Stellaris

Stellaris

[OBSOLETE] Combat Regeneration
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
Designer225  [author] 1 Jul, 2019 @ 8:53pm 
New update: I've decided to give starbases the ability to regenerate while in combat as well. To mitigate the hostile spaceborne alien fleet loop of targeting starbases, I've decided to also increase the threshold at which starbases are restored to 50%.

This update is savegame compatible. However, only new starbases will see the threshold changes reflected since for whatever reason Paradox Development Studio decided to include a field in a savegame called "enable_at_health" that forces starbases to be restored at that exact percentage of HP. Read the mod description for instruction to fix this issue.

(Earlier post contains several errors that have been corrected.)
Larien 30 Jun, 2019 @ 11:57pm 
Good to know and glad you're still working on it, is a really good change that makes combat much more interesting.
Designer225  [author] 30 Jun, 2019 @ 7:02pm 
Still works as of 2.3. Since I noted that marauders now destroy starbases, I'll be looking to see if I can finally make them regenerate HP in combat.

I'm also working on another mod (currently rewriting the Pretenders mod) so updates might come a bit late.
Nicky 16 Dec, 2018 @ 12:31am 
Can you update teh mod as to flag it compatible for 2.2 ? It poses no problems with the game right now and works as intended.

Also, thak you for this mod !
Designer225  [author] 14 Dec, 2018 @ 3:39pm 
It should remain the same. The two definitions are still there the last time I checked 00_defines.txt. I haven't got far enough (i.e. into combat) to test it, but I don't think 2.2 Le Guin changed anything combat-related.
Larien 13 Dec, 2018 @ 2:52am 
I would assume this mod works fine with 2.2 seeing as regen and such still functions as it did before?
Vlad_1492 3 Oct, 2018 @ 1:45am 
Apologies- seems that the persistent regen was from one of my other mods. Switching back to bare vanilla eliminated the symptom.
Vlad_1492 30 Sep, 2018 @ 3:04am 
Then again... when the mod is disabled I am still seeing combat regen. Dang.
Vlad_1492 18 Sep, 2018 @ 11:44am 
Appears to work as intended under 2.1, and is awesome.
Thank you!
TortoTheConqueror 13 Jul, 2018 @ 5:59am 
YAY!
Designer225  [author] 12 Jul, 2018 @ 5:57pm 
@Torto The Conqueror This mod already includes shield fix. Shields regenerate alongside hull and armor repairs in-game. I tested this mod with a custom edict that gives 35% HP to all three layers, and by using "attackallfleets" and fleet splitting I found that shields does not appear to deplete at all (or should I say, the ships have unbreakable edict-enhanced tank).
TortoTheConqueror 12 Jul, 2018 @ 2:46pm 
Can you do this to shields?
LogosDistributing 11 Jul, 2018 @ 9:27pm 
Been looking for this for a while - Thanks!