podbelski Posted March 17, 2015 Share Posted March 17, 2015 I understand healing a wound consumes additional TU when using medikit? I wonder how much TUs consumed, eg if we heal 10hp and 1 wound Quote Link to comment Share on other sites More sharing options...
podbelski Posted March 17, 2015 Author Share Posted March 17, 2015 (edited) ... ok I've found that healing a wound seem to consume additional 5 points of the medikit, but TUs surplus is calculated strangely... I don't see the pattern. Eg I have a soldier with 3 wounds and 12 hp damage, it takes 27TU/27medpoints to heal. And nother one with 1 wound and 9 hp damage, requires 17TU/14medpoints... strange ... and seems small amounts consume more TUs relatively to big damage amounts. Like 2hp scratch requires 4TU to heal, but 30hp healed by 30TU Edited March 17, 2015 by podbelski Quote Link to comment Share on other sites More sharing options...
kabill Posted March 17, 2015 Share Posted March 17, 2015 I'm pretty sure that wounds are the equivalent of 5 hp to heal and healing a single point of damage takes a single TU. Any differences I can only assume are due to having to turn to face the soldier being healed or, at least, I've never noticed anything not working like what I've just described (aside from an odd bug which breaks healing sometimes). Quote Link to comment Share on other sites More sharing options...
Alienkiller Posted March 17, 2015 Share Posted March 17, 2015 I don´t know about that, because I try to hold my Soldiers allive. How much TU that costs Never Mind! But I think the healing of a blooding Wound needs 5 TU´s, Rest will healing the HP considering on remaining TU´s. Quote Link to comment Share on other sites More sharing options...
podbelski Posted March 17, 2015 Author Share Posted March 17, 2015 ok Quote Link to comment Share on other sites More sharing options...
kabill Posted March 17, 2015 Share Posted March 17, 2015 You can possible set the number of TUs it takes to cure a wound in config.xml. But it might also change the cost of regular healing too. I don't remember exactly. Quote Link to comment Share on other sites More sharing options...
podbelski Posted March 17, 2015 Author Share Posted March 17, 2015 oh I see MedkitCost parameter set to 5, will try it but I seem to be fine with how it works now Quote Link to comment Share on other sites More sharing options...
podbelski Posted March 17, 2015 Author Share Posted March 17, 2015 ok MedkitCost is a number of TU/medpoints needed to heal a single wound. Setting it to zero and using a medkit crashes the game. so if you have 15 "grey" damage, 2 wounds and a default MedkitCost it will spend 15 + 2*5 = 25 TU/medpoints. As I said, often it takes a few more TUs, like 29 instead of 25 in this example. I still don't see the cause of it, it's not related to turns Quote Link to comment Share on other sites More sharing options...
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