Just a simple tweak I've been using since release (compatible with 1.02), that changes ship repair rates:
So for comparison:
It could still take a near-destroyed Huge ship 6 or more weeks to repair in drydock, but that's a fair bit better than the 100+ turns in standard (or exploiting the "upgrade to existing hull" mechanic).
[See Reply #9 for updated link and info]
I'll give it a try, TY.
thanks!!
Added to the Compendium under:Colors, Tweaks, Customizations, and Guides:Good Stuff I think I'll give this a try too. Repair times do seem a little harsh atm.
Link not working. Can you reupload or send it to me personally
Nice and good thinking converting to a percentage based system.
Ill have to try this as well. The current rates are a bit silly and having it as a percentage seems intuitive. Also now its a good idea to have that military starbase out there...
I have played many attrition games, and yeah, I think repair should be increased, but mainly because I was repairing at planets, not starbases Nevertheless, wouldnt it be better to give this as a few tech advancements? I mean, the human player is probably the only one really going to use it effectively. As large ships are the main ships used during a campaign, you have increased the repair rate 3-10 times. A bit too much??
Your link seems to be broke,,,,,,,
Can you repost or let me know what you did to tweak it.
Thanks
Okay, here's a new link:
https://www.dropbox.com/s/yyjp2h0pwm2xhl8/Ship%20Repair%20Mod.zip?dl=0
For those who would like to mod it themselves, it requires editing 3 files.
Add the following to each hull type you'd like to modify:
<Stats> <EffectType>StrategicRepair</EffectType> <Target> <TargetType>Ship</TargetType> </Target> <BonusType>Flat</BonusType> <Value>XX</Value> </Stats>
XX = whatever amount to add to each ship's base repair rate; note that all ships start with a base repair of 1 (in GalCiv3GlobalDefs.xml).
Change the following entry:
<Stats> <EffectType>StrategicRepair</EffectType> <Scope>Fleet</Scope> <Target> <TargetType>Ship</TargetType> </Target> <BonusType>Flat</BonusType> <Value>3</Value> </Stats>
Change Flat to Multiplier, and adjust <Value> to whatever you'd like. A <Value>1</Value> doubles the repair rate, 3 quadruples, etc.
Exactly the same as with the Shipyard; find the StrategicRepair entry, change to Multiplier, and adjust BonusType to your preference.
And that's all there is to it. If you have any more questions, let me know. Been busy lately, but I'll try to check in periodically.
Is a great idea. I support this mod. It would be nice if they roll this into the base game as repair rates are just stupid slow in the base game.
Hey thanks for the reupload man!!Although , it would be nice to set the base strategic repair as 1 BUT repair at different rates , but obviously if we have that percentage repair , we wouldn't need this.I was even thinking to set it so that large and huge hulls have 0 base strategic repair and have to go to shipyards or starbases to get repairedAlso do planets have a repair rate too? Cant find a planet xml file Thanks!!
For planetary repair rate, that is in the GalCiv3GlobalDefs.xml. The part you would need to change is:
<GlobalColonyMods> <EffectType>StrategicRepair</EffectType> <Scope>Fleet</Scope> <Target> <TargetType>Ship</TargetType> </Target> <BonusType>Flat</BonusType> <Value>3</Value> </GlobalColonyMods>
In my personal mod I've also adjusted this to a multiplier (tripling the repair rate).
In regards to setting a hull's base repair to 0, you could do it (set the global to 0 for all hulls, then set all other hulls individually to whatever you want), but you would have to give shipyards/starbases/planets a flat repair rate instead of/in addition to a multiplier (since 2X 0 is still 0). Also, I think that it would kill the AI - they wouldn't pull ships back to repair.
[Just a note for clarification, in case I haven't been clear: the 4% repair rate is based on me calculating how much that would actually be for each hull, then adjusting repair values for each hull as appropriate. It is not an in-game calculation, which is why it will be less than 4% once you factor in race/tech/Hyperion/component bonuses. For example, Large hulls have 250 HP base; 4% of that is 10, so I set Large hulls to have a flat repair bonus of 9 - with the global base of 1 that gives them 10 repair. If you have super tough Large ships with 500 HP, my mod will still only give them 10 repair, not 20 (4% of 500 = 20).]
Firstly, many thanks for this, it has educated me in the ways of repair.
Would it be possible to have race specific repair rates or Starbase Modules that affect repair rates?
does it make sense that it can take a ship 40 turns to repair that i can completely rebuild in 4? just asking. Early game, when hit points are small and production low it seems to work, but later on just rebuild.
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