Navigation

    TripleA Logo

    TripleA Forum

    • Register
    • Login
    • Search
    • TripleA Website
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags

    HP repair question

    Map Making
    3
    5
    25
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • TorpedoA
      TorpedoA last edited by

      <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.

      B 1 Reply Last reply Reply Quote 1
      • B
        beelee @TorpedoA last edited by

        @TorpedoA said in HP repair question:

        
        I guess not, but who knows. Obviously i dont.
        

        Sorry but I don't either : )

        1 Reply Last reply Reply Quote 0
        • R
          RogerCooper last edited by

          You might be able to use upgrades to turn damage units into undamaged units and have the upgrade use a special resource.

          TorpedoA 1 Reply Last reply Reply Quote 2
          • TorpedoA
            TorpedoA @RogerCooper last edited by

            @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?

            R 1 Reply Last reply Reply Quote 0
            • R
              RogerCooper @TorpedoA last edited by

              @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.

              1 Reply Last reply Reply Quote 0
              • 1 / 1
              • First post
                Last post
              Copyright © 2016-2018 TripleA-Devs | Powered by NodeBB Forums