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Crush

How close a crushable target must be before a crusher drives over it instead of shooting.

Specification
Applies to
global rules
File
rules.ini
Section
[CombatDamage]
Value
distance (cells)
When omitted
1.5

The distance is written in cells and measured between the two objects. Two decisions read it, and both are reached only for a house under computer control.

The first is the approach step. A unit carrying Crusher=yes, or one that has earned the crush ability, whose target is a Crushable=yes object standing inside this distance, is sent to drive onto the target instead of closing to weapon range.

The second is retaliation. A unit that takes a hit from an enemy it could crush drives at the attacker rather than firing back, provided that attacker stands within this distance and the house’s IQ has reached [IQ] AutoCrush. A house in difficulty slot 2, the [Difficult] section, never does it — for a computer house that is the slot the Easy setting hands out, so the easiest game is the one in which nothing runs the player over. A disguised infantryman is refused as a crush target there as well. Difficulty settings and handicaps covers which house holds which slot.

Both tests reject a target beyond the distance rather than weighing crushing against firing on any other ground, so widening it makes computer-controlled crushers abandon their weapons over a longer reach.