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  #21  
Old November 5th, 2002, 08:28 PM
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Default Re: Retrofit Order revocation

I think Phoenix-D was saying to total the repair ability amount of all components and facilities in the sector, not to add the ability to all components and facilities.

tbontob, your idea can work in non-simultaneous games. Retrofits are done immediately (not the repairs, though), so you can retrofit through a progression of several designs in one turn. In simultaneous, though, any (new) order on the Scrap/Analyze/Retrofit window cancels all previous orders (including other Scrap/Analyze/Retrofit orders). You have to wait until next turn to issue the next retrofit order.
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  #22  
Old November 5th, 2002, 08:30 PM
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Default Re: Retrofit Order revocation

Gryphin, you you wouldn't need any self imposed control to limit it's use to only retrofits. You simply give it the construction ability, but with a zero value. That way it can't build anything. But anything with the construction ability can trigger a retrofit. Then you just need repair bays to do the repairs.

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  #23  
Old November 5th, 2002, 09:26 PM

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Default Re: Retrofit Order revocation

Gryphin: Uh, I didn't say that.

"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."

"add" as in addition. That's a way to determine how many components you can repair in a given sector per turn.

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  #24  
Old November 5th, 2002, 11:04 PM

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Default Re: Retrofit Order revocation

Ah, thanks for the clarification and the informaiton.
So to mod a "Scotty" component you would give it a Ship Yard ability with Zero build and a repair bay with limited build, (perhaps 1 per turn). This would allow a ship to retro fit at the front lines.
Edit:
I wonder how to mod the Scottish accent.

[ November 05, 2002, 21:53: Message edited by: Gryphin ]
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  #25  
Old November 7th, 2002, 11:35 AM
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Default Re: Retrofit Order revocation

Quote:
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.
Gryph, you ever played Devnullmod? It has something very much like this: An engineering section which grants limited construction /repair (I think), extra combat speed and an auxiliary control.
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  #26  
Old November 7th, 2002, 11:50 AM
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Default Re: Retrofit Order revocation

Quote:
Originally posted by Gryphin:
Ah, thanks for the clarification and the informaiton.
So to mod a "Scotty" component you would give it a Ship Yard ability with Zero build and a repair bay with limited build, (perhaps 1 per turn). This would allow a ship to retro fit at the front lines.
Edit:
I wonder how to mod the Scottish accent.
Write the description in a thick Scottish accent.
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  #27  
Old November 8th, 2002, 02:15 AM
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Default Re: Retrofit Order revocation

I usually build a 'Logistics Fleet' with a couple of Space Yard Ships, at least 2 (usually more) Repair Ships and a whole bunch of Tankers. Farm out some or most of the Tankers to the active fleets, the rest of the LF tracks in behind the main force (usually the other side of a warp point) and provides rear-area repair/refit facilities.

Forex, if I'm taking on a Home Planet in Proportions, I'll start off with an anti-ship fleet and eliminate the defence force before entering the planet square. Then I convert to one with a LOT of point defence in order to take out the fighters based on the planet, finally convert to a huge number of CSM and lay siege, bombarding the place until I can make a landing to capture it. All without ever having to return to base with the combat force.

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  #28  
Old November 8th, 2002, 02:43 AM

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Default Re: Retrofit Order revocation

dogscoff ,
I have not tried the Devnul Mod. Hm, guess I should. Can I use TDM with it? I'm thinking not due to the various mods.
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  #29  
Old November 8th, 2002, 02:48 AM
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Default Re: Retrofit Order revocation

You can't use the TDM mod very effectively with Devnullmod unless you tweak the research & ship design parts of the various AIs, but I've a feeling someone may have done this work for you already.

Also, I believe Devnullmod comes ready-supplied with some AIs by Rollo, who is a TDM-certified AI modder anyway.

I'm pretty sure that's all true, anyway. Either ask Rollo or take a look through the Devnullmod readme...
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