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repair time cost check...

Started by fodder, February 04, 2012, 06:22:32 PM

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fodder

164 archers
59% / 58% r4    58% dmged

... to repair 10% dmg would take 9 hours..  a bit steep, isn't it?

obviously more men = more time... but still...

does multiple smiths drop the time cost?
firefox

Zakilevo

They should have an option to either choose more hour and less gold / less hour and more gold.

Indirik

Yes, that is a lot of time. You have a lot of men.

Multiple smithies do not reduce the time or cost.
If at first you don't succeed, don't take up skydiving.

Tom

Working fully as intended. You have a huge army there. And no, gold is not a time factor. You simply can't reduce time by spending more money. If it takes an hour to heat the iron, then that's what it takes, and gold doesn't burn well enough to speed up the heating process.

In the long run, maybe, maybe multiple smiths in the region could speed things up - but then we'd also have to keep track of how much they already worked today and that would mean that if the entire army goes to refit, you have to wait in line - realistic, but I'm sure you don't want that.


fodder

um.. would it be possible to allow 5% repairs all the time?

that unit was in city... didn't have 9 hours (or whatever) and was given the option to repair 5% (4? 5? hours?)
moved next door to a townsland...  with 11 hours... only option is to blow 9 hours to repair 10%.... and not 5% so he still has enough hours to move on to the next region
firefox

Indirik

I believe that the 5% option only appears if repairing 10% would take more than 12 hours. IIRC, this is intentional, and not likely to change.
If at first you don't succeed, don't take up skydiving.

fodder

just to confirm.... 5% appeared when i had less than 9 hours on hand

Repair 5% (12 gold, 4 hours) <- currently have 8 hours on hand.

so it's kind of silly if i have 9 hours, i can blow 1 hour and repair 5%, then spend 4 hours... but not repair 5% then blow the other 5 hours on something else
firefox