HP repair question
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<option name="repairsUnits" value="1:Unit"/>
This will repair all units by 1 HP per turn.
<option name="repairsUnits" value="2:Unit"/>
This will repair all units by 2 HP per turn.
Is there any chance to get only 1 singular unit to be repaired by 1 HP per turn?
Or only a fixed number of units? Like 5 units repaired by 1 HP per turn?
I guess not, but who knows. Obviously i dont.
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@TorpedoA said in HP repair question:
I guess not, but who knows. Obviously i dont.
Sorry but I don't either : )
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You might be able to use upgrades to turn damage units into undamaged units and have the upgrade use a special resource.
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@rogercooper
Nice idea. That would be the only solution i guess. And i like it, but the AI cannot handle it i am quite certain.I have instead a much more AI-friendly, but primitive simple idea how to prolonge and kind of restrict easy fast, reckless repairing/healing of HPs.
I only got to the point of thinking about this because my mod is like 30-40% 2HP units.
And repairing a big stack of "wounded" ancient warriors by 1 healer unit the normal way is quite magic.So i have now this idea, not sure how it will work out:
Just give the healer unit a marginal/massive negative support attachment to all allied units, so one is compelled to always keep in mind that it is not wise to be attacked or go for a attack if the units are in treatment, which means being in the same territory or combat move with the army stack.
Does that make sense?
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@torpedoa I think the AI is going to have trouble with that as well.
Do you need to even restrict healing? The loss of a hit point in a unit should not be seen in terms of individual wounds. The recovery of hit point really means that replacements for the fallen have been received and the disruption of battle has ended.