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RE: Ship Repair 101 Guide
Posted: Thu Feb 23, 2012 6:26 am
by BigDuke66
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?
RE: Ship Repair 101 Guide
Posted: Mon Apr 16, 2012 3:20 am
by LoBaron
Sticky! [8D]
RE: Ship Repair 101 Guide
Posted: Mon Apr 16, 2012 6:07 am
by ilovestrategy
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! [X(]
RE: Ship Repair 101 Guide
Posted: Mon Apr 16, 2012 9:13 am
by Historiker
ORIGINAL: LoBaron
Sticky! [8D]
I vote for sticky, too!
RE: Ship Repair 101 Guide
Posted: Thu Apr 19, 2012 7:53 pm
by CaptDave
ORIGINAL: Historiker
ORIGINAL: LoBaron
Sticky! [8D]
I vote for sticky, too!
It's linked from the wiki, so that's a start.
War in the Pacific: Admiral's Edition Wiki
RE: Ship Repair 101 Guide
Posted: Thu Apr 19, 2012 8:21 pm
by Empire101
ORIGINAL: Historiker
ORIGINAL: LoBaron
Sticky! [8D]
I vote for sticky, too!
Here Here!!
RE: Ship Repair 101 Guide
Posted: Thu Jun 07, 2012 2:41 pm
by Skyros
bump
RE: Ship Repair 101 Guide
Posted: Fri Jun 22, 2012 8:19 am
by Empire101
Bump!
STICKY!!
RE: Ship Repair 101 Guide
Posted: Thu Sep 13, 2012 4:06 am
by LoBaron
BUMP!
RE: Ship Repair 101 Guide
Posted: Thu Sep 13, 2012 2:46 pm
by Empire101
Bump!!
STICKY!![:)]
Can't one of the Moderators sticky this please??
RE: Ship Repair 101 Guide
Posted: Thu Sep 13, 2012 3:24 pm
by geofflambert
Thank you Alfred and Bullwinkle. [&o]
RE: Ship Repair 101 Guide
Posted: Fri Sep 14, 2012 6:37 pm
by CaptDave
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).
RE: Ship Repair 101 Guide
Posted: Sat Sep 15, 2012 4:54 pm
by Empire101
ORIGINAL: CaptDave
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!!
RE: Ship Repair 101 Guide
Posted: Sat Sep 15, 2012 5:04 pm
by witpqs
Ooo! I wrote the "Surface Intercepts" article:
http://witp-ae.wikia.com/wiki/Naval_Tactics
RE: Ship Repair 101 Guide
Posted: Sun Nov 04, 2012 5:40 pm
by geofflambert
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.
RE: Ship Repair 101 Guide
Posted: Sun Nov 04, 2012 6:02 pm
by Mac Linehan
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
RE: Ship Repair 101 Guide
Posted: Sun Dec 09, 2012 6:50 pm
by cohimbra
bump
RE: Ship Repair 101 Guide
Posted: Tue Dec 25, 2012 10:48 pm
by Dereck
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
RE: Ship Repair 101 Guide
Posted: Wed Dec 26, 2012 12:53 pm
by Alfred
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
RE: Ship Repair 101 Guide
Posted: Wed Dec 26, 2012 6:36 pm
by Mac Linehan
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