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Post by phollyer on May 22, 2015 9:38:01 GMT -5
the repair of ship...specifically transports is terribly slow....is this related to the CP on the planet its orbiting?? it will repair faster on planets with +7 or +10 than one with +2??
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Post by En1gma on May 22, 2015 9:56:16 GMT -5
phollyer I believe the repair speed is based on the number of points put into Repair itself. Some negative politics can actually reduce your repair/refuel rates if I recall correctly... Something I've been trying lately is having a full invasion fleet of 8 transports, one of which is outfitted with a basic colony module, so once the system is purged, the colony sets down and you have next turn repair capabilities.
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Post by phollyer on May 22, 2015 12:26:12 GMT -5
>based on the number of points put into Repair itself
I don't understand this at all...what and where does one put points into repair?
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Post by tenbsmith on May 22, 2015 12:39:01 GMT -5
You can adjust the number of Repair points for a given design in the Ship Designer. Once a ship is built, it's Repair number is fixed.
The number of points for "Repair" is shown on the Ship Summary screen for each ship. I believe it represents the base number of points of hull repair that will occur per turn--as with many things in this deep game, modifiers may be applied to this base number (e.g., negative politics may modify it down).
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Post by elwoodps on May 22, 2015 12:40:09 GMT -5
>based on the number of points put into Repair itself I don't understand this at all...what and where does one put points into repair? In the ship designer, on the 3rd screen there's a button that labeled "Captain". Click that button and it'll take you to a screen where you can allocate the captain's skills.
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Post by En1gma on May 22, 2015 12:40:15 GMT -5
If you look at the ship screen, there is a repair number. While in green space, the vessel will repair that many points per turn.
Repair can also be adjusted via new ship designs created in the Ship Designer
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Post by anrdaemon on May 23, 2015 15:53:51 GMT -5
If you put zero in repair, you won't be able to repair your ships at all, except fighters. And yes, repairing 80HP transport takes upward to 80 turns.
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Post by Cory Trese on May 25, 2015 9:43:39 GMT -5
If you put zero in repair, you won't be able to repair your ships at all, except fighters. And yes, repairing 80HP transport takes upward to 80 turns. I was measuring a few 120HP Transports that repaired in around 10 turns -- I think what anrdaemon is saying is that your design makes a HUGE difference in all aspects of the game -- and Repair rate is no different. I consider putting zero repair a bug -- that is on me. Not sure if I should fix it by prohibiting zero Repair, or by adding a minimum repair. I will note that any designer who's putting 0 Repair is probably either confused or gaming the system somehow.
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Post by Cory Trese on May 25, 2015 9:44:20 GMT -5
Ticket #3113 4X - Bug - Ships Built with 0 Repair Score
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Post by elwoodps on May 25, 2015 11:24:01 GMT -5
........ I will note that any designer who's putting 0 Repair is probably either confused or gaming the system somehow. Hi Cory Trese, I guess I'm confused (which is easy me ) because, although I'm not intentionally gaming the system, I do build all of my Fighters with 0 repair, once I've researched Starship Construction 4. It's just that any of my repair carriers can repair a fighter so much faster than that fighter can repair itself, even if I'd put 5 points of Captain Skills into repair (which is a huge amount considering how many other things those skill points are needed for). So since my fighters always go to a carrier for repairs, why put any points of Captain Skills into repair?
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Post by Cory Trese on May 25, 2015 11:31:12 GMT -5
Because the Repair points on your Fighters count for drastically more than the Repair points on your Carriers, when using the Carrier's Repair Fighter training.
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Post by elwoodps on May 25, 2015 11:49:32 GMT -5
Because the Repair points on your Fighters count for drastically more than the Repair points on your Carriers, when using the Carrier's Repair Fighter training. Sorry, but I'm still confused. Do points allocated to repair do more than just determine how quickly a ship repairs itself in the green zones? If so, can you give me some examples of other things that points allocated to repair impact?
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Post by Cory Trese on May 25, 2015 11:55:11 GMT -5
Because the Repair points on your Fighters count for drastically more than the Repair points on your Carriers, when using the Carrier's Repair Fighter training. Sorry, but I'm still confused. Do points allocated to repair do more than just determine how quickly a ship repairs itself in the green zones? If so, can you give me some examples of other things that points allocated to repair impact? When a Carrier repairs a Fighter, the Fighter's Repair attribute plays a major role in the amount of HP repaired.
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Post by elwoodps on May 25, 2015 12:05:03 GMT -5
Sorry, but I'm still confused. Do points allocated to repair do more than just determine how quickly a ship repairs itself in the green zones? If so, can you give me some examples of other things that points allocated to repair impact? When a Carrier repairs a Fighter, the Fighter's Repair attribute plays a major role in the amount of HP repaired. Got it! Thanks so much for the clarification, and many thanks for all the work you and fallen do building and constantly improving these great games.
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Post by anrdaemon on May 26, 2015 0:08:05 GMT -5
When a Carrier repairs a Fighter, the Fighter's Repair attribute plays a major role in the amount of HP repaired. Major as in - applies over the carrier's repair bonus?
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