View Full Version : Damaged / Destroyed comps question
Ratqueen
May 20th, 2002, 05:51 AM
Am I correct to think that destroyed components can only be repaired by Space Yards, and not by Repair Bays?
I found the following information on a SE4 web site:
"I love the emergency propulsion mixed with a repair unit. 16 pods and 2 repair units creates a scout that can travel 90 squares a turn!"
Well, that got me all confused, since there can only be one Emergency Propulsion component per vehicle, right? So, I designed 2 different Scout ships: 1 with an Emergency Component and a Repair Bay, and one with an Emergency Resupply Pod and a Repair Bay. When I used the emergency components on both ships, the Repair Bays on the ships didn't repair anything (and when I brought other Repair ships to them, they didn't fix anything either.) I had to bring a Space Yard ship to them to repair them... Does that make sense?
Also, can a ship equipped with a Repair Bay repair its own damaged components, and one with a Space Yard repair its own damaged/destroyed components?
I would appreciate if someone could clarify all that for me.
Thanks.
Phoenix-D
May 20th, 2002, 06:01 AM
There is no difference between damaged and destroyed once you are out of combat.
HOWEVER, certain components can't be repaired by a repair bay. IIC this is only the emergancy move components at this time. It was also imlimented in a patch.
Phoenix-D
Phoenix-D
May 20th, 2002, 06:02 AM
EDIT: hmm, we can't delete double Posts now
[ May 20, 2002, 05:05: Message edited by: Phoenix-D ]
Wardad
May 20th, 2002, 07:33 PM
There was a game play balancing change in one of the prior patches. It should also apply to gold.
I believe you will need a space yard to repair Emergency componants. try searching on: yard+emergency.
capnq
May 20th, 2002, 11:21 PM
Emergency Resupply Pods also need to be repaired at a shipyard (v1.42+).
steveh11
May 22nd, 2002, 02:10 PM
Better off going for the next level in resupply anyway...
But I was under the impression that NOTHING could be repaired unless there was a Space Yard, either component or facility, present. Not so?
I usually build a Logisitcs Fleet of Builders (Space Yard Ships) and Fitters (Repair Bay Ships) anyway. Covers all ills. Add Tanker support and you'll be amazed how far you can go and still sustain an offensive.
Steve.
Phoenix-D
May 22nd, 2002, 07:08 PM
"But I was under the impression that NOTHING could be repaired unless there was a Space Yard, either component or facility, present. Not so?"
Not so. Only the special components mentioned require a space yard, the others can use a repair bay.
Phoenix-D
DirectorTsaarx
May 22nd, 2002, 07:43 PM
Originally posted by Ratqueen:
Am I correct to think that destroyed components can only be repaired by Space Yards, and not by Repair Bays?
I found the following information on a SE4 web site:
"I love the emergency propulsion mixed with a repair unit. 16 pods and 2 repair units creates a scout that can travel 90 squares a turn!"
Well, that got me all confused, since there can only be one Emergency Propulsion component per vehicle, right? So, I designed 2 different Scout ships: 1 with an Emergency Component and a Repair Bay, and one with an Emergency Resupply Pod and a Repair Bay. When I used the emergency components on both ships, the Repair Bays on the ships didn't repair anything (and when I brought other Repair ships to them, they didn't fix anything either.) I had to bring a Space Yard ship to them to repair them... Does that make sense?
<snip>
<font size="2" face="Verdana, Helvetica, sans-serif">As Phoenix-D implied, the "90 squares per turn" scout ship was an exploit that got fixed by a later patch. That patch changed SE4 so that only 1 Emergency Propulsion component could be installed on a given ship, and also added the "must be repaired by shipyard" ability and applied it to the emergency propulsion component (among others - I think some of the Stellar Manipulation components have the same restriction).
Hope that helps.
Phoenix-D
May 22nd, 2002, 08:00 PM
"and also added the "must be repaired by shipyard" ability and applied it to the emergency propulsion component"
Another quick clarification: the change was done in HARD code, not the data files. In other words, no new ability, and you can't change it.
Phoenix-D
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