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Home » news » forums » Space Empires V » Space Empires V General

Fighter Repairs

Submitted by Isdahl on Thu, 2008-01-03 02:13. Space Empires V General

When you have damaged fighters that are carrier based, will the carriers repair them like our navy carriers do in RL, or is a repair ship/component required to do the work?

Also since a shipyard is not required to be present on a planet to build fighters, will those same planets be able to repair the fighters they built?

Assume that the fighters have all landed from battles fought for repair purposes. I ask becuase i had 2 fighters and 1 fighter/bomber damaged in a recent battle and on the next turn the planet was attacked again, my fighters launched, but i noticed the engine damage they suffered from the previous battle was still there.

‹ Scientific Strategy unnamed mod + max number of ships ›
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Re: Fighter Repairs

Submitted by Spuda on Thu, 2008-01-03 06:50.

Hi there you will need to have a repair component on your carrier to fix the fighters, also adjust the stratergy settings and move you fighters up the priority list so they get fixed first.

Planets will repair fighters but at a much reduced rate. Best with repair ships or bases.

Hope this helps

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Rilo57's picture

Re: Fighter Repairs

Submitted by Rilo57 on Thu, 2008-01-03 10:37.

The concept is that a Ship yard allows you to build ships (capable of going through warp points). If there is any mineral/organic/rads listed but no Ship yard then that can only build unit types, or facilites.

SEV, more than a feeling.

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Re: Fighter Repairs

Submitted by Krec7 on Thu, 2008-01-03 15:57.

You can have 1 of your carriers be a repair carrier. the fixer if you will.

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Re: Fighter Repairs

Submitted by Isdahl on Thu, 2008-01-03 16:15.

Thnx guys, that answers the first question about the repair component/shipyard part. I thought that might be the answer.

But that leaves the 2nd question still.Since any planet can build fighters (being a unit and not a ship), and those fighters are damaged protecting that planet (the one that built them), will the planet repair them?,(not fighters from a carrier, or another planet,just the ones that the planet built for its own defence, or will i have to just build more). Ty for your patience and time to answer this post 8D.

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Re: Fighter Repairs

Submitted by Brad on Thu, 2008-01-03 17:57.

As of the 1.66 patch all planets have a small amount of facility and unit repair. It's not very high though - a Space Yard facility will greatly increase the repair rate. Or you can change it in Settings.txt

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Psieye's picture

Re: Fighter Repairs

Submitted by Psieye on Fri, 2008-01-04 12:20.

Answer: yes planets can repair units. Were you attacked immediately, thus not giving a chance for the fighters to be repaired? Or did the planet have a bunch of other stuff it was repairing?

---Sig---
Playing Touhou games (Go to this Wiki if interested. No, nobody else is that good/insane as that replay). No rush for SE

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Re: Fighter Repairs

Submitted by Isdahl on Fri, 2008-01-04 13:05.

I was attacked on the next turn.It wasn't repairing anything at the time , it was the planets first battle. I'm not currently running 1.66 though so maybe that has something to do with it. Guess after i read some of the complaints on 1.66 i wasn't sure i wanted to run it yet. And thnx guys for the help.

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Re: Fighter Repairs

Submitted by Vince278 on Fri, 2008-01-04 18:26.

I've always repaired at a planet. Having a repair ship is good for long trips but I'd rather conquer a planet as a forward base and place a ship yard on it.

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Re: Fighter Repairs

Submitted by Astroshak on Sun, 2008-04-06 11:10.

Not sure about stock, but in Balance Mod, I believe that the Repair Bay is more effective than a Shopyard at making repairs - it can repair more tonnage per turn. A mobile shipyard vessel can (when based on a larger ship size) have multiple repair bays on it - further increasing the speed at which the vessel can put a fleet back into action.

For smaller ships, or smaller fleets, a planet is a perfectly viable means of repair. For larger fleets though, I prefer to take a large freighter and load it to the gills with repair bays. This won't work in stock though - you'd have to use a non-freighter because in stock repair bays and ship-based shipyards don't count towards cargo requirements.

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Re: Fighter Repairs

Submitted by Jedi_Nites on Tue, 2008-04-08 05:12.

Repair Bays count towards the cargo requirement of a freighter in Balance Mod?

I didnt know that

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Captain Kwok's picture
Mod Designer

Re: Fighter Repairs

Submitted by Captain Kwok on Tue, 2008-04-08 11:21.

The component descriptions in the Balance Mod will tell you whether or not an item counts towards cargo space requirements. Supply, Ordnance, Space Yards, Repair Bays, Mine Sweepers, and remote mining are non-cargo components that count towards cargo requirements for Freighters.


Space Empires Depot | SE:V Balance Mod

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Mod Designer

Re: Fighter Repairs

Submitted by brianb99999 on Mon, 2008-04-14 17:33.

Not sure if this helps, but I created the following bay a while ago which:
allows launch/land of fighters, drone and satelites
provides a small level of repair for them (repairs units only) - about 1 fighter per turn, (this would be the equivelent of a deck crew).
it also has a small store of ordinance.
I look at it as representing a more realistic hangar bay.

Name := Hanger Bay
Description := Area on a starship where units are stored for launch, includes consumables for the units.
Picture Number := 22
Maximum Level := 9
Tonnage Space Taken Formula := 50
Tonnage Structure Formula := 50 + (([%Level%] - 1) * 10)
Cost Minerals Formula := 120 + (([%Level%] - 1) * 1)
Cost Organics Formula := 0
Cost Radioactives Formula := 0
Supply Amount Used Formula := 0
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship, Base
Can Be Placed In Ship Sections := Inner Hull, Outer Hull
Component Type List := Technological
General Group := Unit Launch
Custom Group := 0
Number Of Requirements := 1
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Fighters.
Requirement 1 Formula := Get_Empire_Tech_Level("Fighters") >= (1 + ([%Level%] - 1))
Number Of Abilities := 10
Ability 1 Type := Units - Launch
Ability 1 Description := Can launch fighters into space. One fighter can be launched every [%Amount2%] milliseconds during combat.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := "Fighter"
Ability 1 Amount 2 Formula := 6000 - (([%Level%] - 1) * 200)
Ability 2 Type := Units - Recover
Ability 2 Description := Can recover fighters from space.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := "Fighter"
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Storage Cargo Space Amount
Ability 3 Description := Provides [%Amount1%]kT of cargo space.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 50 + (([%Level%] - 1) * 25)
Ability 3 Amount 2 Formula := 0
Ability 4 Type := Supply Storage
Ability 4 Description := Can store [%Amount1%] units of supply.
Ability 4 Scope := Space Object
Ability 4 Range Formula := 0
Ability 4 Amount 1 Formula := 50 + (([%Level%] - 1) * 10)
Ability 4 Amount 2 Formula := 0
Ability 5 Type := Ordnance Storage
Ability 5 Description := Provides storage for [%Amount1%] units of ordnance.
Ability 5 Scope := Space Object
Ability 5 Range Formula := 0
Ability 5 Amount 1 Formula := 250 + (([%Level%] - 1) * 100)
Ability 5 Amount 2 Formula := 0
Ability 6 Type := Units - Launch
Ability 6 Description := Can launch satellites into space. One satellite can be launched every [%Amount2%] milliseconds during combat.
Ability 6 Scope := Space Object
Ability 6 Range Formula := 0
Ability 6 Amount 1 Formula := "Satellite"
Ability 6 Amount 2 Formula := 6000 - (([%Level%] - 1) * 200)
Ability 7 Type := Units - Recover
Ability 7 Description := Can recover satellites from space.
Ability 7 Scope := Space Object
Ability 7 Range Formula := 0
Ability 7 Amount 1 Formula := "Satellite"
Ability 7 Amount 2 Formula := 0
Ability 8 Type := Units - Launch
Ability 8 Description := Can launch drones into space. One drone can be launched every [%Amount2%] milliseconds during combat.
Ability 8 Scope := Space Object
Ability 8 Range Formula := 0
Ability 8 Amount 1 Formula := "Drone"
Ability 8 Amount 2 Formula := 6000 - (([%Level%] - 1) * 200)
Ability 9 Type := Units - Recover
Ability 9 Description := Can recover drones from space.
Ability 9 Scope := Space Object
Ability 9 Range Formula := 0
Ability 9 Amount 1 Formula := "Drone"
Ability 9 Amount 2 Formula := 0
Ability 10 Type := Tonnage Repair Unit
Ability 10 Description := Can repair [%Amount1%]kT of unit tonnage per turn.
Ability 10 Scope := Space Object
Ability 10 Range Formula := 0
Ability 10 Amount 1 Formula := 30 + (([%Level%] - 1) * 5)
Ability 10 Amount 2 Formula := 0
Weapon Type := None

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