ReadinessReductionMultiplier
From ModEnc
| Flag: | ReadinessReductionMultiplier |
| File(s): | rules(md).ini |
| Values: | Floating point values: Any decimal number (clearer range should be added in Template:Values). |
| Default: | 0.0 |
| Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
This flag is used in conjunction with DamageReducesReadiness=yes to reduce the ammunition supply of a unit when it takes damage. This is only applicable to units that have Ammo set to an integer other than -1 (unlimited ammo).
ReadinessReductionMultiplier must be explicitly stated, as the default value (0.0) cancels the effect.
This needs Testing
The following section contains information that has not been personally confirmed by the revision's author; readers are encouraged to test it themselves and update the section accordingly.
Using negative values may increase the unit's ammo supply beyond Ammo. It is not known how this affects reloading. More testing is required.
The amount of ammo that is removed when the unit takes one hit of damage is determined by the following formula, rounded up to the nearest integer:
rounds lost = damage inflicted / Strength * ReadinessReductionMultiplier * Ammo
Unfortunately, this means that even if the damage inflicted is relatively low, the unit will lose at least 1 round of ammo as long as ReadinessReductionMultiplier is greater than 0.0.
[edit] Resources
- Relevant pseudocode is available at http://dc.strategy-x.com/src2/TechnoClass/Ammo.cpp.

