RepairSpeed badly needed

RepairSpeed badly needed

Requests for features in the spring code.

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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

RepairSpeed badly needed

Post by PauloMorfeo »

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.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: RepairSpeed badly needed

Post by zwzsg »

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.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

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.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Re: RepairSpeed badly needed

Post by PauloMorfeo »

zwzsg wrote:...
It doesn't make sense to heal slower than to build.
...
Yes it does, i will explain you why.

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...
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