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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Maybe by a trigger with uses = 5
the condition would be a unit in the country or in a sea zone next to it.However this might cause fifo, first in first out, which means the first 5 units would be repaired.
For the next round you would need another trigger.
Not an ideal solution, but maybe one that works