I really really really need to diferentiate regular working speed (WorkerTime) from Repair speed (as well as any mod that tries to use diferent ratios of Costs/HP in units)...
Ressurection speed would also be a nice and consistent addition. As well as reclaim speed.
RepairSpeed badly needed
Moderator: Moderators
Re: RepairSpeed badly needed
You forgot capture speed.
I wouldn't like cons to have half a dozen build speed to memorise. It would be much too confusing.
It doesn't make sense to heal slower than to build.
And if you need a fast healer that's inefficient at building, well, use that new tag I heard about, canassist=0; and make it a healer only unit.
I wouldn't like cons to have half a dozen build speed to memorise. It would be much too confusing.
It doesn't make sense to heal slower than to build.
And if you need a fast healer that's inefficient at building, well, use that new tag I heard about, canassist=0; and make it a healer only unit.
It would of course default to the standard values but if you want to e.g. have all repairs be three times as fast as building you could use that. It's about giving modders the freedom to set different speeds if so desired, nobody will be forced to set ten different speeds for his units if he doesn't want that.
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Re: RepairSpeed badly needed
Yes it does, i will explain you why.zwzsg wrote:...
It doesn't make sense to heal slower than to build.
...
I am making the balance of my version of TLL much less volatile than most mods, solving many game play problems, hopefully. Meaning units give less dmg for average HPs (or have more HP for average dmgs).
But it has the problem that i am having that, since they cost much less in BT than the HP they have and give less general dmg for the BT and HP, ratios diferent from other mods, builders can repair much faster than defenses get damaged.
As it is now, i will have to resort to units not beeing able to repair...