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FirePower

The multiplier a difficulty setting applies to the damage its houses deal by firing a weapon.

Case-sensitive spelling

INI keys distinguish uppercase and lowercase letters. Firepower is a different setting.

Specification
Applies to
difficulty settings
File
rules.ini
Section
[<Difficulty ID>]
Value
floating point
When omitted
1A later file that contains the section without this key resets it to 1.

FirePower multiplies the damage of the weapons fired by houses in this difficulty slot. A value above 1 deals more damage. [Easy], [Normal] and [Difficult] each set a value, and a house uses the one for its difficulty slot.

rules.ini
[Difficult]
FirePower=1.2

The multiplier scales the Damage of each projectile an object fires from its weapon. A firepower crate and the veteran firepower bonus (VeteranCombat) scale the same damage further.

These deal their damage without the multiplier:

  • a nuclear missile launch;
  • an EM pulse, from a structure or from a vehicle;
  • other superweapon launches;
  • projectiles created by a trigger action;
  • the projectiles a splitting projectile releases;
  • sonic weapons and weapons that use fire particles;
  • weapons with a Damage of 0 or below, such as healing weapons.

A house’s multiplier is computed each time the house is assigned its slot, so a later change to the section reaches the house only then. Outside a campaign game, it is also multiplied by the country’s Firepower=; a campaign game ignores the country value.

See also — difficulty