Distant Worlds 2

Distant Worlds 2

NoDMoD 2023 年 4 月 10 日 上午 3:41
Add Auto-Repair for constructors
I would very much appreciate a "Auto-Repair" automation command for constructors.
So we can designate constructors to only repair ships.
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正在显示第 1 - 14 条,共 14 条留言
Thineboot 2023 年 4 月 10 日 上午 6:01 
See Fleet: Ship's Tender aka Military Construction Ships
引用自 Thineboot
Operating in space is like operating a navy on Earth in the early 20th century. You need construction aka repair capabilities far away from your spaceports.

Simplest way would be to let construction ships join fleets to keep at least one construction yard nearby to repair disabled ships and pick up whatever floats around after a battle the same way as there are fuel tankers in or not in a fleet.
引用自 Ax4711
Yeah, while tankers can join fleets the contructors are often missed for repair and salvaging. Currently the best way is to keep one or two on manual and park them nearby.
引用自 Thineboot
... where "nearby" means out of sensor range in interstellar space off the shipping lanes. In other words, double manual ;)
As part of a fleet, they would have some basic automated instructions, such as staying away from enemies and doing their auto-salvage and auto-repair and auto-rescue automatically.
NoDMoD 2023 年 4 月 10 日 上午 6:22 
引用自 Thineboot
See Fleet: Ship's Tender aka Military Construction Ships
引用自 Thineboot
Operating in space is like operating a navy on Earth in the early 20th century. You need construction aka repair capabilities far away from your spaceports.

Simplest way would be to let construction ships join fleets to keep at least one construction yard nearby to repair disabled ships and pick up whatever floats around after a battle the same way as there are fuel tankers in or not in a fleet.
引用自 Ax4711
Yeah, while tankers can join fleets the contructors are often missed for repair and salvaging. Currently the best way is to keep one or two on manual and park them nearby.
引用自 Thineboot
... where "nearby" means out of sensor range in interstellar space off the shipping lanes. In other words, double manual ;)
As part of a fleet, they would have some basic automated instructions, such as staying away from enemies and doing their auto-salvage and auto-repair and auto-rescue automatically.

Well, I like my idea better. They already have a couple of automated functions. Just auto repair would be sufficient.
最后由 NoDMoD 编辑于; 2023 年 4 月 10 日 上午 6:23
Thineboot 2023 年 4 月 10 日 上午 7:05 
Sending automated constructors across the galaxy to repair ships would make this a very slow process, wouldn't it?
NoDMoD 2023 年 4 月 10 日 上午 7:45 
引用自 Thineboot
Sending automated constructors across the galaxy to repair ships would make this a very slow process, wouldn't it?

Not any slower than it is now. That's what tech is for.
Thineboot 2023 年 4 月 10 日 上午 8:03 
引用自 NoDMoD
引用自 Thineboot
Sending automated constructors across the galaxy to repair ships would make this a very slow process, wouldn't it?

Not any slower than it is now. That's what tech is for.
Yes, but if you have a Constructor in the fleet it would follow the fleet like Fuel Tankers, speeding up the repairs accordingly. Otherwise flying back to a spaceport, as you have to do now, is almost always faster than waiting for a random constructor.
NoDMoD 2023 年 4 月 10 日 上午 8:17 
引用自 Thineboot
引用自 NoDMoD

Not any slower than it is now. That's what tech is for.
Yes, but if you have a Constructor in the fleet it would follow the fleet like Fuel Tankers, speeding up the repairs accordingly. Otherwise flying back to a spaceport, as you have to do now, is almost always faster than waiting for a random constructor.

Well, it's a good idea, but tankers don't really follow the fleet.
Thineboot 2023 年 4 月 10 日 上午 8:23 
Well, my tankers are refuelling the ships all the time ;)
Make sure you have them on automatic for this, otherwise they will just stay where they are, those lazy fuel attendants ;)
FyreMouse 2023 年 4 月 11 日 上午 10:10 
how about a combat engineer class? its really an AI/role function more than anything
Ax4711 2023 年 4 月 11 日 上午 10:35 
A combat engineer as part of the fleet for repairs and salvaging, and otherwise staying out of trouble:steamthumbsup:
NoDMoD 2023 年 4 月 11 日 上午 10:44 
Or an engineer module for ships.
Thineboot 2023 年 4 月 11 日 上午 11:38 
... called Damage Control Unit, which can only repair, or SF24 Repair Bots, which can also rebuild destroyed components. Both have size 10.

A Construction Yard has a size of 100 and could not be installed on even the largest warships - at least not for every race, I haven't checked every single one.


Of course we want to have a specialised ship, hull and all, for each race, but you know they struggle with available working hours? Tweaking an existing role would be the easy solution in short and mid time.


They could combine Fuel Tanker and Construction Ship roles and create a new Tender Ship role.
Using the hulls of the Construction Ship, as they are larger than their Fuel Tanker counterparts and they have the necessary hangar.
Adding the allowance and requirement for Remote Fuel Transfer and Small Mining Engine, changing some costs and resources, and finally adding very cheap or even free techs that require both techs, the Civilian Ships (Fuel Tanker) and their Construction counterparts as required techs.

That's just reusing existing stuff with little to do on their side, as we could come up with the necessary additions for the xml while we can't create a new role, at least that's what I was told.
NoDMoD 2023 年 4 月 11 日 上午 11:45 
引用自 Thineboot
... called Damage Control Unit, which can only repair, or SF24 Repair Bots, which can also rebuild destroyed components. Both have size 10.

A Construction Yard has a size of 100 and could not be installed on even the largest warships - at least not for every race, I haven't checked every single one.


Of course we want to have a specialised ship, hull and all, for each race, but you know they struggle with available working hours? Tweaking an existing role would be the easy solution in short and mid time.


They could combine Fuel Tanker and Construction Ship roles and create a new Tender Ship role.
Using the hulls of the Construction Ship, as they are larger than their Fuel Tanker counterparts and they have the necessary hangar.
Adding the allowance and requirement for Remote Fuel Transfer and Small Mining Engine, changing some costs and resources, and finally adding very cheap or even free techs that require both techs, the Civilian Ships (Fuel Tanker) and their Construction counterparts as required techs.

That's just reusing existing stuff with little to do on their side, as we could come up with the necessary additions for the xml while we can't create a new role, at least that's what I was told.

I like.
Thineboot 2023 年 4 月 11 日 下午 12:47 
I conducted a short test using a Medium Construction Ship:
  • :steamthumbsup: add Small Mining Engine
  • :steamthumbsup: add Remote Fuel Transfer
  • :steamthumbsup: right click: Mine Planet X (Caslon), offload at Spaceport Y
  • :steamthumbsup: Stop and redirect by right click: Transfer Fuel to nearby station/ship Z
So far, a Construction Ship can already perform all the necessary commands like a Fuel Tanker. It can't be added to a fleet, and its mining order includes an offload order, probably the same way a Mining Ship works - I haven't played a Mercantile Republic(?) yet.
xayl 9 月 16 日 上午 2:14 
Push. still an issue since sometimes ships get disabled and are simply sitting there, everything is destroyed but the ship still exists.
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