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  #1  
Old February 6th, 2003, 12:26 AM

NAV NAV is offline
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Default Re: Repair Priorities

Quote:
Originally posted by Imperator Fyron:


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.
Imperator Fyron we seem to be in agreements in all the Posts in regards to the supply issue:
----------

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 ]
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  #2  
Old February 11th, 2003, 09:49 PM
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Default Re: Repair Priorities

Quote:
Has anyone else experienced this kind of weirdness?
I did just yesterday.

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.

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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  #3  
Old February 12th, 2003, 02:12 AM
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Default Re: Repair Priorities

This is wierd!

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.

[ February 12, 2003, 00:20: Message edited by: tbontob ]
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  #4  
Old February 12th, 2003, 04:52 AM

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Default Re: Repair Priorities

tbontob, did you run exact same test more then once?
I'd be interested to see if the results are the smqae each time the test runs.
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Old February 12th, 2003, 03:16 PM
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Default Re: Repair Priorities

Quote:
Originally posted by Baron Grazic:
tbontob, did you run exact same test more then once?
I'd be interested to see if the results are the smqae each time the test runs.
Baron, I am sorry to say I haven't

It takes a while to set everything up as you can imagine.

On the plus side, I was very careful when I ran these two tests.

And documented everything, so anyone else could perform the same test if they want to. Same results will say one thing. Different results would say either I made a mistake, the other person made a mistake, we did the test somewhat differently or some other factor is operating of which we are not aware.

EDIT: Verifiability is a part of science which is why I provided the parameters so anyone else could try to verify it if they wanted to.

"smqae" = same?

[ February 12, 2003, 13:26: Message edited by: tbontob ]
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Old February 12th, 2003, 10:38 PM

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Default Re: Repair Priorities

My own guess on this is the order in which ships are repaired depends on when they are built. Then it repairs that ship, using the component repair list to decide which components get fixed first, and then any leftover repair capacity goes to the next ship.
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Old February 12th, 2003, 10:40 PM

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Default Re: Repair Priorities

It fixes the oldest ship first? lol

Polish that turd, we may want to **** it again.
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