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AirRangeBonus: Difference between revisions
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== Notes == | == Notes == | ||
When a unit gets ordered to attack an airborne target, it will strive to move into the | When a unit gets ordered to attack an airborne target, it will strive to move into the [[Range]] value of its anti-air 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 anti-air 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 14:13, 11 August 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 its anti-air 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 anti-air 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.