Damage Control/Repair Components

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

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Tacit_Exit
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Damage Control/Repair Components

Post by Tacit_Exit »

Does anyone know how the repair works on these components?

Is it supposed to repair everything eventually? I watched a damaged (12) destroyer for about a minute and only saw 1 component fixed. Not sure how this fits with the 'X seconds' in the component description.
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Data
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RE: Damage Control/Repair Components

Post by Data »

did not test this yet but from the galactopedia it should do so eventually, yes
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
caerr
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RE: Damage Control/Repair Components

Post by caerr »

I tested this with the 3 sec repair component and it did indeed repair multiple components in 3 second intervals.

Was this in combat? Maybe the repair bot got destroyed. Or the reactor was gone along with energy?
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Data
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RE: Damage Control/Repair Components

Post by Data »

since one component got fixed i think the bot was not destroyed but very good observation on the reactor energy, caerr
the dependencies among many factors make this game so enjoyably complex, that's why i'm still surprised when i see shield recharge rates not counting against the energy as other components. But as the shields do not even have a static energy requirement I think this is WAD
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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Data
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RE: Damage Control/Repair Components

Post by Data »

don't want to hijack the thread but i've just doublechecked and no technology that is reserched in the energy compartment has static energy consumtion altough on the energy section in the design screen we do see the hyperdrive having energy requirements
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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BigWolfChris
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RE: Damage Control/Repair Components

Post by BigWolfChris »

ORIGINAL: Data

since one component got fixed i think the bot was not destroyed but very good observation on the reactor energy, caerr
the dependencies among many factors make this game so enjoyably complex, that's why i'm still surprised when i see shield recharge rates not counting against the energy as other components. But as the shields do not even have a static energy requirement I think this is WAD

Actually, energy is required for shield regeneration, we just aren't told how much (might just require there to be some surplus energy )
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BigWolfChris
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RE: Damage Control/Repair Components

Post by BigWolfChris »

ORIGINAL: Data

don't want to hijack the thread but i've just doublechecked and no technology that is reserched in the energy compartment has static energy consumtion altough on the energy section in the design screen we do see the hyperdrive having energy requirements

Static energy is what is drained all the time
If the component displays "Energy", but without static, it for when such component is actually in use
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Data
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RE: Damage Control/Repair Components

Post by Data »

good observations, BigWolf
if that is the case with shields we can test using more weapons and faster engines to see what's left for the shileds (or leave nothing for the shields, make the ship underpowered) will think on how to set this up
i think making the shields energy requirements clear on the designs screen is also on the wishlist so it will be implemented at some point
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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