Verses
Changed in 0.2.0
The percentage of a weapon's damage the warhead delivers against each armor class, in armor order.
Specification
- Applies to
- WarheadType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- string
- When omitted
100%,100%,100%,100%,100%The default is applied whenever the warhead's section is present without the key, so a later file that contains the section and omits the key restores full damage against every armor class.
Verses lists five percentages, one for each armor class in the order none, wood, light, heavy, concrete. Damage from this warhead is multiplied by the entry for the target type’s Armor class. A plain fraction such as 0.5 is accepted in place of 50%, and entries after the fifth are ignored.
[MyShellWH] ; example WarheadTypeVerses=100%,80%,60%,40%,20% ; none, wood, light, heavy, concreteA 0% entry does not make a class immune. This table never reduces a hit below one point, and targets near a blast still take MinDamage. What the target loses gives the full order.
An empty Verses= counts as leaving the key out.
The same table also decides how objects armed with this warhead choose and answer targets:
- An object with two weapons prefers the one whose warhead has the higher entry against the target’s class, as Which weapon the score assumes describes.
- The threat score weighs how well each side’s warhead does against the other’s armor.
- An object whose chosen weapon has
0%against its attacker’s class does not retaliate. - When the computer’s base is attacked, it does not call up an object whose primary weapon has
0%against the attacker’s class. - A
heavyentry of exactly0%confines infantry whose primary weapon uses this warhead to infantry targets. - A base defense armed with this warhead takes its anti-air and anti-armor defense values from the
heavyentry, and its anti-infantry value from thenoneentry.
See also — ai-base-building, target-selection
History
- Changed0.2.0In development