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[Q] Cost of Repairing

Forum Index > SC2 General
Post a Reply
Capteone
Profile Joined March 2010
United States197 Posts
May 23 2010 20:02 GMT
#1
How much does it cost each time that you repair a building as Terran, is there a set amount??
Devious-Gaming - www.Devious-Gaming.co.cc
Jonoman92
Profile Blog Joined September 2006
United States9107 Posts
May 23 2010 20:03 GMT
#2
Go win a game as terran. Then don't go to the scorescreen but stay in the game and test it yourself. Then report back to TL with your findings.
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
May 23 2010 20:04 GMT
#3
no based on the cost of what your repairing, and how much repairing your doing, I dont know that exact formula though
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
Bosko
Profile Joined February 2010
United States155 Posts
May 23 2010 20:09 GMT
#4
I think repairing 100~ hp on a viking is 32/26 and vikings cost 150/75. Was curious about how much money you save by repairing a Viking that was shot 4 times by another Viking...Hope that helps a little.
MasterAsia
Profile Joined November 2009
United States170 Posts
May 23 2010 20:09 GMT
#5
In sc1 it was 1/4~1/3 (depends on different unit) of the damage. I think its almost the same in sc2.

For example, a CC will cost about 100 for a fully repairing. For half of the damage, it cost about 50.

But, the real cost is the time that SCVs can not mine. You usually lost more resources from that.
Okiesmokie
Profile Joined May 2010
Canada379 Posts
May 23 2010 20:56 GMT
#6
On May 24 2010 05:09 MasterAsia wrote:
In sc1 it was 1/4~1/3 (depends on different unit) of the damage. I think its almost the same in sc2.

For example, a CC will cost about 100 for a fully repairing. For half of the damage, it cost about 50.

But, the real cost is the time that SCVs can not mine. You usually lost more resources from that.

But you are also saving the time that it would take to build a new building/unit.
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-05-23 22:03:35
May 23 2010 22:02 GMT
#7
It's set to 25% of unit price both for the MULE and SCV, but the price to build a unit is defined in AbilData.xml, while for repairing it's defined in UnitData.xml. They had the same stats before all the beta patches, but now for example when repairing a viking from 1 to 125 HP you will pay 25% of 125/100(beta patch 0 price), instead of 150/75(current price).
I'll call Nada.
LordOfDabu
Profile Blog Joined December 2003
United States394 Posts
May 23 2010 22:05 GMT
#8
That can't be intentional.
Think fast. Click faster.
m3rciless
Profile Joined August 2009
United States1476 Posts
May 23 2010 22:06 GMT
#9
On May 24 2010 07:02 lololol wrote:
It's set to 25% of unit price both for the MULE and SCV, but the price to build a unit is defined in AbilData.xml, while for repairing it's defined in UnitData.xml. They had the same stats before all the beta patches, but now for example when repairing a viking from 1 to 125 HP you will pay 25% of 125/100(beta patch 0 price), instead of 150/75(current price).


Wow. Thats sloppy coding. Their repair method should be taking parameters from UnitData.xml instead, or at the very least their patches should be updating AbilData.xml. Blizzard should get on that.
White-Ra fighting!
lololol
Profile Joined February 2006
5198 Posts
May 23 2010 22:18 GMT
#10
Their repair times also look like they are just random, there's practically no consistency between any buildings or units. Also, OCs repair slower than CCs despite having no hp/armor difference and the Factory and Starport repair faster, if they are lifted off.
I'll call Nada.
brocoli
Profile Joined February 2010
Brazil264 Posts
May 23 2010 22:24 GMT
#11
This is quite sloppy...
wonder how they didn't notice this yet
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
May 23 2010 22:28 GMT
#12
On May 24 2010 07:24 brocoli wrote:
This is quite sloppy...
wonder how they didn't notice this yet


easy its so small in game that no one noticed, no one reported it they didnt look

solution: report it
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
D-Lite
Profile Blog Joined May 2010
United Kingdom223 Posts
May 24 2010 05:18 GMT
#13
haha brilliant find, sloppy coding on blizzards behalf

no wonder ive been losing to terran!
its all the repair costs they've been saving!
Real men proxygate
gamecrazy
Profile Blog Joined January 2008
United States421 Posts
May 24 2010 05:27 GMT
#14
On May 24 2010 07:02 lololol wrote:
It's set to 25% of unit price both for the MULE and SCV, but the price to build a unit is defined in AbilData.xml, while for repairing it's defined in UnitData.xml. They had the same stats before all the beta patches, but now for example when repairing a viking from 1 to 125 HP you will pay 25% of 125/100(beta patch 0 price), instead of 150/75(current price).


lololol is the next wizard?!
This is a serious coding fail. Repair costs are so trivial that nobody noticed until TL made a thread about this.
Warpzit
Profile Joined June 2008
Denmark28 Posts
Last Edited: 2010-05-24 06:26:50
May 24 2010 06:25 GMT
#15
Haha rofl. I'm sure the reason for inconsistent repair time has something with the build times... like 1/3 of the original build time or something similar. And probarbly using build data from UnitData.xml ^_^. Fail programming :D

Edit: But no idea why flying buildings repair faster :S
Wire
Profile Joined July 2009
United States494 Posts
May 24 2010 06:29 GMT
#16
wait did we always need gas to repair units as terran?

I don't remember this o_0;
"You sacced your ovie, which is great, but then you didn't watch it die, which is bad :("
rackdude
Profile Blog Joined January 2010
United States882 Posts
May 24 2010 06:30 GMT
#17
On May 24 2010 07:02 lololol wrote:
It's set to 25% of unit price both for the MULE and SCV, but the price to build a unit is defined in AbilData.xml, while for repairing it's defined in UnitData.xml. They had the same stats before all the beta patches, but now for example when repairing a viking from 1 to 125 HP you will pay 25% of 125/100(beta patch 0 price), instead of 150/75(current price).


And here we thought bnet 2.0 was there only problem I'm really starting to feel sorry for them. Whoever they hired seriously doesn't know what they're doing because this a programming mistake even I wouldn't make as a pretty new programmer. Never separate the same data..

Do they need help? I'd be happy to intern with them!
Sweet.
CowGoMoo
Profile Joined December 2006
United States428 Posts
Last Edited: 2010-05-24 06:41:19
May 24 2010 06:38 GMT
#18
The general rule is something like 25% cost and the repair time should be the same as the build time. The values are unique and not directly tied to unit costs/build times since repairing something like a bunker or any unit/structure with a really short build time might require a special rule for balance purposes. Also, coding in specific values would possibly limit custom maps.

This also isn't a code issue and anyone who knows how to use the editor well can change these values in a heart beat. The only difficult part is slowly crawling through data comparing all of the values looking for the discrepancies... >_>
Synwave
Profile Joined July 2009
United States2803 Posts
May 24 2010 06:40 GMT
#19
On May 24 2010 15:30 rackdude wrote:
Show nested quote +
On May 24 2010 07:02 lololol wrote:
It's set to 25% of unit price both for the MULE and SCV, but the price to build a unit is defined in AbilData.xml, while for repairing it's defined in UnitData.xml. They had the same stats before all the beta patches, but now for example when repairing a viking from 1 to 125 HP you will pay 25% of 125/100(beta patch 0 price), instead of 150/75(current price).


And here we thought bnet 2.0 was there only problem I'm really starting to feel sorry for them. Whoever they hired seriously doesn't know what they're doing because this a programming mistake even I wouldn't make as a pretty new programmer. Never separate the same data..

Do they need help? I'd be happy to intern with them!


Half the awesome of SC1 was their coding errors. The fact that people think blizzard employs or ever employed god-coders is bizzare. Even in WC3 TFT they broke crap every time they patched to fix other broken stuff.
♞Nerdrage is the cause of global warming♞
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
May 24 2010 06:44 GMT
#20
Well in the map editor it says the repair cost is the same as the unit cost. On a rare occasion though its cheaper/more expensive because whoever changed the cost of the unit forgot to change the repair cost.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
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