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    HP repair question

    Map Making
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    • 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 N 2 Replies 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
        • RogerCooper
          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?

            1 Reply Last reply Reply Quote 0
            • N
              Numetalfan @TorpedoA last edited by

              @torpedoa

              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

              1 Reply Last reply Reply Quote 0
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