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November 1st, 2002, 10:08 PM
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Re: Retrofit Order revocation
Quote:
Originally posted by tbontob:
Again, lets see if I got it right...
1) Payment is made upfront for all the refits at the turn of 2500.0 to 2500.1
2) All ships then have "craters" where the new components are to be inserted. These "craters" signify components that need to be repaired.
3) In any turn (edit: including the turn from 2500.0 to 2500.1), the number of components that actully replace these "craters" depends upon the number of component repair facilities available.
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Exactly.
Quote:
Taking an absurd scenario... the major refitting 100 Baseships at a planet which has only 1 shipyard. No choice but to watch 10+ years slip by, as the refit grindingly proceeds with the refit of one starship after another?
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You can build a bunch of space yards with 3 retrofit comps each in them. Each of those will retorfit a lot of comps. I have had big games where I park 4 or 5 of these over my an important planet and it can repair a considerable sized fleet in one turn.
Geoschmo
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November 1st, 2002, 10:11 PM
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Re: Retrofit Order revocation
Thanks guys!
This is an obscure aspect of the game.
I had no idea that the "repair facilities" played a role in retrofitting.
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November 1st, 2002, 10:23 PM
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Re: Retrofit Order revocation
One Last question...
The number of "component repair facilities" available in a sector depends upon many factors such as the number of shipyards, the type of shipyards, the level of ship yards and the "repair rate" of the race.
Is there a easy way to determine number of component repair facilities actually available at a location.
If not an easy way, then is there a hard way.
[ November 01, 2002, 20:26: Message edited by: tbontob ]
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November 1st, 2002, 10:26 PM
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Re: Retrofit Order revocation
"If not an easy way, then is there a hard way."
Add the "repair" ability of every single ship, base, and planetary ship yard present. Multiply that by the repair rate in percent, i.e. 100% = 1, 80% = .8, 120% = 1.2, and so on.
Phoenix-D
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November 1st, 2002, 10:29 PM
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Re: Retrofit Order revocation
Quote:
Originally posted by Phoenix-D:
"If not an easy way, then is there a hard way."
Add the "repair" ability of every single ship, base, and planetary ship yard present. Multiply that by the repair rate in percent, i.e. 100% = 1, 80% = .8, 120% = 1.2, and so on.
Phoenix-D
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Thanx Phoenix-D 
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November 2nd, 2002, 01:19 AM
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Re: Retrofit Order revocation
Quote:
Originally posted by tbontob:
Thanks guys!
This is an obscure aspect of the game.
I had no idea that the "repair facilities" played a role in retrofitting.
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Yeah, you need the shipyard component or facility to start the retrofit. But repair bays repair faster than shipyards do.
I sometimes retrofit a fleet that has several repair ships by sending a ship yard ship, starting the retrofit, then sending the spaceyard away to do the same thing elsewhere or do something else.
Now you do know how repair is done, right? Depending on the repair priorities set in Empire options, the most damaged ship is selected. Components are repaired in the order selected. For that ship only, until all it's repairs are complete Then the repair bay moves on to the next ship, repairing it completely. Having more than one repair bay for your moderately sized fleet of light cruiser or larger sized ships will save you much heartache.
[ November 03, 2002, 12:29: Message edited by: Arkcon ]
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November 5th, 2002, 02:15 AM
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Re: Retrofit Order revocation
Thanx Arkcon
I was more or less aware of of what you said.
But, your putting it in such bold terms, ensures that I will remember it! 
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