Skip to content

ROF

A weapon's frames between shots, or the multiplier a country or a difficulty setting applies to that delay.

Country reload multiplier

Specification — Country reload multiplier
Applies to
HouseType
File
rules.ini
Section
[<ObjectType ID>]
Value
floating point
When omitted
1.0

The delay an object of a house of this country waits before its next shot is multiplied by this value. It multiplies the delay rather than the rate, so a figure above 1 fires more slowly. The product is worked out once, when the house is given its difficulty slot, and not per shot.

A campaign game drops the country’s contribution, so this value shapes skirmish and multiplayer games only; the difficulty setting’s own multiplier applies in both.

Weapon reload delay

Specification — Weapon reload delay
Applies to
WeaponType
File
rules.ini
Section
[<ObjectType ID>]
Value
integer
When omitted
0

The value is the game frames a firer waits before the shot after this one, at 15 frames to the second. It is a delay rather than a rate, so a larger figure fires more slowly.

rules.ini
[120mm]
Damage=70
ROF=80

Four things reshape it on the way to the firer.

  • A structure holding more than one round of Ammo waits a single frame instead, so the figure decides only the pause after its last round.
  • A weapon that fires as a beam — IsSonic=yes, or one whose spark, fire or railgun particle system is currently attached to the firer — uses the figure exactly as written, with none of the adjustments below.
  • A shot fired while the burst counter is still short of Burst takes its delay from the matching BurstDelay0 to BurstDelay3 entry instead, or from a random three to five frames where that entry is left unset. The first shot of a burst consults no entry at all, so it always takes the random three to five.
  • Every other shot is the figure multiplied by the firing house’s country ROF multiplier, plus a random zero to two frames, and then divided by one plus VeteranROF if the firer has earned the rate-of-fire ability.

An aircraft’s mission handlers wait the primary weapon’s figure between passes, unadjusted, so this also sets how often an attacking aircraft reconsiders what it is doing.

Outside a campaign game the weapon named 155mm has its figure replaced with 150 and its damage with 115 after its section is read, whatever the rules say.

Difficulty reload multiplier

Specification — Difficulty reload multiplier
Applies to
difficulty settings
File
rules.ini
Section
[<Difficulty ID>]
Value
floating point
When omitted
1The difficulty block is re-read from fixed defaults whenever its section is present, so a later file that carries the section without this key restores 1 rather than keeping the earlier value.

[Easy], [Normal] and [Difficult] each carry their own multiplier, and a house takes the one for the difficulty slot it is assigned. The delay an object of that house waits before its next shot is the weapon’s own ROF multiplied by this value, plus a random 0 to 2 frames. It multiplies the delay rather than the rate, so a figure above 1 fires more slowly.

Three paths never reach it: a building holding more than one round of ammunition waits a flat frame instead, a shot within a weapon’s burst uses that burst’s own delay, and a sonic weapon, or one driven by spark, fire or railgun particles that already has its particle system attached, returns the weapon’s ROF unmodified.

The product is worked out once, when the house is given its slot, alongside the country’s own multiplier outside campaign games. In a campaign game the country’s figure is dropped and this one stands alone.