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Space Yard / Repair Bay questions
Something I haven't been able to figure out so far: is having several Space Yard / Repair ships in one place speeding up the building/repair of a single ship? Or do they each take care of only one ship at a time (and at normal rate) if several are at that location?
What about a single ship (or base ship) equipped with several Space Yard / Repair Bay components? Does it work faster if it has more than one of those component? Thanks. |
Re: Space Yard / Repair Bay questions
Only ONE space yards are allowed per ship.
Two Space yards in the same place but in different ships do not affect each other. Repair bays cannot speed up the time that Space yards builds but it "speeds up" the time a ship comes in repairs or retrofitted. Although there have been times where I wish it could be hurried without having to use Emergency build. |
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And do you also mean that having several Repair ships at the same location, with a single Repair Bay each, speed up repairs on a single ship? Or will that have no effect on the repair time? Thanks. |
Re: Space Yard / Repair Bay questions
Building turns can be reduced by using (abusing?)retrofiting. But the abuse is limited by what you can afford.
Generally the advantage is that the spaceyard can be working on something else, while the previous ship is being retofitted to it's "new" design. To retrofit it has to cost less than 50% of the vehicles current cost. (50% of minerals only? help?). So it may be possible to do several upgrades to get what you want. A retrofit will destroy old components. But the new are Repaired!! Repair rate is by # of componants not by value. Repair modules reapir 3, 5, and 8 componants Space yards also have repair capabilites. (?) Of course it's modified by your races repair rate. Want to have 2 space yard stations and one colony ship by turn 3? It takes some bean counting, Emergency build, about +10% to construction trait, and retrofit. ----------------------------------------------- Woof! |
Re: Space Yard / Repair Bay questions
Ratqueen,
Repair bays/yards "stack". I does't matter if they on same ship, different ship, or part of planetary facilities (check out Proportion's cultural centers for example). Every turn, combined number of repair operations can be performed in each sector. It also does not matter if, for example you have 5 ships with 1 damaged component or 1 ship with 5 damage. If combined efforts of all yards in that sector can repair more than 5, everything will be back on-line next turn. |
Re: Space Yard / Repair Bay questions
50% of the total cost, minerals+organics+rads.
Make your first build cost even amounts of each resource, and then retrofit to your mineral-heavy regular ship designs. Retrofits remove all the old components that are not in the current design. The new components will start out damaged. Changing the order of a component will not cause it to be "reinstalled", it will move for free. Figure out the total number of components per turn you will need to repair when your factories are running at full speed, and build what you need. One or two is probably good. If you have a stack of 4 or 5 construction bases that are all pumping out retroseries designs, you may need more. |
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I will always include a repair ship in every fleet for this reason. By mid game, a dreadnought with 5 level 3 repair bays will repair 40 comp's per turn and I don't have to send broken ships back to a space yard. You can also include a space yard ship in your fleet and retrofit your ships without having to go back to a space yard. |
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Re: Space Yard / Repair Bay questions
Note that when upgrading the 50% is a factor of *each* resource not the total. For example, you cannot upgrade a ship costing 5000 min, 10 org, and 2000 rad to one that costs 5000 min, 50 org, and 2000 rad even though the difference in total resource cost (7010 vs. 7050) is well within the 50% barrier.
Trust me I encountered this a lot in my Borg mod. They tend to be somewhat retrofit happy and I was many times stymied by a negligible shift in the oft-neglected organics. |
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Thanks also to everybody else who replied my original questions! http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Re: Space Yard / Repair Bay questions
Just did a test and it looks like I was wrong. Retrofits are based on total resources after all. Must have been designing ships with too tight a margin for error and misattributed the problem.
My bad. http://forum.shrapnelgames.com/images/icons/icon10.gif |
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Re: Space Yard / Repair Bay questions
Really good info guys.
Does anyone know how the retrofit surchagres are figured? Is it base surcharge, + removal, +install, and/or %? ----------------------------------------------- Woof! |
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Re: Space Yard / Repair Bay questions
I bet thats been fixed.
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Re: Space Yard / Repair Bay questions
From settings.txt v1.67:
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Re: Space Yard / Repair Bay questions
Thanks, I bet everthing is in the settings.txt file.
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Re: Space Yard / Repair Bay questions
Yep. Everything, that is, except important dates like your anniversary or your mother's birthday. http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: Space Yard / Repair Bay questions
Not to get on topic or something horiible like that but as a practical consideration retrofitting for faster construction really isn't feasible in PBW where it takes effectively 2 submitted turns for a retrofit IIRC.
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Re: Space Yard / Repair Bay questions
Retrofits can be done once per turn in a simultaneous game (such as PBW)
Since the cost can be 50% more, you will save some time as soon as the cost of the vehicle exceeds 3 times your spaceyard rate. Of course, that is just for one ship. If you want to build a fleet, you are in a better position. Say you have a retroseries with the first ship buildable in 1 turn, and 5 retrofits later you get the design you want. One factory can build the design you want in 8 turns. (5 retrofits = 7.6 times the value of the original ship) Or, one factory can build 8 retroseries hulls in 8 turns, and have three of the vehicles fully built by that time. From then on, your factory produces one finished ship per turn instead of one every 8 turns. You will be spending a lot more resources to do the retrofitting, but the speed gain is immense. |
Re: Space Yard / Repair Bay questions
Also note that in simultaneous, you can only retrofit one ship for each spaceyard in the sector. (As opposed to turn-based, where one shipyard can retrofit as many ships as you have the resources for.)
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Re: Space Yard / Repair Bay questions
"Umm... that's not true. One spaceyard allows you to retrofit as many ships as you can afford. Repairing all of the new components can be a problem, but there is no limit to the number of ships that you can give the retrofit order to."
I can atest to that. Once decided to retrofit my entire fleet at the same time. It worked. Wasn't a good IDEA, mind, but it worked. Phoenix-D |
Re: Space Yard / Repair Bay questions
Hmm, was that what this change in v1.40 did?
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[ Edit ] OK, I found the old threads, from March 20, 2001 and May 17, 2001 . This predated the change in v1.42, where you could no longer retrofit a ship while it was in a fleet. I don't think it ever even occurred to me to test whether the per spaceyard limit still held. [ May 26, 2002, 22:46: Message edited by: capnq ] |
Re: Space Yard / Repair Bay questions
In my PBW games I stopped having the retrofit error for incorrect ship size. I have been putting all new designs in the back of a build que before retrofitting. Now I seem to be able to safely design and retrofit on the same turn.
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