Skip to content

Weight

How strongly an object resists being rocked, and how heavily it presses on ice.

Specification
Applies to
AircraftTypeBuildingTypeInfantryTypeUnitType
File
rules.ini
Section
[<ObjectType ID>]
Value
floating point
When omitted
1

A blast near a voxel object tips it, and this figure divides the force: the tilt is scaled by (0.04 - distance × 0.000025) × force ÷ Weight, ignored below 0.01 and capped at 0.05, with the forward component taking half of that scale and the sideways component all of it. A heavier object therefore shrugs off a jolt that would rock a lighter one, and past the cap a lighter figure buys no more tilt. Only an object drawn from a voxel model is rocked at all, so the figure does nothing on a type drawn from shapes.

In the snow theater the figure is also weighed against two rules-wide thresholds each time a vehicle finishes entering a cell. A vehicle reaching IceBreakingWeight breaks the ice under it and one that only reaches IceCrackingWeight cracks it; the sinking and the stun follow either outcome. Both tests run on vehicles alone.

Both thresholds are met on equality. The stock figures put the harvester at 1 and most tanks at 3.5, against a cracking threshold of 2 and a breaking threshold of 4, so a harvester crosses stock ice untouched, a tank cracks it, and the civilian recreational vehicle at 4 is the only stock type heavy enough to go through.