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RE: Ship Repair 101 Guide - 2/23/2012 8:26:56 AM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
Can it be that there is a typo for the PORT REPAIR ASSIST POINTS for level 2 ports?
When you look you see that every level gains 1 point more than the former, going backward it almost fits except for the level 2 port with 27 what is the same as level 3 ports get.

8 19
27 0
27 11
38 12
50 13
63 14
77 15
92 16
108 17
125

Now lets change that to 17 and we have a perfect system:
8 9
17 10
27 11
38 12
50 13
63 14
77 15
92 16
108 17
125

So can it be that level 2 ports generate 17 Port Repair Assist Points?

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Post #: 61
RE: Ship Repair 101 Guide - 4/16/2012 6:20:47 AM   
LoBaron


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Sticky!

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Post #: 62
RE: Ship Repair 101 Guide - 4/16/2012 9:07:50 AM   
ilovestrategy


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I just bought a used copy and have been reading the manual. There is no way I'm gonna learn this game, it's really intimidating!

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Post #: 63
RE: Ship Repair 101 Guide - 4/16/2012 12:13:20 PM   
Historiker


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quote:

ORIGINAL: LoBaron

Sticky!

I vote for sticky, too!

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Post #: 64
RE: Ship Repair 101 Guide - 4/19/2012 10:53:28 PM   
CaptDave

 

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quote:

ORIGINAL: Historiker


quote:

ORIGINAL: LoBaron

Sticky!

I vote for sticky, too!


It's linked from the wiki, so that's a start.

War in the Pacific: Admiral's Edition Wiki

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Post #: 65
RE: Ship Repair 101 Guide - 4/19/2012 11:21:03 PM   
Empire101


Posts: 1950
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quote:

ORIGINAL: Historiker


quote:

ORIGINAL: LoBaron

Sticky!

I vote for sticky, too!


Here Here!!

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Post #: 66
RE: Ship Repair 101 Guide - 6/7/2012 5:41:43 PM   
Skyros


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bump

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Post #: 67
RE: Ship Repair 101 Guide - 6/22/2012 11:19:30 AM   
Empire101


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Bump!

STICKY!!

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Post #: 68
RE: Ship Repair 101 Guide - 9/13/2012 7:06:02 AM   
LoBaron


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BUMP!

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Post #: 69
RE: Ship Repair 101 Guide - 9/13/2012 5:46:28 PM   
Empire101


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Bump!!

STICKY!!

Can't one of the Moderators sticky this please??

< Message edited by Empire101 -- 9/13/2012 5:48:11 PM >


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Post #: 70
RE: Ship Repair 101 Guide - 9/13/2012 6:24:53 PM   
geofflambert


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Thank you Alfred and Bullwinkle.

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Post #: 71
RE: Ship Repair 101 Guide - 9/14/2012 9:37:32 PM   
CaptDave

 

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quote:

ORIGINAL: Empire101

Bump!!

STICKY!!

Can't one of the Moderators sticky this please??


There's a permanent link to this thread in the Admiral's Edition Wiki (which, sadly, is grossly underused).

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Post #: 72
RE: Ship Repair 101 Guide - 9/15/2012 7:54:51 PM   
Empire101


Posts: 1950
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From: Coruscant
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quote:

ORIGINAL: CaptDave


quote:

ORIGINAL: Empire101

Bump!!

STICKY!!

Can't one of the Moderators sticky this please??


There's a permanent link to this thread in the Admiral's Edition Wiki (which, sadly, is grossly underused).


I did'nt know, but I've bookmarked it now!!


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Post #: 73
RE: Ship Repair 101 Guide - 9/15/2012 8:04:18 PM   
witpqs


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Ooo! I wrote the "Surface Intercepts" article:

http://witp-ae.wikia.com/wiki/Naval_Tactics

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Post #: 74
RE: Ship Repair 101 Guide - 11/4/2012 7:40:38 PM   
geofflambert


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If this was covered and I missed it, I apologize. The first time I played this game, I took a heavily damaged CV into Sidney for repairs. I would have done this regardless, to repair flotation damage before sending it on to Pearl, say. But I didn't know that once you begin a repair project, there would be a delay to putting the ship back in readiness so it could ship out to a larger shipyard. I had a dickens of a time getting that CV out, but eventually it was released. Since I didn't know what I was doing, I may have been switching it from one repair mode to another without leaving it in readiness repair mode long enough for it to be released. Since then I've seen that there is always a delay (I think) but often it's just a single day. Any info anyone can give on how that works?

Also, in a similar vein, a hope for future improvements in the game, in ten or twenty years or so:

Having a process whereby repair shipyards could be enlarged.

Having a process whereby roads could be improved, extended and repaired. The repair part assumes there would also be a means of damaging roads, knocking out bridges and the like.

Having a process like above for railroads. Presumably this would require the introduction of railway engineers, as no other type would be able to do that work. Knocking out railroads in areas where the opponent has no RR ENG available could substantially alter the ground campaign and more. There might be an addendum to the manpower idea that would have rail crews capable of repairs (only and slowly) intrinsic to different areas/cities.

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Post #: 75
RE: Ship Repair 101 Guide - 11/4/2012 8:02:32 PM   
Mac Linehan

 

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quote:

ORIGINAL: witpqs

Ooo! I wrote the "Surface Intercepts" article:

http://witp-ae.wikia.com/wiki/Naval_Tactics


witpqs -

Used the link to read you excellent article on naval tactics. While I have been aware of the wiki for some time, I had, to my embarrassment, forgotten this store of information. There is always so much more to learn...

My thanks to all of you who contributed to the wiki.

Mac

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Post #: 76
RE: Ship Repair 101 Guide - 12/9/2012 8:50:54 PM   
cohimbra


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bump

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Post #: 77
RE: Ship Repair 101 Guide - 12/26/2012 12:48:08 AM   
dereck


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From: Romulus, MI
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Example: 5in/38 Mk 12 EBR. According to the calculations in the guide it should be able to be repaired in a shipyard size 3, port size 3 or a tender. Would it have to be an AD or would an AR be able to do it too?

(I'm thinking not but just want confirmation)

Thanks

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Post #: 78
RE: Ship Repair 101 Guide - 12/26/2012 2:53:32 PM   
Alfred

 

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Yes .. and no.

1. The 5in/38 Mk 12 EBR is a DP gun. As it is a DP gun the WRP ("weapon repair points") cost is the guns effect value. The WRP for this weapon is is therefore 55.

2. A shipyard size 3 generates 60 WRP (shipyard size x 20). As the smallest Allied shipyard is a size 3 (Perth), any undamaged Allied shipyard is able to repair the weapon.

3. A port sized 3 generates 75 WRP (port size x 25). Any undamaged Allied port size 3 is able to repair the weapon.

4. Tenders is where it becomes messy. A tender generates a fixed 250 WRP but the WRP it generates cannot always be applied to repairing a weapon. Remember, technically we are not "repairing" a weapon but really replacing a destroyed weapon with a new weapon and tenders are limited to certain vessel types, not weapon systems per se, they can work on. Therefore, using your 5in/38 Mk 12 EBR as the exemplar, this is how it works out.

(a) ARs do not generate WRPs. The key here is that on page 276 of the manual they are associated only with repairing damage. In the context of this ship repair guide, that means IR ("integrity repairs") only are handled by ARs.

(b) ADs do generate the fixed 250 WRP. Note how on page 275 of the manual they are associated with both repairing (ie IR) and rearming. Therefore an AD easily generates sufficient WRP to repair (ie replace = rearm) a 5in/38 Mk 12 EBR provided the damaged (ie destroyed) weapon itself is on a vessel type which can be worked on by an AD. As indicated in the guide and in the manual the relevant vessel types are combat DDs and below. Therefore an AO (eg the Neosho class) or a CV (eg the Esses class) with a damaged 5in/38 Mk 12 EBR will not have the weapon repaired by an AD because that tender does not work on those vessel types at all.

(c) If a SS or a PT were to have a damaged 5in/38 Mk 12 EBR (who knows what some modders will do), then an AS or AGP respectively could repair the damaged weapon. Again you will find on pages 275 and 276 of the manual respectively those tender types are associated with both repairing and rearming those vessel types they can work on.


Bear in mind, as indicated in the guide I'm not a dev and have no access to the game code. Exact code algorithmns are not disclosed by the devs. But unless a dev such as Don Bowen or michaelm chip in to say something to the contrary, I am quite confident that the above is accurate and more than adequate for 99.9% of WITP:AE players.

Alfred

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Post #: 79
RE: Ship Repair 101 Guide - 12/26/2012 8:36:36 PM   
Mac Linehan

 

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Alfred -

Always clear, concise clarifications - that help me beyond measure (because I am usually beyond help? <grin>).

And:

Merry Christmas to all of the "Down Unders".

Mac

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Post #: 80
RE: Ship Repair 101 Guide - 1/4/2013 2:49:24 PM   
bigred


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bump

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Post #: 81
RE: Ship Repair 101 Guide - 3/12/2013 2:09:50 PM   
n01487477


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Just trying to work out a better repair scheme for Tracker but also came up with a problem in my recent game ...

Any thoughts why ??
Also Alfred didn't elude to ...

Damaged ships are evaluated for repair, based on their “tonnage”, as well as the extent and
“type” of damage.


And for clarity ...

Repair Yards are able to repair all types of damage; System, Floatation, and
Engineering damage, as well as Major damage. Major Damage requires special treatment for
repair modes other than Repair Yard repairs. Ships being repaired in a Repair Yard get no other
benefit; the yard does it all, and neither Repair Ships nor Naval Support has any effect.





Attachment (1)

< Message edited by n01487477 -- 3/12/2013 2:20:47 PM >


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RE: Ship Repair 101 Guide - 3/12/2013 5:17:54 PM   
Bullwinkle58


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If I get a vote, please don't change the Tracker ship repair reports. They are perfect now!

As for Yamato, what is the question?

< Message edited by Bullwinkle58 -- 3/12/2013 5:18:30 PM >


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Post #: 83
RE: Ship Repair 101 Guide - 3/12/2013 7:06:13 PM   
LoBaron


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I guess Damian´s question is why Yamato stopped repairing completely when switching repair mode from readiness to shipyard on turn 232.

Don´t really have an explanation for this either.

She is the only ship in that mode, and Kure naval yard provides enough WRP and IRP to replace the weapon and repair major damage.

Heres a vary vague attempt at solving the riddle:
Is it possible that a repair yard requires 20k supplies to replace devices? Then this could be the result of the engine attempting to
replace the weapon first, and in failing it stops doing anything else. I am most probably wrong though...

Edit: skip the above attempt, not plausable...

Just calculated est. repair time / Total POD. Result is a bit over 5 days per repair point, so could even be a coincidence that it did not
repair a single POD during those 6 days...

Looking forward to an explanation from the pros.

< Message edited by LoBaron -- 3/12/2013 7:16:16 PM >


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Post #: 84
RE: Ship Repair 101 Guide - 3/12/2013 7:19:29 PM   
Don Bowen


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When the ship went from Readiness to Shipyard repairs on major damage began. Major damage is much harder to repair. Note the Repair points in the first screen (79%). I would guesstimate that another day or two would show repair of one point of major flood damage.

Weapons repair does not directly interfere with other repairs, except that it might consume repair resources. Weapons not being repaired would not impede other repairs in any way. No supplies are consumed in weapons repair.

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Post #: 85
RE: Ship Repair 101 Guide - 3/12/2013 9:00:17 PM   
Bullwinkle58


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I thought that was his question, but wasn't sure. I saw the 79%.

I think of BBs as "repair dense." I have had three in the EC shipyard, the biggest in the game, at once and not had any do a point of repair for up to four days. One of the hardest lessons to learn for me has been to leave two at the pier to plug away at system, no matter how slow, and let the points accumulate on one at a time for the major damage in the drydock.

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Post #: 86
RE: Ship Repair 101 Guide - 3/12/2013 9:32:57 PM   
LoBaron


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Was beginning to suspect that, thanks to both of you for confirming!

Stupid question regarding repair points: 79% simply states that 79% the repairyard-generated IRPs are used, correct? Or is that more complicated and includes WRPs
and naval support squads at the base as well?

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Post #: 87
RE: Ship Repair 101 Guide - 3/12/2013 10:34:32 PM   
Don Bowen


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It means the ship is 79% of the way to having one damage point repaired.

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Post #: 88
RE: Ship Repair 101 Guide - 3/13/2013 12:29:34 AM   
n01487477


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Yes, unusual for me to not make myself clear on the question...You are right, I was wondering why it hasn't repaired a point and then I checked my saves and the last two days repairs remain at the same percentage... of 79%. Now, I'm not suggesting bug here until my next turn comes through - but there is no logical reason for this.

Anyway, I'm a "curious" guy (not in the sense of British vernacular)and usually test all this stuff myself ... so I'll report back in this thread and hopefully Alfred will take some of my results and refine his very will done guide. I'm not intending on changing the Tracker repair reports but I am looking at more detailed info in the repair screen.

1. Tonnage does matter - taking tonnage away from Yamato reduces the repair est. With the current set up placed into my Truk Is. sandbox) I can manipulate the numbers and see the output quickly...
- With everything constant so far 1000 tonne = 2 days variability.

Now, to test this with other variables such as port, yard size, etc to make a better equation.
2. Repair yard size seems to affect the repair estimate in an unexpected way. I went down from 100 to 70 with no effect (I have Yamato at 15K tonnage), then at 60 a drop in repair estimate... now, that needs to be explored more.
3. Port size has not so far affected the repair estimate.(size 9 -> 6)
4. Major Damage and minor damage impinge on the repair estimate, and I would contend are treated differently.

I guess what I need to do is set a real test over a number of turns and crunch the numbers more ...

I'll post my results when I've finished.


Thanks for the posts and the PM ...

Cheers



< Message edited by n01487477 -- 3/13/2013 12:52:53 AM >


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Post #: 89
RE: Ship Repair 101 Guide - 3/22/2013 2:55:57 AM   
n01487477


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Other information I have gleaned from my testing so far:-

Each ship's Pt's needed are defined by their tonnage and maybe to some small extent their durability.

eg. Take the Yamato. Actual points needed per repair = 1,333 . So, (67,128 tonnes)*2 = 134,256/100 = 1342 (the 9 pts diff are attributed to something else which I haven't determined yet - I suspect durability or devices)

This is not affected by the amount of damage.
Easy to replicate all you need to do is check for yourself with the same ship with different damage. Pts remain the same.

AE repairs work by changing the amount of points the shipyard repairs each turn. This can be affected by shipyard size(see a), the amount of damage(b) and what damage is being repaired(c)
a. There are no differences in repair pts generated by different sized repair yards. You need to double the Repair yard to the tonnage of the repaired ship to see any substantial difference. A tripling will give no substantial difference. This is something I wish to take up with MichaelM - I would think there should be a graduated benefit here.
b. Higher levels of damage affect the repair points generated. I could pull out the data from the following tracker screenshot but I'll leave that for my Econ101 doc.
c. Sys / Eng / Float have different multipliers for repair points generated.

AE repairs also seem to be affected by engineers at base - still testing this proposition though
I was testing an Allied BB and Japanese BB of same specs and I saw a very small difference ... I don't believe the algorithm is skewed for the allies, the only diff was engineers at base. I'll get back about this.

There is other information I have gotten - but I'll leave that for another day.

edit: for ppl with a slow internet connection ... there is a picture loading below


< Message edited by n01487477 -- 3/22/2013 7:19:14 AM >


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