Reply IlikeJG The Flesh is Weak • Additional comment actions. Stacking hit chance is best in slot. , where a 0% to 100% scale is. What does not influence fleet power: shield regen (capacitors) ; combat speed (afterburners) ; hull regen (regenerative hull tissue) ; accuracy from combat computer or enigmatic decoder (even extremely large amount of it when I fiddled with game files) ; tracking from combat computer, decoder or sensors , same as above ; armor. You'll need a bigger fleet. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. Nerf to hull/armour regeneration is not a nerf to shields, so just favouring one playstyle over other, and limiting number of options. While they add the same amount of HP shields actually add more eff. The effective health pool of armor is just quite massive against those go to weapons. Strike Craft may be nerfed, but they're still a very strong weapon type and well worth having in your fleet. 2 (I) , +1. Regenerative tissue is good since when fleet do their cruise they could regenerate so we are saving some time for repairs. Especialy when there far from a starbase to repair. This is both due to the prevalence of shield piercing or shield damage bonus weapons (both in the meta and by the AI) and due to how armor Regen is tied to hull Regen. I was thinking that was the case, but I can't locate any tool tips on the ship (magnifying glass icon), either on the armor, or hull info or the armor icon. Regenerative hull tissue seems nearly useless. In Stellaris 3. In any case, I don't think Regenerative Hull Tissue gets applied to starbases. This is when you need more armor and really benefit armor regen, from regenerative hull tissue. Disruptor/Emitter - Low damage, directly damages hull. I was just playing the 2. While I do think Armor is better than Shields overall, the Invincible-class Battleship will not work as advertised. Stellaris > General Discussions > Topic Details. Two components mentioned in the title on the other hand, gives. In one fleet, I'll see corvettes with two projectile weapons and one laser, though in destroyers and cruisers the mix is half and half, with one hull-only (ignore shields / Armor). 每日装甲再生: +1. I've completed the amoeba research and I've been given the choice of regenerative hull tissue or the 5%, but it looks like the animals are still red to me. This is both due to the prevalence of shield piercing or shield damage bonus weapons (both in the meta and by the AI) and due to how armor Regen is tied to hull Regen. 2 patch (been too busy), but currently Stellaris' tooltips are kind of terrible. It's certainly not enough health to sustain ships fully in combat, obviously (there's probably 50 or so ships with 6 proton. The Hull Tissue provides a semi-permeable membrane, which, when exposed to energy sources, can heal itself quickly and efficiently, forming a positive feedback loop that can protect the hull of spacecrafts against impacts. By killing Space Wales you also make Space England hostile. reason 3: normally by the time juggernauts are unlocked, you only really need 1 or 2 more rounds of upgrades. Amoeba Breeding Program: 5000: 2 Amoeba Flagella Analyzed Space Amoeba debris Mid/late-game artillery fleets can put out upwards of thousands of damage per day from well outside a starbase's effective range. And like before, if you already researched it, you will get 90-10000 Society Research depending on game. 4 made it that it regenerates in combat. I do afterburners on large ships and regenerative hull tissue on corvettes. 5% of hull and armor daily not in battle (maybe 1% of armor if tissue do not stack). I've reached an unusual spot in my 2. Just don't build more than the amount of nanite deposits because those are all you get. you are on the last tier of technology. The only other real use for nanites is the nanite auto repair system for starships. For defensive components, hull is the way to go. In one fleet, I'll see corvettes with two projectile weapons and one laser, though in destroyers and cruisers the mix is half and half, with one hull-only (ignore shields / Armor). All my ships are just an even mix of shields and armor. When I look at the fleets Hull Points, Armor, and Shields (under the armada name. ago. Their massive health cause hull tissue and repair nanites to be very powerful (To the tune of 200+ health a day before you even reach repeatables). Mar 19, 2020 1. Redirect page. This article is for the PC version of Stellaris only. Posted by 6 minutes ago. 2 beta game play that has left me scratching my head. My fleet has been fighting through sectors, mostly fighting outposts (~32K vs outposts). The Caravaneers are a space-based coalition of traders who send out fleets across the galaxy to offer great deals to every empire that is not genocidal. 4. You'll lose some - many even - but this can fight against anything in the game and in sufficient numbers can overwhelm just about anything. EDIT: If I get the Enigmatic Decoder from the Enigmatic. In one fleet, I'll see corvettes with two projectile weapons and one laser, though in destroyers and cruisers the mix is half and half, with one hull-only (ignore shields / Armor). The low +2 regen to hull and +1 armour a day feels lack luster compared to teh amount of health a Battlelship has. 8. The year is 2306 and I am by far the strongest empire. After activating every relevant edict available and a relic, hiring three mercenary fleets, and pumping out a. Event chains. Regenerative Hull Tissue and Nanite Repair System improvement. 4 changed how the value is interpreted to match how percentages are specified for production and upkeep modifiers, etc. 2; Reactions: Reply. Shields regen at its listed rate regardless of condition. I've actually lost a few close fights because my. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. Nobody remebers space scotland or reallllllyyyy northern Ireland. ago. However, it's pretty worthless. Perhaps. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Regenerative Hull Tissue. A summary of major changes include:. Typically you either get access to Regenerative Hull Tissue + 50% progress, or an empire-wide bonus that gives every ship 5% more evasion. But again, less important and it's a permanent option. One of the most horrible things one can meet in the whole galaxy. May 23, 2022. Laiders72 May 11, 2016 @ 11:08am. Space England can make your life difficult. HP in a prolongued fight because of the shield regeneration per day (if you don't use regenerative hull tissue). Enclaves. Nanite Repair Systems can be acquired after defeating the Scavenger Bot. A counter would be if for example Disruptors would stop the regeneration. Jan 8, 2021. Nov 20, 2017 651 349. So out of combat, it's +0. I am certain that in-combat regeneration was a thing in earlier versions of Stellaris - maybe versions pre-2. In 3. Especially, for the Regenerative Hull Tissue (RHT) components, they changed a lot in. --------------. Oddly for something that can source alloys from across the galaxy to make more ships and even upgrade itself, it has no self-repair ability without the usual regenerative hull tissue. research_technology tech_regenerative_hull_tissue Refit Standards. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. It adds ability to reasearch (one way or another), improve and build Ancient Dreadnought. That was already the case in 3. Studying them gives you access to the Regenerative Hull Tissue tech, so you theoretically could kill them to get more progress via debris. Stellaris: Battle Royale, sounds like a great narrative for those peaceful enclaves. - Vanilla component "Nanite repair systems" has been rebalanced. Especially, for the Regenerative Hull Tissue (RHT) components, they changed a lot in. 5% daily hull and 1% daily armour regeneration, but in practice also only does 5% of that and hence would take 4000 days (or 11 and a bit years) to fully repair the hull of a ship. So that’s the advantage of them. New comments cannot be posted and votes cannot be cast. 2 build. Its Regenerative Hull Tissue/Nanite Repair System that need to be applied. . furthermore, you are less likely to need to move your ships to starbases for repairs as you will already have regenerative hull tissue or repair admirals unlocked. - A cheap and early alternative to regenerative-tissue - Repairs ship hull and armor Escape Pod Hunters - A "Morale Weapon" per-say - Creates an Aura that slightly reduces the performance of enemy ships Long-Range Scanner - Gives ships a major sensor range boost Missile Jamming Field - An extremely expensive and high ship-power. 例如:“异种保护区”(建筑)的特殊说明. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. A battleship with 4180 max hull and 2 Regenerative Hull Tissue components regenerated 209 hull in 10 days out of combat. Also some admirals have the regen trait buts its rare. All shield techs except Psionic Barriers,. I've reached an unusual spot in my 2. A lot of weapons have a minimum range of 45. I guess what it does makes more sense. It can help heal like 50 hull between systems I guess? If you get down to where 50-100 hull makes that much difference you are in bad shape to begin with. If you miss more shots it means you deal less damage which means you might lose ships because of it. I believe this modifier is supposed to add a set amount of daily regeneration. I've reached an unusual spot in my 2. 3. As I mathed in the other thread about this topic; with 3 armor plates and just regenerative hull tissue, a ship's armor repairs essentially all of the damage from a single proton launcher within it's shot cooldown time. In one fleet, I'll see corvettes with two projectile weapons and one laser, though in destroyers and cruisers the mix is half and half, with one hull-only (ignore shields / Armor). Stellaris. I'm facing AI enemies that primarily use a combination of weapons. Basic corvette hull 2x shield 1x armour 1x regenerative hull tissue Set it to picket hull type and use point defence and two disruptors, then set the combat computer to swarm. It depends on the situation. Only Corvettes can see some meaningful difference. I'll summarize the changes below, which are all tested and verified. It's more powerful with regenerative hull tissue or the nanite version granting daily hull and armour regeneration of 0. In addition, some technologies in Stellaris cannot at all be researched by normal means, but must rather be discovered in other ways. 5% of the. It would be even more extreme with the regeneration aura stacked with 2 regenerating tissues and the regeneration admiral, it would be like 5% per second with no delay which is insane. The Ether Drake design has two components of Regenerative Hull Tissue. 6, the Regenerative Hull Tissue auxiliary-slot item, gives +10% daily regen for Armor. 2 beta game play that has left me scratching my head. Do repair systems (regenerative hull tissue & nanite repair system) operate during combat? Is it worth installing more than one repair system? Do batteships and titans benefit from having multiple repair systems?There are a few ways to add regeneration to ships -- leader bonuses, aura bonuses, and Regenerative Hull Tissue -- which ends up favoring armor over hull. If I buy DLC's that add new ship. The northern empire being fanatic xenophobes and the southern being Holy Guardians. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. It adds +40%. 6(II) , +2. It is entirely independent. arcehotec seems about early rushes for me, the weapons, aside from some niche uses fall behind t5 some even t3 or t2 components really hard, it lets you bypass an huge portion of the tectree though, and you can skip past most other weapons towards ascentions or megaenginering , with the downside that you have to redoo all of that to get intoo the. I tested this in game and verified it. First of all, shields daily hull regen is +1. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. So yeah, Stellaris taught me to appreciate the concept of slavery in a world that SHOULD have sufficient automation, although I have to admit, it took me. 2 = static regeneration (2ARM/1HUL) + hit halts regenThe space whales are largely irrelevant. Spamming nothing but Corvettes is a. I haven't tested this in game, but at in theory, the math of regenerating hull VS crystal hull says you need to survive about a month of getting shot for nano to win out. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. I've reached an unusual spot in my 2. ) I wish there were an upgraded version of regenerative hull too. Small, Medium, and large utility components increase the durability of a ship by providing extra hit points. Nanobots regen are only possible if you do the grey tempest mid game crisis (opening the lgate before your midgame crisis year). Regenerative Hull Tissue can be acquired by defeating various spaceborne aliens. Humor. I can heal ships only by upgrading, as I have figured out. A place to share content, ask questions and/or talk about the 4X grand strategy…Go to Stellaris r/Stellaris. M. Star Eater can use up to 4 of them. BTW, there is totally another problem that hull regenerate for even disengaged - ships run away with flag - ships. Also devouring swarm gives it as a base but its 0. First of all, shields daily hull regen is +1. Unlock the Regenerative Hull Tissue technology; Add 50% research progress if already unlocked; Gain 90-10000 Society. I was just playing the 2. Taking any damage at all will reset this timer. Would love to see Bio Ascension take the biological space critter techs to an end-game level, offering rare technologies that upgrade regenerative hull tissue and biodrives (maybe a much shorter range jump drive with less cooldown). Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. A damaged hull can help prevent damage. 2: Stack speed buffs. a few questions about ship building . Enigmatic Encoders and Decoders can be acquired by defeating the Enigmatic Fortress. 这些细菌植入了舰体的结构设计,当舰体受损时,它们就会开始尝试修复。. Probably doesn't take much high tech energy weaponry to fuck up the atmosphere of a habitable planet, at least locally, and then people start dying. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. They pop up every now and then in your systems while wandering around, usually right at the moment when the sanctions coming will destroy your economy enough to lose a crucial war, in a system that's on the opposite of where all your fleet is. Mcgan Lt. 该页面为自动生成页面,如有修改的需求请添加至下面的攻略或者相关页面中,否则将会因版本更新而覆盖掉。. 这些细菌植入了舰体的结构设计,当舰体受损时,它们就会开始尝试修复。. 4. Warfare. EXCAT. After destroying these entities. Regenerative Hull Tissue is a close contender, but is locked behind actually finding the tech and is much weaker in effect. Not worth the research time IMHO. It's basically a stronger Regenerative Hull Tissue. You can see the effect directly if you put two afterburners in and watch the numbers. This new module just feels like a "I counter your counter" type of deal, which I don't usually enjoy since it tends to lead to "I counter your counter that's countering my counter". I was just playing the 2. A BS has 4600 Hull and with 3 Armor 2610. The challenge in regenerative hull tissue is genetically modifying microbes to be able to turn into and form hull/armor. Whales give you regenerative Hull Tissue too but as a salvage when killling them, you get amoeba flagella from the space amoebas. Even a large slab is only 2% regen a MONTH and it makes you less durable during combat leading to more hull damage and lost ships so I personally have found no use for it. SirBlackAxe. Also devouring swarm gives it as a base but its 0. It's really hard to tell at times if a bonus is working or not. 4. ago. But you can shrug off kinetic artillery and auto cannons. 6, the Regenerative Hull Tissue auxiliary-slot item, gives +10% daily regen for Armor. I'm facing AI enemies that primarily use a combination of weapons. In Galaxy Map, click the ship icon and. Reactor Boosters, Shield Capacitors, and Regenerative Hull Tissue (for the most part, Auxiliary Fire Control and Afterburners are the only utility components worth researching) Colony ship upgrades Synchronized Defenses Planetary Shields Mining Station / Research Station upgrades, level 3 and above (levels 1 and 2 are usually worthwhile)Go to Stellaris r/Stellaris • by Ham_The_Spam. I've been doing more Stellaris math recently, trying to figure out optimal ship designs for 3. they are equipped with regenerative hull tissue modules (Ether Drake has 2 according to the wiki) 2 of those modules combined with the 100,000 armor points of the Ether Drake results in an armor regeneration of 2000 points per day. Some examples are Gigastructural Planetcraft or Systemcraft. tech_regenerative_hull_tissue. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. You get regenative hulls from amobea study or killing them for debris. Anyway, as soon as I get regenerative hull tissue this won't be a problem, I hope at least. 2 beta game play that has left me scratching my head. 6(II) , +2. A place to share content, ask questions and/or talk about the 4X grand strategy…So you need to repair regularly, or use regenerative hull tissue for slow regeneration. Laiders72 May 11, 2016 @ 11:08am. 花费:20. Also in real navies the really small ship classes aren't blue water capable but in stellaris even corvettes can traverse the galaxy by themselves. Content is available under Attribution-ShareAlike 3. SkiRich Jul 26, 2021 @ 8:41pm. Regular contributor to Stellaris and Victoria 3 wikis; occasional contributor to HoI4 and EU4 wikis. In one fleet, I'll see corvettes with two projectile weapons and one laser, though in destroyers and cruisers the mix is half and half, with one hull-only (ignore shields / Armor). May 6, 2021 @ 4:35am Do Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud work while in combat? ? The author of this topic has marked a post as the answer to their question. 3 have the issue where enemy fleets pick targets within only one ship class at a time?. When the ship get hit, the regeneration stops for a little time, but it goes on when the ship not get hit, even during the battle. 1 Libra patch: "Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. So, is there somethere real numbers for regen? First of all, shields daily hull regen is +1. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. The exceptions to this are the space amoebae (Amoeba Breeding Program and Regenerative Hull Tissue) and the elite crystalline entities. Apr 7, 2021; Add bookmark #8 Sawtooth500 said:. ago by EmotionalIdiot42 Starbases and Regenerative Hull Tissue Since regenerative hull. Living Metal can be used to make the Regenerative Hull Tissue Aux component and Nanites can be used to make the upgraded version of Regenerative Hull Tissue (I forget the name), but that component is a Leviathan tech unlocked by defeating. In 3. Stellaris AAR: No Love, No Comfort. MyAntichrist. 2 (I) , +1. I'm facing AI enemies that primarily use a combination of weapons. csv at master · ArchOfRebellion/Stellaris-Ship. Jump to latest Follow Reply. So here i am with a crystaline Battleship. Battleships are very vulnerable to torpedoes now, and all spinal mount and artillery weapons got nerfed pretty hard so their damage output isn't quite as overwhelming compared with other ship-types anymore. Bad spawn can sometimes translate into glory. It will happily mix the highest grade tech on your ships, sprinkling in Disruptors alongside cannons and lasers. - Armor, Shield and Hull values added by components have been adjusted to new vanilla scaling - Armor and Shield Hardeners have been reworked - Regenerative Hull Tissue values have been rebalanced - Vanilla component "Nanite repair systems" has been rebalanced - Enigmatic Encoder now gives Disengagement Opportunities just like in vanilla628 votes, 34 comments. 1 Libra patch: "Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations. The ship will also begin recharging its shields. They'd just die slightly slower. I dont know if -10% daily hull regen is getting 10% hull damage daily. Event chains. Regenerative Hull Tissue Buff 3. Corvettes should always have Afterburners, while Artillery Battleships should always have Auxiliary Fire Control (or the Enigmatic Decoder, if you have it). No_Share_7606 •Another way to look at it is that if you want some regen, switching it to the aura frees an aux component (and give an extra +0. Spaceborne aliens. 0 unless otherwise noted. Events. I was just playing the 2. 9 ‘Caelum’ is Out, What’s Next?. Regenerative Hull Tissue. in some battles where there are multiple enemy fleets in a system I have had my ships go into repair mode inbetween fights (while the other fleets are inactive or mine just havnt decided to engage them yet. Defeating the Automated Dreadnought gives the following two choices: Salvage the dreadnought for 5000 Energy and Minerals and 30x monthly (1000~5000) Engineering research. Thats how healing already works. Some modules do, like Shield Capacitors, but I don't ever remember seeing Regenerative Hull Tissue among. Though I found that you can get a bit of this flavor by using picket corvettes with one laser and one autocannon plus regenerative hull tissue. All codes for the game: The main list. 5% armor regen vs. Some modules do, like Shield Capacitors, but I don't ever remember seeing Regenerative Hull Tissue among. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. Stellaris Regenerative Hull Tissue is a revolutionary new way to prevent and repair damage caused by space exploration. I'm attacking star bases and they wont die. If I remember right it regens more armor per day than the hull. Enigmatic Encoders and Decoders can be acquired by defeating the Enigmatic Fortress. It gave me far less than 1 months worth of research. 2 (I) , +1. Content is available under Attribution-ShareAlike 3. 407K subscribers in the Stellaris community. 6(II) , +2. Report. The bottom line for a battleship is that there is no bottom line. Bull and Cow Calf and Hatchling. Originally posted by ImperialForce9: The low +2 regen to hull and +1 armour a day feels lack luster compared to teh amount of health a Battlelship has. The other empires around me have about 10-20k TOTAL fleet power, and I have about 40k total, with 3/5ths of that coming from my primary fleet. 2 beta game play that has left me scratching my head. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. . It's twice as efficient as regenerative Hull. EDIT: It's been brought to my attention that this math is incorrect, as the Tooltip for Regenerative Hull Tissue is not accurate. The nanite Reapir-System does heal 1. To my knowledge, this can stack, meaning that with the proper Stern, the Battleship can have 3 of these. 6. I'm wondering if 3. I don't know if there is a minimum final hit percentage, but the calculation is something like your accuracy - (their evasion - your tracking) = hit chance. War. The regen from Regenerative Hull Tissue is displayed as 100 times its actual value. View community ranking In the Top 1% of largest communities on Reddit. Protect is easier to maintain. 2 comments. Stellaris贴吧. When installed on your ships, this tech can automatically repair your hull and armor at an even greater rate than the Regenerative Hull Tissue technology. Horizon Signal. - Armor and Shield Hardeners have been reworked. Spaceborne aliens. Yes its more expensive. Each time a crisis conquers a planet it causes diplomatic Threat with all empires. This is from the Wiki: Devouring Swarms have inherent hull and armor regeneration. As for regen hull, well if you have ever watched a firefight in the slower speeds just for fun you can see that during a firefight the damage will outpace the hull regen so in my opinion stacking these is. Regenerative Hull Tissue. This will also affect the regeneration of leviathans and other entities that make use of these ship components. This means that Devouring Swarms (and leviathans like Shard) can completely recover from crippling damage in just a few months, giving them a huge boost. and AI dont use Regenerative Hull tissue, or crystal infused plating upgrades, a battleship fleet with those upgrades, along with full gunnship cores with. Per the 3. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. First time was the first time I ever found it, got crushed. I'll summarize the changes below, which are all tested and verified. First of all, shields daily hull regen is +1. - Regenerative Hull Tissue values have been rebalanced. ”. Stellaris Dev Diary #313 - 3. 每日船体再生: +0. However, self-repairing is slower than dock-repairing (2% per day or 60%. I guess what it does makes more sense. 只可用于 Distant Stars DLC 已启用。. I'm facing AI enemies that primarily use a combination of weapons. 2 beta game play that has left me scratching my head. About Stellaris Wiki. I've reached an unusual spot in my 2. LystAP. Is this useful only for corvettes and destroyers? I don't understand why this component does not scale Regeneration of hull and armor (maybe and shields) has been changed since Stellaris 3. 5% of hull and armor daily not in battle (maybe 1% of armor if tissue do not stack). How to apply regenerative hull tissue?. Destroyers as the picket-specialized ship class, focus on shields too, stack evasion as much as you can. If you want to go full armor, make sure you have Regenerative Hull Tissue slotted in though, or otherwise your ships will have no natural regeneration at all, and do very badly if they have to take consecutive battles without being able to be repaired in-between. 2 (I) , +1. You get regenative hulls from amobea study or killing them for debris. The hull regen one isn't that useful since living metal and regenerative hull tissue are relatively easy to get your hands on. Regenerative Hull Tissue Buff 3. Mass Extinction Through the Ages. If it was a higher percentage or ticked up per day maybe but right now, especially as I'm a wormhole species, I don't see the point. Or frees a trait slot on your admiral (where it beats the armor regen by 1%). When the ship get hit, the regeneration stops for a little time, but it goes on when the ship not get hit, even during the battle. Stellaris All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews Stellaris > General Discussions > Topic Details ImperialForce9. 再生舰体组织. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Changes: - Armor, Shield and Hull values added by components have been adjusted to new vanilla scaling. Armor not repairing. Creating ships. 3, I made some test for new Regenerative Hull Tissue, and find out that. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 5% Hull Regen to 0. If we continue to study how this tissue is composed, we may in the future be able to apply the technology of regenerative hull tissue to our own ships. Physics research. ReplyI have a simple set of rules when I play, the tiyanki are my special friends while all amoebas except for bubbles is fair game for their regenerative hull tissue. 2 = static regeneration (2ARM/1HUL) + hit halts regen The space whales are largely irrelevant. Ship Building is a major feature of Stellaris. It has a base of 100k Armor and 150k Hull, so even a single RHT would give it 1000 Armor regen and 750 Hull regen per day. They start in a unique system called Chor’s Compass which contains their Caravaneer Citadel and two out of three caravan fleets: Racket Industrial Enterprise, the Numistic Order, and the. All fleets are even numbers of kinetic and energy ships unless fighting something specific. If they moved it to a daily or even weekly scheme then I would be interested. But by and large, the only reason to kill them is out of malice. Regenerative Hull Tissue: 20: 10 +5% Daily Hull Regen +10% Daily Armor Regen: These bacteria are imprinted with the ship's structural design and will attempt to restore hull integrity should it be compromised. DISCLAIMER. So out of combat, it's +0. I'd like to gauge how strong this is, mostly it depends i guess on how fast a "tick" of healing goes. 2. Nanobots regen are only possible if you do the grey tempest mid game. Hull and armor regen modules are decent early and utterly useless late. yeah this. That used to give a fixed amount of regen per day, but was changed in 3. Regenerative Hull Tissue works in combat. The rock-paper-scissors. Regenerative hull tissue gives 1 hull and 2 armor/day. For. I dont know if -10% daily hull regen is getting 10% hull damage daily. Studying them gives you access to the Regenerative Hull Tissue tech, so you theoretically could kill them to get more progress via debris. Technology. 0 values used for war exhaustion, the state of combat balance, even things like the multiple FTL methods and old border system - all of these things are or were not a problem if you approached the game in a. Close. Especially, for the Regenerative Hull Tissue (RHT) components, they changed a lot in. No it's never worth it. (Two crystal armors and Regenerative Hull Tissue). Regenerative Hull Tissue: Now provides: – Hull Daily Regen +0. SkiRich Jul 26, 2021 @ 8:41pm. I had a fleet with about 20k military power, and at this point all my weapons were red lasers. So you need to repair regularly, or use regenerative hull tissue for slow regeneration. To answer the title question, if memory serves, it's always a 30 day delay on healing, and then they repair at a rate of like 1-2% hull and armor per day afterwards. No one summons Megatron!Then, click on the leftmost "merge fleet" button on top of the multiple fleet info, or press G to merge the fleets. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Again no in-combat regeneration was observed :( These modifiers are used by nanite repair and regenerative hull tissue.