Shipyard repairs???

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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ScottyG
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RE: Shipyard repairs???

Post by ScottyG »

ORIGINAL: Randy Stead

Editing error. Disregard.

Thanks bud, i'll try actually clicking on the ship to see if it works, hell its worth a try as at this point???
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Randy Stead
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RE: Shipyard repairs???

Post by Randy Stead »

I was trying to edit my post for spelling mistakes and hit the quote button which sits right next to the edit button.

My practice, and I've only been playing the game a few weeks since this past December, is to look at each TF at sea and examine it for damage. Some occurs simply due to operational issues, from speed and the like. Minor stuff like a point or two to system, for example. My understanding is that "mission speed" has the ship travel one 12 hour pulse and cruise speed, the other 12 hour pulse at high [full?] speed. It seems to be these faster spurts that wear down and break things. Next I check all my bases with ships in them and click on the "anchor" button to look at all ships in the base. If I see any with damage points, I click on the ship and give it a repair order. The minor stuff you can usually order to be repaired in readiness state and pierside. Experiment by clicking the various buttons lower right corner in the individual ship's display panel and it will tell you long the repair may take. This minor stuff is usually repaired in 1-3 days. If you can avoid "stood down" repairs you avoid the delays induced by the ship's crew shutting down the systems for repair, then bringing everything back on line again.

Sometimes there are types of damage that cannot be repaired in a given mode. Major damage points sometimes require the ship to be stood down, and may be assisted by certain "helper" ships in port that can repair certain types and levels of damage but only to certain vessels. It is very detailed and complex, at least to we beginners. I'm sure with time it will start to become second nature. Alfred's Ship Repair 101 is a great resource I have it printed off and inserted into what I call "the binder'; a [growing] collection of documents I have found in the forum and other places. The game manual is your main resource, but it should not be your only resource. Go through the sticky posts in the "War Room" section. That place is a gold mine. As well, there are plenty of videos on YouTube.

Not exaggerating, I estimate I spent around 75-90 hours or so of reading and video watching before I started to play this game. I tried to start the big campaign, using Kull's turn 1 spreadsheet, but I began to get in over my head. Many years ago I played Gary Grigsby's Pacific War, I think it was a DOS game back then, way back in the cave days. So, I thought my previous experience would give me a running start. Nope. That game was based on each turn being one week, with giant air battles that soon devolved into winner takes all. This game is much more complicated than that. So, heeding the advice of wiser heads here, I began with the Coral Sea scenario and played it many times, both sides, until I felt I had a good enough idea what to do. Now I am learning deeper game concepts by playing the Guadalcanal scenario. Starting to learn this game by beginning with those two scenarios is the best advice this rookie was given in this forum, along with "read the manual."
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Randy Stead
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RE: Shipyard repairs???

Post by Randy Stead »

To clarify my first paragraph, above. My routine of checking each TF is to see if they have taken any operational damage. I also go through in fine detail any TF that was involved in combat. That is when you get the serious damage, from bombs, torpedoes, mines, etc. Depending on various factors, you then have to decide if you separate the damaged ship[s] from the TF and send them back, or plod on. Losses are a part of combat, the key is knowing when to abort and when to carry on. For example, in my current game I have North Carolina with some moderate flooding damage. I kept her with the TF for one more turn as I swung back toward Guadalcanal from the New Britain area. I wanted to get her further away from Rabaul before I cut her out with an escort and sent her for repair. If it had been only a few minor points I likely would have kept her with the TF until the whole group returned to base. Being under the umbrella of the carrier air cover was of benefit and she did not have engine damage slowing everyone down. It was important for me to cover the supplies coming into Guadalcanal and Tulagi.

If/when I get her to Sydney I will make sure the TF is disbanded automatically, and if not do it manually. I lost a ship or two when learning Coral Sea because I overlooked this important aspect. The ship was in the base hex, but just sitting out in deep water until it sank. Pay attention to damage ships!!! All ships, of course, but especially the cripples. Once disbanded, I bring up the list of ships at the base and click on each ship showing any damage points and make orders for repair. I have other things to do at the base, but before leaving I have another look before moving on. That's when I will click on the "manage ships under repair" button. If there are any damage points that cannot be repaired in a particular mode or at that base, there will be symbols like "#" that indicate which types of damage points cannot be removed. You then either have to bring in other assets that can help, or you repair down the system and flotation damage points until the ship is relatively seaworthy, then send her off with a good escort to the appropriate repair facility.

In my current game I have one cargo ship that has 1 major damage point that cannot be repaired at Townsville, for whatever reason. Tomorrow [because it is late and I am tired and don't think will when tired] I will read up on what the problem might be. If I cannot come up with a better solution to repair her locally, she will be off down the coast to the shipyard at Sydney.

Hope this helps. Let us know how you get on.
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Randy Stead
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RE: Shipyard repairs???

Post by Randy Stead »

WTH happened to my post? I fumble-fingered something to get those lines through my post. I certainly did not intend that.
Ian R
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RE: Shipyard repairs???

Post by Ian R »

i have the colorado in seaqttle [sic] and there is no mention of repair anywhere

- Left click the US flag in the middle of the Seattle hex.

Image

- Left click the little anchor

Image

- Left click the little arrow button next to where it says "manage ships under repair"

Image
"I am Alfred"
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ScottyG
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RE: Shipyard repairs???

Post by ScottyG »

ORIGINAL: ScottyG

ORIGINAL: Randy Stead

Editing error. Disregard.

Thanks bud, i'll try actually clicking on the ship to see if it works, hell its worth a try as at this point???

Nope, didnt nothing but take me to the weapons on the ship. But i did notice that i had the USS Colorado in port up in seatly and it was at 20 floation and its now at 16 so somethings working, probably has to do with the tonnage???
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RangerJoe
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RE: Shipyard repairs???

Post by RangerJoe »

ORIGINAL: Randy Stead

To clarify my first paragraph, above. My routine of checking each TF is to see if they have taken any operational damage. I also go through in fine detail any TF that was involved in combat. That is when you get the serious damage, from bombs, torpedoes, mines, etc. Depending on various factors, you then have to decide if you separate the damaged ship from the TF and send them back, or plod on. Losses are a part of combat, the key is knowing when to abort and when to carry on. For example, in my current game I have North Carolina with some moderate flooding damage. I kept her with the TF for one more turn as I swung back toward Guadalcanal from the New Britain area. I wanted to get her further away from Rabaul before I cut her out with an escort and sent her for repair. If it had been only a few minor points I likely would have kept her with the TF until the whole group returned to base. Being under the umbrella of the carrier air cover was of benefit and she did not have engine damage slowing everyone down. It was important for me to cover the supplies coming into Guadalcanal and Tulagi.

If/when I get her to Sydney I will make sure the TF is disbanded automatically, and if not do it manually. I lost a ship or two when learning Coral Sea because I overlooked this important aspect. The ship was in the base hex, but just sitting out in deep water until it sank. Pay attention to damage ships!!! All ships, of course, but especially the cripples. Once disbanded, I bring up the list of ships at the base and click on each ship showing any damage points and make orders for repair. I have other things to do at the base, but before leaving I have another look before moving on. That's when I will click on the "manage ships under repair" button. If there are any damage points that cannot be repaired in a particular mode or at that base, there will be symbols like "#" that indicate which types of damage points cannot be removed. You then either have to bring in other assets that can help, or you repair down the system and flotation damage points until the ship is relatively seaworthy, then send her off with a good escort to the appropriate repair facility.

In my current game I have one cargo ship that has 1 major damage point that cannot be repaired at Townsville, for whatever reason. Tomorrow [because it is late and I am tired and don't think will when tired] I will read up on what the problem might be. If I cannot come up with a better solution to repair her locally, she will be off down the coast to the shipyard at Sydney.

Hope this helps. Let us know how you get on.

You put an s in Brackets [] instead of these things: (s)

I would not worry about 1 major point of damage but if you have an AR handy, that will repair those.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child
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Ian R
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RE: Shipyard repairs???

Post by Ian R »

ORIGINAL: ScottyG

ORIGINAL: ScottyG

ORIGINAL: Randy Stead

Editing error. Disregard.

Thanks bud, i'll try actually clicking on the ship to see if it works, hell its worth a try as at this point???

Nope, didnt nothing but take me to the weapons on the ship. But i did notice that i had the USS Colorado in port up in seatly and it was at 20 floation and its now at 16 so somethings working, probably has to do with the tonnage???


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"I am Alfred"
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ScottyG
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RE: Shipyard repairs???

Post by ScottyG »

ORIGINAL: Ian R
i have the colorado in seaqttle [sic] and there is no mention of repair anywhere

- Left click the US flag in the middle of the Seattle hex.

Image

- Left click the little anchor

Image

- Left click the little arrow button next to where it says "manage ships under repair"

Image
[:)]
That worked thank you.
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Randy Stead
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RE: Shipyard repairs???

Post by Randy Stead »

Hallelujah, at last!
Ian R
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RE: Shipyard repairs???

Post by Ian R »

"I am Alfred"
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rustysi
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RE: Shipyard repairs???

Post by rustysi »

ORIGINAL: RangerJoe

ORIGINAL: Alfred

ORIGINAL: ScottyG


Trust me i wish there wasn't, example, i have the colorado in seaqttle and there is no mention of repair anywhere as i'v checked several screens by following the fellas video i posted about?

No one trusts you. You have zero credibility. Since your first posts, which significantly were the same question asked in 3 different forums which were answered by 3 different people on the same lines but as you didn't like their answers, you proceeded to again ask the same question again. Why, do you think people are that dumb that eventually some schmuck will give you the answer you want?

No one in this thread has provided you with a video which explains how ship repairs operates. Yet you have the gall to say that the video doesn't provide the answer. A very clear demonstration of the total lack of respect you afford the various individuals who have taken the time and effort to provide you with the answer.

I don't care what the video says. I neither know nor care who made the video, whether or not they are competent in AE game mechanics, nor what the explanation focus of the video is. The definitive answer is provided in the repair guide which two, not one, responders provided to you. The guide only requires an IQ of 100 (perhaps even less) to be understood. But true to form, you can't be bothered reading it and learning.

Nor, as per your usual praxis, bother to provide any screenshots. Screenshots would quickly establish that you pay no attention to the information provided to you.

I have no doubt. Playing AE is several paygrades above your abilities. You lack the attention to detail, the patience, the willingness to do your own homework, to name just a few of the qualities needed to successfully get on top of this game. Do yourself, and the AE community, a favour and find a different game to play. Spoiler alert, played by two competent players, noughts and crosses will always end in a draw.

Alfred

+1

+2

Yeah, I stopped trying to help. Look at his later post. You have to lead him by the hand. I've no time for that lack of effort on his part.
It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb
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ScottyG
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RE: Shipyard repairs???

Post by ScottyG »

ORIGINAL: Randy Stead

Hallelujah, at last!
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