In custom race this traits not working:
There are regenerate, as usually, 1-2 HP per turn, on the bases or planets about 5%, not 10-25%.
I checked it 5 times, useless.
Most traits aren't working very well at the moment. As you noticed with the repair, +25% of 3 hp/turn isn't very much Same with Clever/Productive etc. They are just thrown into the additive multiplier pot like all the buildings, making the effect almost negligible.
The best traits are traits like Fast and Organized, that adds an integer value to your trait. Dense is probably worth it as well, since the base it improves can get pretty high with Large+ ships.
Thank you for information
Yeah that trait doesn't mean they regenerate x% if their health per turn, it means they regenerate X% more than the base 3 per turn.
Im not sure about 3 hp for turn, and Im not sure about 25% from 3 HP... I want to heard it from developers
It's in the files. You can look it up.
Really? We "normal" players are not good enough for you? You think we are lying to you just for the heck of it?
I don't said about someone lying, I talking about - I have been playing in the game more than 200 hours, finished more than 20 games, and my ships are regenerating 1-2 hp every turn with resilent and without resilent, I did it with customers rases and major races. What's the point did 25% from 1-2 hp - how much it will be? - 1.25 - 2.5 ? Is it normal? No. So, I am not sure about this, don't divide anybody on "normal" or "not normal"
Why developers did that trait - if it useless, or this don't working properly - that is the question.
If it lag, bug, etcetera - it needs to repair, if it - feature - please, developers, tell me, how it working, and why so tiny?
KarlBar99, sjaminei, thank you, again, with all respect
Well, +25% added to "1 hp/turn" is "1.25hp/turn" so it works as described, doesn't it? I think the game counts fractional hit points as the combat result report sometimes shows the final hit points with decimals. This you probably see as the 1-2 hp/turn i.e. it's 1.25hp/turn but you see the rounded figure.
While the +25% might not seem so much when the healing rate is 1 hp/turn, try parking your ship in a planet or a starbase. Repairs on a planetary orbit should be 4 hp/turn and in a starbase 6 hp/turn. With a +25% bonus you should get 5 hp/turn and 7.5 hp/turn from them, respectively.
I know it, and you are right, thank you for answer. My thoughts is - in the beginning to hard to get surveys, to fight against pirates and then my ship regenerating on the way, or it must return to the base or planet, is too long. In the middle of the game regenerate doesn't matter, in the end of the game even more.
Even though the reason for the problem is 25% of 1 being a very tiny number, it does remain a problem in the game - strategic repair rates are too low across the board (especially when tactical repair is so incredibly potent - why do I only get 1 repair in a week when I can watch my ship repair 2 hull every 10 seconds in combat?).
You see similar issues with growth, and other systems where the base is a very small number that's hard to get flat bonuses to.
Anyone know where these stats are in the xml? Sounds like a stat that needs tweaking badly
They are in:
StarBaseDefs.xml
ShipyardDefs.xml
It's defined as an additional flat bonus to the repair rate. The shipyard bonus is 3 and the starbase bonus is 5 giving you 1+3=4 and 1+5=6, respectively. I think the planetary repair rate just uses the shipyard bonus. At least I didn't find a separate stat for it.
Thanks for posting. I'll pass this along.
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