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  #31  
Old February 16th, 2003, 02:07 AM
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Default Re: Repair Priorities

So did we email MM yet to see how the repair priorities are supposed to work? If we know that, then all of this can be easily explained, either as how it works, or as a bug. But until we know how it is supposed to work, this is all guesswork.
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  #32  
Old February 16th, 2003, 08:32 AM
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Default Re: Repair Priorities

Quote:
Originally posted by Imperator Fyron:
So did we email MM yet to see how the repair priorities are supposed to work? If we know that, then all of this can be easily explained, either as how it works, or as a bug. But until we know how it is supposed to work, this is all guesswork.
How about a poll first?
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  #33  
Old February 16th, 2003, 03:17 PM
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Default Re: Repair Priorities

There is something that I could do and that is to redo the test to see if I get the same results.

I have been wanting to do it since Baron Grazic asked if I had verified the results by doing it twice.

I just haven't had the time to do it (as yet).
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  #34  
Old February 18th, 2003, 12:30 AM
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Default Re: Repair Priorities

Baron Grazic had asked if I had run the following test more than once:

Quote:
Originally posted by tbontob:


I did a couple of tests in 1.84 with a standard non-modded game.

I built a space yard ship with Space yard1 (3 repair ability).

Then I constructed 9 destroyers with one (1) of each of the following components in this order:
a) Master Computer3
b) Shield Generator1
c) Ion Engine3
d) Meson BLaster1
e) Armor1
f) Scanner Jammer
g) Cargo Bay1
h) Fighter Bay1
i) Supply Storage1

The Repair Priority is standard with the normal settings as set out above, although Construction, Colonizing and Miscellaneous were not used for ease of use [normally they would be g), h) and i)]

I did two tests. In each test, I substituted one of the above components with three of the same, but of a different rating (e.g. 1 Supply Storage1 with 3 Supply Storage3)

In the first test, I substituted all the following components for all the ships in this order of entry.

Destroyer #9 on the ship list had supply changed
Destroyer #8 on the ship list had fighter bay changed.
Destroyer #7 etc.
6
5
4
3
2
Destroyer #1 on the ship list had the master computer changed to bridge/life support/crew quarters.

Then

On each consecutive turn these components were [EDIT] repaired.
1) Turn 1 Vehicle
2) Turn 2 Shields
3) Turn 3 Cargo <====wierd
4) Turn 4 Engines
5) Turn 5 Supply <==== wierd
6) Turn 6 Weapons
7) Turn 7 Armor
8) Turn 8 Sensors
9) Turn 9 Unit Launch

In test 2, I substituted the following components for all the ships in this order of entry.

Destroyer #1 on the ship list had supply changed
Destroyer #2 on the ship list had fighter bay changed.
Destroyer #3 etc.
6
5
4
3
2
Destroyer #9 on the ship list had the master computer changed to bridge/life support/crew quarters.

Then

On each consecutive turn these components were [EDIT repaired].
1) Turn 1 Supply <====wierd
2) Turn 2 Unit Launch <====wierd
3) Turn 3 Engines
4) Turn 4 Cargo <====wierd
5) Turn 5 Vehicle
6) Turn 6 Sensors
7) Turn 7 Armor
8) Turn 8 Weapons
9) Turn 9 Shields

Maybe you guys can make some sense of this, because I sure can't.

Even eliminating the wierd entries, the components do not follow exactly the order of the Repair Priority setting. Not only that, in the Last test, the repairs seem to be more in line with the reverse of the Repair Priority setting.
I hadn't. But I did want to confirm it.

I had to find time from my two favourite projects...saving the world from itself and watching grass grow.

If you think watching grass grow is funny, try doing it in the wintertime!

But seriously, I duplicated the 2 tests and got exactly the same results.
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