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ArmorInfantryMult: Difference between revisions

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The value can either be specified as a floating point number, (i.e. 1.2 or 1.4) or as a percentage value (i.e. 20% or 40%).
The value can either be specified as a floating point number, (i.e. 1.2 or 1.4) or as a percentage value (i.e. 20% or 40%).
== See Also ==
*[[Armor Multipliers]]
{{NeedTesting}}
{{NeedTesting}}
It is not known what is the relation between this setting and {{Tt|[[Armor#In Difficulty|Armor]]}} set under the {{TTL|Difficulty}} sections.
It is not known what is the relation between this setting and {{Tt|[[Armor#In Difficulty|Armor]]}} set under the {{TTL|Difficulty}} sections.

Revision as of 09:58, 10 September 2006

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: ArmorInfantryMult
File(s): Rules(md).ini
Values: percentage / float
Special Values: None
Default: 1.0
Applicable to: Countries


If used this tag defines a multiplier by which the armor value of all infantry owned by the respective house will be multiplied. For example,

[France]
ArmorInfantryMult=1.5

This would multiply the armor of all infantry owned by France by 1.5 (50%), so if an infantry unit originally had 100 armor, it would now have 150 armor. This tag only affects units listed under the InfantryTypes heading.

The value can either be specified as a floating point number, (i.e. 1.2 or 1.4) or as a percentage value (i.e. 20% or 40%).

See Also


Template:NeedTesting It is not known what is the relation between this setting and Armor set under the Template:TTL sections.