Healing % issue...

obsolete

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Dec 17, 2005
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In the last few games I noticed that my injured units are healing 20% in BOTH cities that are in revolt, and those which are not.

It was my understanding there was a 5% penalty that SHOULD be involved. I haven't had anyone check this yet so I don't know if it's just my end or some side-effect with the last patch.

Can someone confirm one way or the other?
 
Can you provide a gamesave? Screenshot?

Note that what I originally wrote in the Unit Healing article was actually based on observations - not on code reading, so don't consider it to be an authority on the matter. It might even be a BtS feature that cities in revolt give the full 20HP of healing.

In any case, it's not so much a 5HP penalty for cities in revolt, it's more that the cities just get the base heal rate for home territory, which is 15HP, like it wasn't a city.
 
it's more that the cities just get the base heal rate for home territory, which is 15HP,

I wondered about it that way as well. Doesn't really matter. Anyhow, I'll just consider this a BtS feature then and not a bug for now, since as I understand it, the docs don't even touch on this at all.
 
This is code for healing in city:

Code:
if (pPlot->isCity(true, getTeam()))
{
	iTotalHeal += GC.getDefineINT("CITY_HEAL_RATE") + (GET_TEAM(getTeam()).isFriendlyTerritory(pPlot->getTeam()) ? getExtraFriendlyHeal() : getExtraNeutralHeal());
	if (pCity && !pCity->isOccupation())
	{
		iTotalHeal += pCity->getHealRate();
	}
}
src: CvUnit::healRate

So, only the extra city heal rate (hospital) is added if the city is out of revolt. isOccupation returns true when occupationTimer>0.

@obsolete, I think it's a BtS feature.

Didn't see the thread, I'd have answered earlier
 
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