ship yards and repair and stuff

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strawb
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ship yards and repair and stuff

Post by strawb »

remind me; I maximise ship repair by having few ships in EACH port with a ship yard (not in TF) OR by having few damaged ships in any port anywhere? I have 3000+ shipyard points but slow repairs (NOT of course that is at all relevant to my current game ...hrmmm :D )

Second - training air groups - busy training my potentail kamikaze hordes at home to save fuel as usual but not much advancement going on- suggestions to max training gain?

Third - The minor fleets suck PP off of combined fleet right? Short of acidently on purposes allowing south/north or 8th fleet to die (NO NO I won't, too gamey, but likely to happen due to incompetance) how to minimsie that drain (beside having no TFs in those fleets).
Sometimes, when you are a Bear of Very Little Brain, and you Think of Things,you find sometimes that a Thing which seemed very Thingish inside you is quite different when it gets out into the open and has other people looking at it. - Winnie the Pooh
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Capt. Harlock
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Post by Capt. Harlock »

Having a huge number of points in the Ship Construction Pool only helps ship repairs to a limited extent. What matters is the number of points available at the port where the damaged ship or ships are. The number of points available per turn is the shipyard capacity plus the Port rating of the base. Once those points are used up, repairs grind almost to a halt. (There still is a random chance for some repair by the ship's own crew.) This is why you want to spread your damaged ships out to multiple bases.

The speed of repairs also depends on the type of the ship. Major surface combatants (BB's & Cruisers) repair slowly, Carriers and CS's repair more quickly, and DD's and transports repair faster still. (Makes excellent historical sense.)

As for training, it looks to me that experience cannot be raised by Training missions beyond a certain level--about 74 for the Allies, and I don't know what for the Japanese.
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Sardaukar
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Post by Sardaukar »

And if I recall correctly, repairs are lot faster in ports that have shipyard, like Pearl Harbour etc...but that can affect the production of new ships, delaying the arrival of new ships.

Cheers,

M.S.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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Ranger-75
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Post by Ranger-75 »

Sardaukar is correct. For example if you have a port with a 9 port rating and shipyard size of 10 you have 19 repair points available for that turn for any and all damaged ships in that port.

Any shipyard points used in repairs DO NOT contribute to "new construction" for that turn (See earlier threads on the shipyard totals analysis done several months ago).
Still playing PacWar (but no so much anymore)...
boggle
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Aircrew Training

Post by boggle »

Capt. Harlock wrote: As for training, it looks to me that experience cannot be raised by Training missions beyond a certain level--about 74 for the Allies, and I don't know what for the Japanese.
According to PacWar Version 32.doc the following is true for CV based aircrews:
Air group gets +1 Experience per turn if Experience is less than
70 + Random (5).
And:
**Land Based Air Groups still use the 3.1 method of Training. They both have the same maximum Experience level, however, Carrier Groups have an easier time at getting higher experience.
For 3.1 it's:
Air group gets +1 Experience per turn if Experience is less than
65 + Random (10).
What works well for me is train the land based groups up to 65, then let them do practice runs vs small islands or targets in China, with low risk of high losses. Works fine except against a human player with enough resources to counter :)

Bye,
Torsten
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