Release Thread Commanders slowly regain health. - https://github.com/justinlove/commander_regeneration Limitations No regen occurs while in transports. Technical Implementation The mod enables the create unit cheat, and then shuts off the normal UI affordances for using it. This is done via `common.js`, so the mod is incompatible with other mods that use the same trick (Puppetmaster and Murder Party) The client periodically creates a zero-health unit which immediately dies and (death weapon) causes a planet-wide explosion that does 1 damage; all armor types reduce this damage to 0, except commander which has a -60 multiplier (62.5 is 0.5% health) Alternate Implementations I believe this could be ported to server-script, but there would be a small amount of original research in how to set up such mods. The mod could be split into create-unit lockdown, and a client mod that performed regeneration, but the regeneration would stop if that client disconnected, and it's also possible that the sim would reject units from a defeated player. Trivia - Negative damage works for direct fire and splash damage with `splash_damages_allies`. - Negative damage is rejected for damage volumes. - Negative armor multipliers work, even for damage volumes. - Units in transports aren't affected by area damage. - Direct fire weapons cannot target your own units. - Secondary fire weapons can target the ground near your units.