ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.
AirRangeBonus: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
mNo edit summary |
||
Line 12: | Line 12: | ||
== Notes == | == Notes == | ||
When unit gets ordered to attack an airborne target, it will strive to move into the {{f|Range|link}} value, and stay there while attacking. | When a unit gets ordered to attack an airborne target, it will strive to move into the {{f|Range|link}} value of the AA weapon, and stay there while attacking. Adding {{f|AirRangeBonus}} doesn't affect this behavior, but as it increases the weapon's effective firing range, it actually makes slow moving AA units more effective against targets that are able to escape from them (especially if they have {{f|OpportunityFire|yes|link}}), since they will automatically move in to cover a larger area. |
Revision as of 23:02, 12 July 2014
Flag: | AirRangeBonus |
File(s): | rules(md).ini |
Values: | Floating point values: Any decimal number (clearer range should be added in Template:Values). (Limited to: range in cells) |
Default: | 0.0 |
Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
This flag defines the additional range added to all of TechnoType's weapons when it is targeting objects in air. In order to do this, the weapon's projectile must have AA=yes set.
Notes
When a unit gets ordered to attack an airborne target, it will strive to move into the Range value of the AA weapon, and stay there while attacking. Adding AirRangeBonus doesn't affect this behavior, but as it increases the weapon's effective firing range, it actually makes slow moving AA units more effective against targets that are able to escape from them (especially if they have OpportunityFire=yes), since they will automatically move in to cover a larger area.