A couple of editor clarifications please

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Captain Cruft
Posts: 3749
Joined: Wed Mar 17, 2004 12:49 pm
Location: England

A couple of editor clarifications please

Post by Captain Cruft »

1) I am currently assuming that production propagation uses the Supply Movement type and AP range and is also affected by the percentage penalties in the same way. Is that right? Unless I am blind I have seen no Rulevars related to this so it must be hard-coded ...

2) Blowing Locations. How do the numbers work? What I have worked out is that the unit loses all it's EPs and half its APs per blow attempt (though the lack of EPs does not seemingly prevent having a second try in the same turn) but how is the the potential damage worked out? It seem to vary for no discernable reason ... Also what exactly does the Blow Points value for the SFtype mean? I presume it's related to the damage but again the relationship is not obvious.

The reason I wish to understand number 2 is because I want to implement a larger range of upgradable fortifications and blowing "level 1" followed by building "level 2" seems the only way to do it.

Thank you :)
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Captain Cruft
Posts: 3749
Joined: Wed Mar 17, 2004 12:49 pm
Location: England

RE: A couple of editor clarifications please

Post by Captain Cruft »

OK well as usual in life if you want something done do it yourself ... ;)

So ... the answers:

Production movement does use the Supply Movement type and gets the same range of (by default) 250 APs. If the distance in APs is over the various supply penalty thresholds defined in the Rulevars then the same percentages of the produced types stay in the production centre as "Lft".

One thing I haven't quite worked out is why some produced units appear to consume APs and lose Readiness on their way from their factory to the HQ and some don't. It seems distance related but a pattern does not leap out of the numbers ... Of course it doesn't really matter though since once in the HQ you can still transfer them to your heart's content.

Blow-capable SFtypes accumulate potential damage at a rate of Blow Points x Number of the SFType each turn. Each blow attempt uses 50 APs, completely drains the units EPs regardless of the value and resets the potential damage back to zero.
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