Strength
The maximum strength of most object types; wall overlays use it as a per-hit damage threshold.
Maximum strength
- Applies to
ObjectType and derived types
AircraftTypeBuildingTypeBulletTypeInfantryTypeParticleSystemTypeParticleTypeSmudgeTypeTerrainTypeUnitTypeVoxelAnimType- File
rules.ini- Section
[<ObjectType ID>]- Value
- integer
- When omitted
- Context-dependentMost object types start at 0. A TerrainType whose section omits it takes TreeStrength from the General section instead.
Strength is the maximum strength of an object of this type: its hit points when undamaged. A newly built or produced aircraft, structure, infantry unit or vehicle starts at this value, and so does every terrain object. Damage lowers an object’s strength, and repair and healing never raise it above this maximum.
Other objects can start below this value:
- An object the map places starts at the health the map gives it.
- A structure deployed from a vehicle, or a vehicle that undeploys from a structure, keeps the health ratio of the object it came from.
- Infantry that escape a destroyed vehicle or structure start at a random strength.
[ORCA]Strength=200A projectile does not use this key. Its strength is the damage it carries from the weapon that fired it.
Keep Strength at or above RepairStep on any structure, vehicle or aircraft that can be repaired. A lower Strength crashes the game when the cost of a repair step is worked out.
Maximum strength
- Applies to
- AnimType
- File
art.ini- Section
[<ObjectType ID>]- Value
- integer
- When omitted
0- Used by the game
- No — loaded but not used
An animation has no strength in play, because nothing can damage, heal, or crush one:
- An explosion damages the objects occupying the cells it reaches, plus any aircraft, jumpjet infantry, and
Jellyfish=yesvehicles near a blast in the air. An animation never occupies a cell and is none of those. - A vehicle crushes only objects occupying the cells it enters.
- A heal crate restores only objects owned by the house that opened it, and an animation has no owner.
No other gameplay path reads the value.
The damage an animation deals to objects beneath it is set by Damage, which is unrelated to this key.
Wall damage threshold
- Applies to
- OverlayType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- integer
- When omitted
1Every hit of at least 1 damage then advances the wall a stage.
[MYWALL] ; example wall overlayStrength=100For a Wall=yes overlay, Strength sets how hard a single hit must be to advance the wall one damage stage. It is not a pool of hit points. Each hit is tested on its own:
- Damage of at least
Strengthalways advances the wall one stage. - A smaller positive hit advances it with a chance of damage ÷ (
Strength+ 1). WithStrength=100, a 20-damage hit succeeds 20 times in 101, about 19.8%. - A failed hit leaves nothing behind for the next hit.
No hit advances a wall more than one stage, however large. DamageLevels sets how many landed hits remove a segment. A segment with no connections needs one fewer, but never fewer than one (see Stepping through the stages). A higher Strength makes each hit less likely to count, so the wall lasts longer on average. No figure makes a wall invulnerable, because any positive hit keeps some chance.
A crushing vehicle removes a Crushable=yes segment outright, whatever its Strength. The cascade into neighboring segments and the removal of a wall tower each hit for 200, which always lands against a Strength of 200 or less. Walls and gates lists every source of wall damage.
An overlay without Wall=yes ignores Strength.
History
- Changed0.2.0In development