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 repaired
Also do planets have a repair rate too? Cant find a planet xml file [e digicons]:S[/e]
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).]