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RE: CV stuck in Sydney
Posted: Wed Jun 29, 2011 5:00 am
by davidjruss
please ignore this post - in error.
Davidr
RE: CV stuck in Sydney
Posted: Wed Jun 29, 2011 5:03 am
by JeffroK
ORIGINAL: CV 2
ORIGINAL: Lecivius
ORIGINAL: Rainer
You're insane, you know that? [;)]
Thanks for incredible support.
Agreed. I work in support, and I can honestly say Micheal puts to shame any other support I have seen. I come here just to read the tech forums & recharge my " I wanna be like Mike" batteries.
Actually that isnt it at all. Michael is an Ozzie and in Sydney. He just doesnt want a US ship stuck in a Ozzie port. Think of all them US sailors running rampant in Sydney. He's only fixing it so that wont happen [:D]
Yeah, bad memories of too many Septic Tanks on I&I in Kings Cross
RE: CV stuck in Sydney
Posted: Wed Jun 29, 2011 3:44 pm
by Don Bowen
Didn't read this thread all the way through so forgive me if my input is duplicate or too late.
Minimum Upgrade Time and Minimum Conversion time specify the MINIMUM time that an upgrade or conversion will take. Even if the "damage" from the upgrade/conversion can be repaired more rapidly.
These values were put in to prevent a cheat by which a player could upgrade/convert a ship and then use it instantly in it's new version. An upgrade that adds new weapons or changes basic speed or durability configuration would obviously take a long time. Same for a converson that gives the ship a new functionality (like xAK to AV). Without a minimum time, a player could upgrade or convert, then have the ship available instantly (in a damaged state). Freighter to slightly damaged but useful Seaplane Tender in one turn.
It is possible that the two (separate) minimums (upgrade and conversion) may be reported under one message. They are separate fields in the editor.
RE: CV stuck in Sydney
Posted: Thu Jun 30, 2011 8:06 am
by michaelm75au
ORIGINAL: Rainer
Here is a pre-build with changes as mentioned above.
You're insane, you know that? [;)]
Thanks for incredible support.
My thanks to Matrix for allowing me to continue to do these 'outside normal process' updates. Many more fixes have been included than would have been possible within the normal official beta patch cycle.
At the moment, I think that 99% of any bugs have been fixed or bypassed as evidenced by the decreasing number of changes in the last few builds.
Granted that have been a
few tweaks[:D], most of them just make it easier to see information or control things based on past experience, rather than trying to re-design how the game performs some of its actions.
RE: CV stuck in Sydney
Posted: Thu Jun 30, 2011 10:19 am
by greg_slith
These values were put in to prevent a cheat by which a player could upgrade/convert a ship and then use it instantly in it's new version. An upgrade that adds new weapons or changes basic speed or durability configuration would obviously take a long time. Same for a converson that gives the ship a new functionality (like xAK to AV). Without a minimum time, a player could upgrade or convert, then have the ship available instantly (in a damaged state). Freighter to slightly damaged but useful Seaplane Tender in one turn.
I've just upgraded a dozen subs at Midway for the 12/41 upgrade. All are due to return to service in 11 days yet none have any damage at all. If I try to make a sub task force of one of them will the upgrade be in effect if I form the Tf before the 11 days are up?
RE: CV stuck in Sydney
Posted: Thu Jun 30, 2011 1:20 pm
by oldman45
If the conversion is conversion/upgrade is something that I believe can be done pier side, I take it out of the yard and put it pier side. Does this effect that move?
RE: CV stuck in Sydney
Posted: Thu Jun 30, 2011 1:27 pm
by john dobbins
You must put the Lexington in "readiness" repair mode or it will be stuck forever. Once you put it in readiness mode it will eventually (not quickly) be released to leave harbor.
RE: CV stuck in Sydney
Posted: Thu Jun 30, 2011 1:30 pm
by john dobbins
You must put the Lexington in "readiness" repair mode, otherwise it will be stuck forever. Once you put it in readiness mode, it will eventually (not quickly) be released to join a TF and leave harbor.
RE: CV stuck in Sydney
Posted: Thu Jun 30, 2011 2:28 pm
by witpqs
ORIGINAL: ecwgcx
These values were put in to prevent a cheat by which a player could upgrade/convert a ship and then use it instantly in it's new version. An upgrade that adds new weapons or changes basic speed or durability configuration would obviously take a long time. Same for a converson that gives the ship a new functionality (like xAK to AV). Without a minimum time, a player could upgrade or convert, then have the ship available instantly (in a damaged state). Freighter to slightly damaged but useful Seaplane Tender in one turn.
I've just upgraded a dozen subs at Midway for the 12/41 upgrade. All are due to return to service in 11 days yet none have any damage at all. If I try to make a sub task force of one of them will the upgrade be in effect if I form the Tf before the 11 days are up?
You should not be able to put those subs into a TF until they are done with the delay.
RE: CV stuck in Sydney
Posted: Fri Jul 01, 2011 9:52 am
by PaxMondo
ORIGINAL: Lecivius
I come here just to read the tech forums & recharge my " I wanna be like Mike" batteries.
+1
RE: CV stuck in Sydney
Posted: Fri Jul 01, 2011 11:02 am
by greg_slith
So even if there is no FLOATATION or ENGINE damage an upgraded ship is locked in port until a designated time passes. If that ship is hit during a port attack and gains more damage how does that effect the time delay?
I guess I'm struggleing with the notion that a ship will have zero damage but can't be put into a task force. If the ship screen is going to show 0-0-0-0 then, IMHO, it is combat ready. If it is 15-0-0-0 and needs eleven days to "repair" then it makes more sense to me that it is down with gripes.
As I mentioned in another post, I cringe at the idea of having some important ships welded to the docks when KB comes a callin'. I would think a real-life commander would find some way to get up enough steam to clear the area instead of getting sunk in port. Anyway, my two cents.
RE: CV stuck in Sydney
Posted: Fri Jul 01, 2011 12:59 pm
by JohnDillworth
I might have a further complication. I have the Hornet & Saratoga in overcrowded Pearl with 120 days of repairs in front of them. It's 10/42 and the whole fleet is due for upgrades. I am trying to take them out of the docks and send them to the west coast. It's going to take 30 days for them to complete readiness and the presumably the 10/42 upgrade. When the finally make it to the west coast they will still take so long to repair that they will probably require an additional upgrade. So I am essentially "paying" for 2 upgrades when logically, they would be in the docks so long they would have only needed the latest one.
RE: CV stuck in Sydney
Posted: Fri Jul 01, 2011 2:23 pm
by Rainer
If the ship screen is going to show 0-0-0-0 then, IMHO, it is combat ready.
Showing no damage doesn't mean the ship is ready.
Refitting often meant removal of major parts of the ship.
A ship with the boilers removed cannot
get up enough steam to clear the area
There are limits to what a commander can command.
EDIT: I understand that currently it is not very clear what condition the ship is in, especially when showing 0-0-0-0.
Michael announced to show "Refitting" when appropriate on the ships list so there can be no (less) confusion.
RE: CV stuck in Sydney
Posted: Fri Jul 01, 2011 2:25 pm
by Rainer
JohnDillworth
Planning ahead is a known prerequisite to play WitP/AE successfully (I think).
RE: CV stuck in Sydney
Posted: Fri Jul 01, 2011 2:40 pm
by JohnDillworth
Planning ahead is a known prerequisite to play WitP/AE successfully (I think).
It took me 2 years to learn to play. To play successfully will take a bit longer.[:)]
RE: CV stuck in Sydney
Posted: Fri Jul 01, 2011 2:46 pm
by Rainer
It took me 2 years to learn to play. To play successfully will take a bit longer.
Well, including PacWar and WitP I am learning for about 20 years. But I still think I would not make it through a PBEM against a skilled player [;)]
I could be a show case for the Kangaroo Court[:D]
RE: CV stuck in Sydney
Posted: Fri Jul 01, 2011 3:37 pm
by oldman45
There are many safe guards that have been put in to keep honest players honest. This is one of those that may be more aggravating to the player vs AI. Like I said in a previous post, not all refits/upgrades should require that a ship is stuck in the shipyard. I hope there is a work around that does not make it easy to cheat but allow the player to move ships around the port.
RE: CV stuck in Sydney
Posted: Fri Jul 01, 2011 6:41 pm
by greg_slith
ORIGINAL: Rainer
If the ship screen is going to show 0-0-0-0 then, IMHO, it is combat ready.
Showing no damage doesn't mean the ship is ready.
Refitting often meant removal of major parts of the ship.
A ship with the boilers removed cannot
get up enough steam to clear the area
There are limits to what a commander can command.
EDIT: I understand that currently it is not very clear what condition the ship is in, especially when showing 0-0-0-0.
Michael announced to show "Refitting" when appropriate on the ships list so there can be no (less) confusion.
That's my point. If the boiler is off line then there should be ENGINE damage to reflect that. I consider a zero to mean fully functional. If something is broken or being replaced or in someway altered there should be number to reflect this.
By the way, I never cared for the upgrade that left a ship with a 0-0-0-0 state the day after it upgrades. I'm all for adding damage to show something is being "worked" on.
RE: CV stuck in Sydney
Posted: Fri Jul 01, 2011 7:27 pm
by Bullwinkle58
ORIGINAL: Rainer
There are limits to what a commander can command.
Not everyone can be King Canute.
RE: CV stuck in Sydney
Posted: Fri Jul 01, 2011 11:12 pm
by michaelm75au
ORIGINAL: ecwgcx
ORIGINAL: Rainer
If the ship screen is going to show 0-0-0-0 then, IMHO, it is combat ready.
Showing no damage doesn't mean the ship is ready.
Refitting often meant removal of major parts of the ship.
A ship with the boilers removed cannot
get up enough steam to clear the area
There are limits to what a commander can command.
EDIT: I understand that currently it is not very clear what condition the ship is in, especially when showing 0-0-0-0.
Michael announced to show "Refitting" when appropriate on the ships list so there can be no (less) confusion.
That's my point. If the boiler is off line then there should be ENGINE damage to reflect that. I consider a zero to mean fully functional. If something is broken or being replaced or in someway altered there should be number to reflect this.
By the way, I never cared for the upgrade that left a ship with a 0-0-0-0 state the day after it upgrades. I'm all for adding damage to show something is being "worked" on.
I think it is a bit hard to estimate how much damage should be 'added' to the ship for a 30-day upgrade/conversion for instance. What for a 180-day one?
There is some 'upgrade damage' defined in the editor, but it seems to be sys damage.
The compromise is to determine a downtime for the upgrade/conversion to replace 'how much sys/float/engine' to add. To get the right numbers could mean adding 210 to float damage - which would sink the ship outright.[:D]