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  #11  
Old November 1st, 2002, 10:23 PM
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Default 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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  #12  
Old November 1st, 2002, 10:26 PM

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Default 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.

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  #13  
Old November 1st, 2002, 10:29 PM
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Default 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.

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  #14  
Old November 2nd, 2002, 01:19 AM
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Default 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.
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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  #15  
Old November 5th, 2002, 02:15 AM
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Default 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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  #16  
Old November 5th, 2002, 08:57 AM
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Default Re: Retrofit Order revocation

One more thing I think is worth mentioning is that you may not wait till all your 'craters' are repaired before retrofiting to another design. I mean, for example you retrofit 2 big ships. One is fully refitted the next turn and another is not. It still has some 'craters'. You may give this ship retrofit orders without waiting for all the components to be repaired. This will not reduce the cost but only time in case you have researched some new techs.
Sorry if this is off topic
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  #17  
Old November 5th, 2002, 09:42 AM
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Default Re: Retrofit Order revocation

Quote:
Originally posted by Pablo:
One more thing I think is worth mentioning is that you may not wait till all your 'craters' are repaired before retrofiting to another design. I mean, for example you retrofit 2 big ships. One is fully refitted the next turn and another is not. It still has some 'craters'. You may give this ship retrofit orders without waiting for all the components to be repaired. This will not reduce the cost but only time in case you have researched some new techs.
Sorry if this is off topic
Not off topic at all. In fact, that is actually a useful strategy some people use called retro-series building. You make several steps of ship designs, using the 150% max difference in cost between designs to make each step as cheap as possible, while still being retrofitable to the next in the line. You can shave a few turns off of the build queue usage for a ship, so you can essentially get more ships built in the same amount of time. This does require that you have a lot of excess resource production available to pay for the retrofits though.

eg: Design X is the ship you want to build. To simplify the math, it costs 15000 minerals and 0 orgs and rads (max dif in cost is calculated from total resources). You want a 3 step retroseries. So, you need 4 designs. Call the 3 intermediate designs Design X A thru C.

X A costs 6667 / 1.5 = 4445
X B costs 10000 / 1.5 = 6667
X C costs 15000 / 1.5 = 10000
X D costs 15000

Build an X A, retrofit to X B and so on til you get to X. With a 3000 rate SY, design X takes 5 turns to build, whereas design X A only takes 2 turns to build. Make sure to round all costs up, to make sure that you don't get off by 1 resource.
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  #18  
Old November 5th, 2002, 01:37 PM

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Default Re: Retrofit Order revocation

Never mind, my math was all wrong.

[ November 05, 2002, 11:40: Message edited by: dumbluck ]
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  #19  
Old November 5th, 2002, 07:48 PM
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Default Re: Retrofit Order revocation

Bing!!!!<============lightbulb!

What you guys seem to imply is that I can give all the instructions needed to retrofit a ship in one turn.

Using Fyron's example...

In year 2500.0, I give a series of upgrade orders for the following.

X A costs 6667 / 1.5 = 4445
X B costs 10000 / 1.5 = 6667
X C costs 15000 / 1.5 = 10000
X D costs 15000

I can then forget about it and then four turns later, I have a design X ship. True/Not true?

Up till now, I have been retrofitting the ship each turn.
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  #20  
Old November 5th, 2002, 08:06 PM

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Default Re: Retrofit Order revocation

Phoenix-D
"give repair ability to every single"
Do you mean mod a facilty to have that ability?
Gives me an idea, (witch I'm sure is an old one), Create a "Engineering Section" that is: 1/4 size repair bay at say 1/4 the repair rate and 1/3 the cost. It would have the Ship Yard ability but would require self imposed control to only use it for retrofitting. This would be useful to simulate having a Federation Chief Engineer on board.

Pablo,
Not waiting till all craters are gone is a great idea. Thanks
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