This is primarily for clarification, with a little bit of feature request if necessary...
Is a unit's repairing speed the same as its construction speed, ore is the construction speed controlled solely by workertime?
If they're not different entities, please make them so if possible.
repair speed = build speed?
Moderator: Moderators
Do you mean something like this?
If so, it's already in.0.75b1 changelog wrote:- Added float FBI tag RepairSpeed (default: WorkerTime)
- Added float FBI tag ReclaimSpeed (default: WorkerTime)
- Added float FBI tag ResurrectSpeed (default: WorkerTime)
- Added float FBI tag CaptureSpeed (default: WorkerTime)
- Added float FBI tag TerraformSpeed (default: WorkerTime)
AFAIK (and I know a bit about this, I wrote first version of this patch, then trepan updated and committed it) the engine makes a difference between building and repairing. So yes, the speeds will be different. This includes build-assisting too (build progress of target unit is checked, if it's complete, repair speed is used, otherwise build speed).
builder.cpp:
builder.cpp:
Code: Select all
if (curBuild->buildProgress < 1.0f) {
adjBuildSpeed = buildSpeed; // new build
} else {
adjBuildSpeed = repairSpeed; // repair
}
You're right, would've taken a minute at the most to test... lazy.. no excuse, I won't even try. I just like to get clarification so things are clear and I don't accidentally placebo myself and do 3 hours of work, only to realize too late that it doesn't actually work... it's happened once or twice... 
Thanks Yuritch. So "build speed" (of an incomplete unit) as defined in spring is "workertime", but all other things can be custom set? That's excellent. I see a lot of potential for this set of tweaks in particular. If you were the one who made the patch, thanks very much.

Thanks Yuritch. So "build speed" (of an incomplete unit) as defined in spring is "workertime", but all other things can be custom set? That's excellent. I see a lot of potential for this set of tweaks in particular. If you were the one who made the patch, thanks very much.