5 healing per nano module * ((total health+(100*crystal hull modules))*combat computer health bonus)"Regenerative Hull Tissue" repairs 2% of max hp per month (and I think they stack, so a battleship with two of them gets 4%/month). I'll summarize the changes below, which are all tested and verified. This is not a good Fix as it nerfs the Module for our Ships too (but also on Enemy Ships). Mobility shapes conflict. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. Right there with you. From the incoming 3. 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. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. . Ships with the regenerative hull tissue or an engineer admiral can repair during combat but only if that particular ship hasn't been shot at recently. 4. Corvettes are zerglings (or rather marines, if we’re making Starcraft comparisons) of Stellaris, their main benefits are their sheer numbers, speed and surprising staying power (highest evasion in the game, plus if it does get hit by something serious most of the damage is essentially wasted as overkill). until now that the Regenerative Hull Tissue got buffed and it's only a minor bonus instead of a huge advantage. Orek Vuul contains four Tiyanki Ox guards. 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. Whales give you regenerative Hull Tissue too but as a salvage when killling them, you get amoeba flagella from the space amoebas. I'm facing AI enemies that primarily use a combination of weapons. 再生舰体组织 Regenerative Hull Tissue. All Discussions. 05% hull regen per Regenerative Hull Tissue component I usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). 0 unless otherwise noted. 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 Real-time strategy Strategy video game Gaming comments sorted by Best Top New Controversial Q&A Velorian • Additional comment actions. " Looks like a potential gamechanger for ship builds. However, it's still buggy. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. Yes its more expensive. There is a problem that moving around takes a long time, and game lag is real, so when playing stellaris there is a lot of watching fleet traverse the map. But a lot of Stellaris is about maximizing efficiency, so taking an extra year to kill a. This article is for the PC version of Stellaris only. Disengagement in Stellaris probably ought to be viewed not as "the troop pulled back to a safe location" so much as "they crippled the ship but didn't cause the. If they moved it to a daily or even weekly scheme then I would be interested. --------------. 3. Halved the hull and armor regen provided by Regenerative Hull Tissue, Nanite Repair System, Nanobot Cloud, Mercenaries, and Devouring Swarm. Regenerative Hull Tissue - it says: Daily Hull +1 Daily Armor +2 That's all? Not in percentages, just points? No matter the size of the ship? This page was last edited on 14 October 2017, at 12:23. They'd just die slightly slower. 2 (I) , +1. It's the same number of ships but carrying more advanced weapons. Regenerative tissue is good since when fleet do their cruise they could regenerate so we are saving some time for repairs. I've reached an unusual spot in my 2. Nanite Repair Systems can be acquired after defeating the Scavenger Bot. regenerative hull tissue is an early game technology with no strategic resources, there's also the nanite repair systems which are nanites obviously, I'm not aware of the ability to heal ships with living metal but I've also never actually gotten any. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. I was just playing the 2. However, self-repairing is slower than dock-repairing (2% per day or 60%. Went back to the save to try and remember accurately. I was just playing the 2. By killing Space Wales you also make Space England hostile. Transforming interconnections into synergies; and 6. Also some admirals have the regen trait buts its rare. - 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 component Adding to this as I think this is the same issue but there's definitely a regen bug affecting the game in the 3. The ship design minimizes the cost of converting to fight an enemy or the losses from an unexpected load-out. What links here; Related changes; Special pages; Printable version; Permanent link; Page information"STELLARIS 3. May 23, 2022. I heard about how hull tissue was nerfed. I was just playing the 2. You will unlock the Regenerative Hull Tissue tech, which can be used in ship armor design, and if for some reason it’s already unlocked, you will get a 50% research boost to it. Same thing is happening now as I replace the blue lasers with gamma lasers. Only one design is available for each loadout. Yeah, this is actually pretty straightforward stuff. So you need to repair regularly, or use regenerative hull tissue for slow regeneration. Changing regenerative hull tissue to percentage-based regen was a massive buff to most of the leviathans, such that they can often win by attrition fights which they'd otherwise easily lose. 1% Armor Regen and 0. Maybe as an anchor for your brawler line as a sort of fleet carrier. The hull regen one isn't that useful since living metal and regenerative hull tissue are relatively easy to get your hands on. This program optimizes a Stellaris ship based on enemy intelligence - Stellaris-Ship-Optimizer/guardian intelligence. ”. Habitable Worlds Survey. Protect is easier to maintain. Horizon Signal. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. It also stacks. 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). 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. However, it's pretty worthless. Every so often, I'll need to focus on shields and use Shield Capacitors or Reactor Boosters, but mostly it's either Fire Control or Hull Tissue. Nerf to hull/armour regeneration is not a nerf to shields, so just favouring one playstyle over other, and limiting number of options. So why doesn't Stellaris use this mechanic? Something like 2-5% attrition per jump. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. a few questions about ship building . 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. We of the Reality Stabilizer Matrix will gut every single person in your empire, burn every buidling, destroy every single city, bury entire continents under the hell fire of our bombardment, break all of your worlds and end all stars that is near your disgusting, treacherous species. 4 changed how the value is interpreted to match how percentages are specified for production and upkeep modifiers, etc. Best to just hire a few repair admirals and swap them in/out as needed. Not worth the research time IMHO. " Stellaris Mods Used: Extra Ship Components 3. Regenerative Hull Tissue: 10000: 3 Regenerative Hull Tissue Analyzed Space Amoeba or Tiyanki debris A genetically altered version of silicon-based bacteria could potentially be manipulated to regenerate non-organic materials. 5000. The only exception is PD and maybe Hangars. Nanite Repair Systems can be acquired after defeating the Scavenger Bot. 2% – Armor Daily Regen +0. Compatible with Stellaris v3. It also helps from a roleplay standpoint. I dont know if -10% daily hull regen is getting 10% hull damage daily. Afterburners can also be useful here to fly yourself past the kinetics minimum range. 1: Go find some Teriyaki Space Cattle and blow them to bits, harvest their guts, and research regenerative hull tissue. 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). A helpful workaround is to research and equip your fleets with Regenerative Hull Tissue technology, which will gradually repair your hull and armor. Tiyanki fleets can consist of Cows, Bulls, Calves and Hatchlings. Tall empires, especially Inward Perfection empires with the purity tree to boost fortress health further, can have extremely tanky fortresses. Regenerative hull tissue’s self repair is 1/10 of the listed value when in combat. Especialy when there far from a starbase to repair. Perfectly balanced, as all things should be. From the incoming 3. In general, Unity is generally more valuable and useful than before and is used for many internal matters, while Influence is used mostly externally. Orbital Trash Dispersers can be acquired via the Racket Industrial Enterprise. Regenerative Hull Tissue: tech_regenerative_hull_tissue: Resource Processing Algorithms: tech_resource_processing_algorithms: Ripper Cannons: tech_autocannons_2: Robotic. with my platforms and AI platforms when they get disabled they'll say disabled for a second then get a few points of hull and armor healing and pop right back into the fight. Regenerative Hull Tissue works in combat. Regenerative Hull kicks in after 10 days from last dmg taken if info i found is correct, so in some circumstances they can be beneficial to speed up. I tested this in game and verified it. . Defense platform base hull points upgrade from 1,000 to. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 5. Content is available under Attribution-ShareAlike 3. 6(II) , +2. Destroyers as the picket-specialized ship class, focus on shields too, stack evasion as much as you can. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. However, keep in mind that installing this on any ships requires Nanites, which are found exclusively in the mysterious L-Cluster. If you miss more shots it means you deal less damage which means you might lose ships because of it. HP in a prolongued fight because of the shield regeneration per day (if you don't use regenerative hull tissue). The problem with planetary defense is it gives the enemy an excuse to turn their utterly devastating space weaponry on the fragile planetary surface. . you can research the debris for 10% towards the plating tech I stated above, as well as 10% towards regenerative hull tissue. Orbital Trash Dispersers can be acquired via the Racket Industrial Enterprise. Regenerative Hull Tissue is a close contender, but is locked behind actually finding the tech and is much weaker in effect. Space warfare. Regenerative Hull Tissue: Now provides: – Hull Daily Regen +0. Unlock the Regenerative Hull Tissue technology; Add 50% research progress if already unlocked; Gain 90-10000 Society. 8k. 0. Comet Sighted. In 3. This. And when it does, much glory to be had. 5% for armor) in the display, but they were actually regenerating at combat rates (1/10 of those values, or less). [In Stellaris, weapons get more powerful a lot faster than defenses get tougher. Two components mentioned in the title on the other hand, gives. Going with anything else is a massive power drop and not at all worth it. SkiRich Jul 26, 2021 @ 8:41pm. 花费:20. ago. This mod adds two new policy trees called "Taxation of Subjects" and "Subsidization of Subjects", that gives you the possibility to tax or subside your Vassals or Protectorates (or both). Drop the PD modules. there is a red crystal infused plating that adds 10%. Big ships last longer so they get more value out of it. Enigmatic Encoders and Decoders can be acquired by defeating the Enigmatic Fortress. Each ship should have a range band where it wants to stay at, and choose weapons accordingly. I prefer armor Regen and have a slight armor favoritism. I've been doing more Stellaris math recently, trying to figure out optimal ship designs for 3. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. Especially, for the Regenerative Hull Tissue (RHT) components, they changed a lot in. “Upgrade/apply all starbases” button to quickly change all starbases in your empire. Leave it as it is. Sometimes my starbase would use “Regenerative Hull Tissue” instead of “Auxiliary Fire-Control” K. 2 beta game play that has left me scratching my head. Here's my copy-paste on my thoughts on the new meta and the most dominant ship designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships by far the best "all-rounder" ship. Uttermostmeat66 • 5 yr. But in some tests i got real numbers like 0. armor (875 HP) due to dark matter deflectors. @alessandro: I haven't played since 1. Single L-sized weapon costs 88-116 alloys while also draining a lot of power. There are ways to get automated in-flight repair of Armour/Hull, such ac Regenerative Hull Tissue or rarer-but-faster versions, or Auras (from Titans?), or the RNG might bless you with one or two Admirals with the Engineer Trait. The change to the Regenerative Hull Tissue and Nanite Repair System components which changed them from a single digit amount of regeneration per day to a percentage of total ship armor / hull has vastly increased the effective health of guardian. It has more durability than shields, shield penetrators are more common, anti shield weapons are strong, and theirs not a lot which counters it. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. It's certainly not enough health to sustain ships fully in combat, obviously (there's probably 50 or so ships with 6 proton. Regenerative Hull Tissue : Regenerative Hull Tissue : Amoeba Breeding Program : Amoeba Flagella : Cloud Lightning Conduits : Cloud Lightning Conduits : Mining Drone Lasers : Mining Drone Lasers : Frequency Tuning : Energy Siphon : Artificial Dragonscales : Dragonscale Armor : Enigmatic Deflectors : Enigmatic Deflector : Enigmatic Power. But by and large, the only reason to kill them is out of malice. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. But you can shrug off kinetic artillery and auto cannons. Note, btw, that the displayed values (after correcting for the 100x factor) are for in combat regen. You can also combine regenerative hull tissue with crystal plating to deal with disruptors and arc emitters. It's not worth it to use a lower tier power supply on Battleships. Do fighters always come with beam weapons, or can you change their loadout in any way? 2. BTW, there is totally another problem that hull regenerate for even disengaged - ships run away with flag - ships. It only uses missiles. So, is there somethere real numbers for regen? First of all, shields daily hull regen is +1. The others are more situational. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. Hull has the most HP, the fewest weapons with bonuses against it, and works just like Armour. Regenerative Hull Tissue can be salvaged. Display bug. I thought replacing the red lasers with blue lasers would increase the fleet's power, but instead it dropped. 0. 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. Content is available under Attribution-ShareAlike 3. I was just playing the 2. Everything is glorious. 再生舰体组织 (Regenerative Hull Tissue) 解锁:在鼠标浮层中查看. Not worth the research time IMHO. They havent done it. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. With ship tech unlocked so haphazardly, auto-design'll have you putting out completely sub-optimal fleets for a solid chunk of the game. ago. They'd just die slightly slower. Regenerative Hull Tissue. 2 (I) , +1. Regenerative Hull Tissue is a close contender, but is locked behind actually finding the tech and is much weaker in effect. Changes: - Armor, Shield and Hull values added by components have been adjusted to new vanilla scaling. 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 Bulwark disintegrator field will also mean any unbidden fleet will be dropped down to 1 hull point over the course of 200 days (assuming they have unyielding). I've reached an unusual spot in my 2. Ryika Dec 31, 2019 @ 8:20am. 2 (I) , +1. 4 ‘Cepheus’ Preliminary Patch Notes". 报警机器人 于6年前 修改了 此页面。. (Will not work if combined fleet is over command limit, or any of the ship selected cannot be merged into fleets. That is screenshot taken with the phone. Regenerative Hull Tissue Buff 3. The bottom line for a battleship is that there is no bottom line. Experienced a 3+ year fight between a starbase (with regenerative hull plating) and the shard where neither side was able to kill the other. 5000. Halved the hull and armor regen provided by Regenerative Hull Tissue, Nanite Repair System, Nanobot Cloud, Mercenaries, and Devouring Swarm. First of all, shields daily hull regen is +1. Redirect page. 2 = static regeneration (2ARM/1HUL) + hit halts regenThe space whales are largely irrelevant. So definitely choose that option. 2k. Starbases will auto-equip a couple modules of it, and it's a huge game-changer. 6(II) , +2. " Looks like a potential gamechanger for ship builds. P. 3. r/Stellaris. 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). 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. 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. 花费:20. 2 beta game play that has left me scratching my head. I can bet its more like 0. At this stage, you'd do better to be using crystal hull on torpvettes, not on your Battleships. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. 3, I made some test for new Regenerative Hull Tissue, and find out that. 每日装甲再生: +1. Fleet Maneuvers. First of all, shields daily hull regen is +1. 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. Using the Hive Asteroid as an. Engineering research. You can see the effect directly if you put two afterburners in and watch the numbers. 对该项目的细节说明请添加至相关页面. A place to share content, ask questions and/or talk about the 4X grand strategy…I was just playing the 2. 6(II) , +2. Technology. - 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. And like before, if you already researched it, you will get 90-10000 Society Research depending on game. ago. Then I’ll also attempt for regenerative hull tissue, and I’ll put that on every design I use the whole game in the a slot. All fleets are even numbers of kinetic and energy ships unless fighting something specific. Stellaris already tries to do this but it doesn't really feel like it works in its current balance. Nothing says 'I can do this all day' quite like ships that don't need to return to dock after every fight. 4. Mass Extinction Through the Ages. Yes its more expensive. 0 to make it actually a usefull aux component (also trying to give shield chargers their regen bonus back partially, they proably has the same command. . Related: Stellaris: How to Survive an Endgame CrisisMajor updates have been made to the Unity system in Stellaris. Also little section extention for Titan, minor vanilla turet & icon fixes, nanorepair adjustment in package. 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。. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. 2 (I) , +1. 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. Checking the game files, both regenerative hull tissue and nanite repair systems use the same modifiers (at different values), both are percentage regens, not flat. 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. maybe someone could make a mod where they could be tamed or bred. BTW, there is totally another problem that hull regenerate for even disengaged - ships run away with flag - ships. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. Nov 16, 2023Is Regenerative Hull Tissue worth it in Stellaris? Are there other options that are better? Should we only use starbases for fleet repair? Lets dive in and find out!Regenerative Hull Tissue - it says: Daily Hull +1 Daily Armor +2 That's all? Not in percentages, just points? No matter the size of the ship? Titans have 10K hull,. It seemed to me I was better off choosing aux equipment and auras that improved performance in some other way to. I have a titan with nanobot cloud and all ships including the titan with. It is nice because it scales well and is easy for user to understand what really happens. Now if you give them regenerative hull tissue they'll be regenerating 1% of their armor daily, which – with double the armor components – will be twice as much as normal defense platforms. I'm facing AI enemies that primarily use a combination of weapons. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. I guess what it does makes more sense. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 2 beta game play that has left me scratching my head. Stellaris: Battle Royale, sounds like a great narrative for those peaceful enclaves. gui) I do agree that there really ought to be a keybindings menu. oh boy. Each time a crisis conquers a planet it causes diplomatic Threat with all empires. Regenerative hull tissue’s self repair is 1/10 of the listed value when in combat. They have inherent regeneration of 1% of their base health per day. Spaceborne aliens. Nanobots regen are only possible if you do the grey tempest mid game crisis (opening the lgate before your midgame crisis year). 1% daily, that can be fully countered by equipping 2x regenerative hull tissue, and lot of players (if not all) run one regen aux on all their ships, titan regen aura also nullify this effect. 0. ; About Stellaris Wiki; Mobile viewRandom Dec 22, 2018 @ 1:25am. The absurd regeneration numbers are because they're docked at a starbase. Its space ameobas that give you the hull regen tech and they are always hostile. Seems like armor got a massive buff. 415K subscribers in the Stellaris community. Theoretically the swarm would be the best in a prolonged, equal-strength war, due to the free 0. Content is available under Attribution-ShareAlike 3. 5. Battleships still outclass Cruisers for Strike Craft roles, since a Carrier Battleship can equip a Spinal Mount bow. (Two crystal armors and Regenerative Hull Tissue). Enigmatic Encoders and Decoders can be acquired by defeating the Enigmatic Fortress. 0 unless otherwise noted. 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. tech_regenerative_hull_tissue tech_doctrine_fleet_size_1 tech_doctrine_fleet_size_2 tech_doctrine_fleet_size_3 tech_doctrine_fleet_size_4 tech_doctrine_fleet_size_5 tech_interstellar_fleet_traditionsThat's fine. I'll summarize the changes below, which are all tested and verified. 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). 45 comments. 0. Whales give you regenerative Hull Tissue too but as a salvage when killling them, you get amoeba flagella from the space amoebas. Ship Building is a major feature of Stellaris. 3 to be a percentage. I put it on cruisers in the midgame before BBs, Auxiliary fire control and regenerative tissue. Creating ships. View community ranking In the Top 1% of largest communities on Reddit. 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). 4 "CEPHEUS" PATCH NOTES. I was just playing the 2. Corvettes should always have Afterburners, while Artillery Battleships should always have Auxiliary Fire Control (or the Enigmatic Decoder, if you have it). From the incoming 3. The effective health pool of armor is just quite massive against those go to weapons. 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). It adds ability to reasearch (one way or another), improve and build Ancient Dreadnought. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. 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. This is a searchable and complete list of Stellaris technologies and their IDs. About Stellaris Wiki. Join. And like before, if you already researched it, you will get 90-10000 Society Research depending on game time. Apr 7, 2021; Add bookmark #8 Sawtooth500 said:. First of all, shields daily hull regen is +1. that struck me while rereading all our Tiyanki-related content was that killing them allows you to research the Regenerative Hull Tissue, but their superior healing abilities don’t have any. 5% armor regen vs. Regenerative Hull Tissue. that struck me while rereading all our Tiyanki-related content was that killing them allows you to research the Regenerative Hull Tissue, but their superior healing abilities don’t have any. I've reached an unusual spot in my 2. In general, Unity is generally more valuable and useful than before and is used for many internal matters, while Influence is used mostly externally. All Discussions. 4. 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. I'm a devouring swarm, it'll stack with my natural bonus+I have regenerative hull tissue, so later on with battleships those three will make a significant difference. Members Online. I was just playing the 2. A summary of major changes include:. 2. First of all, shields daily hull regen is +1. tech_regenerative_hull_tissue: Regenerative Hull Tissue: tech_vitality_boosters: Vitality Boosters: tech_doctrine_fleet_size_1: Doctrine: Space Combat: tech_doctrine_fleet_size_2:I was just playing the 2. ) I wish there were an upgraded version of regenerative hull too. 2 beta game play that has left me scratching my head. 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. but I would appreciate being able to give science ships things like regenerative hull tissue or make them as cheap as possible by have tier one techs if I’m using them to. 25% daily hull regen and +0. Shields are pointless, so every utility slot is filled to the brim with more armor, while Regenerative hull tissue keeps the armor and hull repaired & Auxiliary Fire Control helps to improve weapon accuracy. I'm facing AI enemies that primarily use a combination of weapons. maybe someone could make a mod where they could be tamed or bred. All aux slots can stack. And for the record, here is how i structure my fleets: Battleships focused on artillery and tanking damage. It's more powerful with regenerative hull tissue or the nanite version granting daily hull and armour regeneration of 0. 2 patch (been too busy), but currently Stellaris' tooltips are kind of terrible. So that’s the advantage of them. Hi there, Currently Devouring Swarm of Hive mind gives regeneration based on percentage. Crystalinfused plating uses the shield/armor slot Regenerative hull tissue uses the attachment slot. I have been purifying the galaxy of the weak. A destroyer that's taken 50% will take over a year to regenerate back to full health. I was just playing the 2. This page was last edited on 7 February 2022, at 03:21. The challenge in regenerative hull tissue is genetically modifying microbes to be able to turn into and form hull/armor. Plasma. Stellaris Regenerative Hull Tissue is a revolutionary new way to prevent and repair damage caused by space exploration. Maybe build (grow?) unique biological ships for free where build time is based on your food surplus. , where a 0% to 100% scale is. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. • 3 yr. Stellaris Wiki Active Wikis. ) I wish there were an upgraded version of regenerative hull too. ago. 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. Regeneration of hull and armor (maybe and shields) has been changed since Stellaris 3. 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. There are two interesting range bands in Stellaris. 6(II) , +2. Reply IlikeJG The Flesh is Weak • Additional comment actions. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. hide. However, it's pretty worthless. Every so often, I'll need to focus on shields and use Shield Capacitors or Reactor Boosters, but mostly it's either Fire Control or Hull Tissue. This article is for the PC version of Stellaris only. ; Issue a special project to repair and use it that costs 50000 Engineering research. Studying them gives you access to the Regenerative Hull Tissue tech, so you theoretically could kill them to get more progress via debris. I can bet its more like 0. Some of the extremely helpful bits are: 1] absolutely, positively, get regenerative hull tissue. R5: I spawned between two fallen empires and next to fanatical purifiers. I've reached an unusual spot in my 2. 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.