Stellaris

Stellaris

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[OBSOLETE] Combat Regeneration
   
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10 Jul, 2018 @ 5:10pm
28 Mar, 2020 @ 8:53pm
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[OBSOLETE] Combat Regeneration

Description
4/2/2023 update: Apparently Paradox reworked combat in 3.6, and now regen happens in combat, as well. It just happens much faster outside of combat. So this mod is obsolete now :)

5/7/2021 @ 9:40 PM update: Still works on v3.0.2. I'll look into how to deal with AI suiciding into starbases (since regen makes starbases much, much tankier).

Updated to 2.6. Should work for earlier version up to 2.0 however. Please read "Savegame compatibility" before using this mod on an existing savegame!

The changes to 2.0 overhauled the health regeneration system, and with it how regeneration happens. Ships appear to not regenerate until ten days after not taking damage. This is same as civilian stations, while starbases have a 30-day timer. This mod gets rid of both of the timers, so ships and structures will start regenerating whenever they get hit.

Since this would mean that starbases would go back online in a short order, I have also increased STARBASE_ENABLED_HEALTH_PERCENTAGE to 0.500 0.750 to give marauders some time to do some raiding.

Savegame compatibility: It's... complicated. This mod will work fine for all existing games. However, only the new starbases (and outposts) will use the 0.500 0.750 value for the enable_at_health field. To fix this:

  1. Extract your savegame file.
  2. In the savegame folder, open the "gamestate" file (without quotes).
  3. Search for every single enable_at_health field and replace whatever value it is to 0.500 0.750.
  4. Save the gamestate.
  5. Repackage the savegame folder (search Stellaris wiki for instructions). Make sure the resulting archive has the gamestate and metadata file at its root.
  6. Launch the game and open the repackaged savegame.

Overrides three definitions in 00_defines:
STATION_SELF_REPAIR_TIMER_DAYS
STARBASE_SELF_REPAIR_TIMER_DAYS
STARBASE_ENABLED_HEALTH_PERCENTAGE

Known issue: Marauder fleets will continuously raid the same spaceport for eternity unless driven off, which can cripple an entire civilization. I'll look at how marauders handle captured stations. Made starbases take longer to repair. You will still see this happen, but less often, and more likely to result in the raiders' eventual destruction if they can't do enough bombardment damage. You can use this mod to make the raiding happen quicker: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1755861816
23 Comments
Vlad_1492 11 Feb, 2021 @ 8:12am 
Works as advertised. Very hard to break the regen on larger bases. Me, I like that. But the AI doesn't seem to understand and will just sit there pounding uselessly for a century. Seems to result in long indecisive wars.
charge of the light brigade 24 Dec, 2020 @ 6:42am 
Months old but hopefully you see this, but as mentioned before, 20 corvettes against a starbase is near impossible due to the regen. Perhaps a way to nullify starbase regen, or how to make defines apply only to the player?
CESARINI GAMER 15 May, 2020 @ 4:11pm 
ok thanks
Designer225  [author] 15 May, 2020 @ 2:43pm 
It should still work. The same three definitions are still here.
CESARINI GAMER 13 May, 2020 @ 6:44am 
update please
Soul 3 May, 2020 @ 1:35pm 
Oh nice, Now I can get some use out of Living metal ships again. Thanks!
Larien 29 Mar, 2020 @ 12:37am 
Cool, thank you for the update
Designer225  [author] 28 Mar, 2020 @ 8:57pm 
Updated to 2.6. Not much changes, except that marauders get even more of a breathing room (disabled starbases now need 75% of hull before it can be reactivated).
Nicky 2 Jul, 2019 @ 2:58am 
You severey overdid it with teh starbase regeneration. 20+ corvettes can no longer get trough the hull of a lvl 1 starbase + 2 defensive platforms. My 9 nucear missile corvettes can no longer take down one outpost.
Larien 1 Jul, 2019 @ 11:04pm 
That's good, sounds like some good changes there