combat so it did not heal. So now the ship has one damage armor component. It has since moved on to blockade an enemy world where it sits just out of weapon-platform range each turn. So every game turn, it goes through a 30-turn combat during which nothing happens...and the armor *never* regenerates because the ship is never hit by anything. I know that if the ship ever gets hit it will get repaired though...

Suicide Junkie March 27th, 2002 06:13 PM

Re: repair time
 
If you right-click the ship, you should see that the Organic Armor components are intact before the weapon hits and gets a negative damage display.
Once the weapon hits, SE4 calculates the change in hitpoints since the Last hit, and comes up with a negative number.

In any case, the overall effect during combat is the same.
After combat, it is different: If the ship takes damage, but then does not get hit for the rest of the combat, the OA components WILL be repaired, even though the damage report display may read 500/1500.

I am absolutely sure of this in SE4 v1.49.
I tested this in SE4 v1.64 (Gold), but you are probably using v1.60.

Since my CD just came in yesterday, I'll set it up and check for you tonight.

Bman March 27th, 2002 06:35 PM

Re: repair time
 
No when I right-click the ship the armor is still damaged. And the game is a PBW game running 1.49. The ships just don't repair for me until they are hit again. I'd be happy to privately give you the game name and password so you can see for yourself.

Edit: Oh yeah. And there is a slight difference during combat of the two methods: If the armor does not get damaged until the next hit, then the armor is not contributing to the pool until the ship gets hit (and it gets repaired).

This difference becomes significant in this circumstance: I had a ramship with 7 armor and it killed another ship, destroying 4 of its armor and combat ended. Next combat I only had 3 armor adding to the pool as I closed with the enemy so I had alot less built-up healing when I reached the enemy so my ship did not survive as long...

[ 27 March 2002: Message edited by: Bman ]</p>

Suicide Junkie March 27th, 2002 06:39 PM

Re: repair time
 
No problem: what you've got there is not Tactical Combat, and therein lies our confusion http://forum.shrapnelgames.com/images/icons/icon7.gif .

Bman March 27th, 2002 06:47 PM

Re: repair time
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Suicide Junkie:
No problem: what you've got there is not Tactical Combat, and therein lies our confusion http://forum.shrapnelgames.com/images/icons/icon7.gif .<hr></blockquote>

Heh http://forum.shrapnelgames.com/images/icons/icon10.gif Unfortunately the combat simulator does the same thing. I'll doublecheck today at lunch.

Bman March 27th, 2002 09:21 PM

Re: repair time
 
Okay, the boss walked by and I had to put away my bhong. I pulled up my game and sure enough the armor works as you say. I think I was confused because I always check the Auto checkbox when in the simulator to let the computer run the show and all I do is hit End Turn and the armor gets healed *after* I hit End Turn. I don't think the pink elephants and yellow submarines helped much either... http://forum.shrapnelgames.com/image...s/rolleyes.gif

Suicide Junkie March 27th, 2002 09:25 PM

Re: repair time
 
You can use the green torpedoes on the submarines, but the elephants require ground troops http://forum.shrapnelgames.com/images/icons/icon10.gif


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