The parameters in this section define and regulate the various actions that are available to units during a game.
Actions always start and complete (including all of their effects) within the same turn, and a unit can only do one at a time.
All actions are potentially available to all units, but the parameters can be set so as to deny any action type to any unit type. See the descriptions with each action type.
All action is limited by action points. Each unit gets a certain number at the beginning of each turn and expends them in the course of doing things. The usual expenditure is one point per action, but may be more, as defined for each type of action. A unit action must always consume at least one action point. Units can accumulate acp from turn to turn, and they can also reduce acp below zero.
UnitTypeProperty: acp-per-turn
acp
This property is the basic allowance of action points that a unit gets each turn.
Defaults to 0
.
UnitTypeProperty: acp-min
acp
This property specifies how far into "action debt" a unit can go
during a turn before it is prevented entirely from acting.
A unit with acp < 1 at the beginning of a turn cannot do anything at all.
Defaults to 0
.
UnitTypeProperty: acp-max
acp
This property is
the maximum number of action points that a unit can save up.
The value -1
means that acp-max
is equal to acp
.
Extra acp is silently lost.
Defaults to -1
.
UnitTypeProperty: free-acp
acp
This property is
the value is the amount by which the action points for some
action can exceed the unit's currently available acp
and still allow that action.
Defaults to -1
, which means enough free acp to
allow any action.
Note that a unit with an acp of 0 is completely unintelligent, about like a cow patty. Cow patties can be useful for blocking paths, hiding behind, and suchlike, and have the advantage that once they're in place, you don't have to manage them. Other units will have to pick them up and put them down, of course.
Table: material-to-act
u m -> n
This table is a minimum amount of m needed for u to be able to act.
The material is not consumed.
Defaults to 0
.
UnitTypeProperty: acp-damage-effect
interpolation-list
This property is the effect of a unit's hp on its acp.
The input value is hp, while the output value is the acp to be added
instead of acp-per-turn
.
This list does not extrapolate.
Defaults to ()
.
Table: acp-night-effect
u t -> n
This table is the multiplier for unit's acp at night in each type of terrain.
Defaults to 100
.
Table: acp-occupant-effect
u1 u2 -> n
UnitTypeProperty: acp-per-turn-min
acp
This property sets a lower limit on the effect of occupants,
damage, and other modifiers on the acp to be added at the beginning
of the turn.
Defaults to 0
.
UnitTypeProperty: acp-per-turn-max
acp
This property set the upper limit on the effect of occupants
and other modifiers to the acp added at the beginning of the turn.
Defaults to -1
, which indicate no limit.
GlobalVariable: use-side-priority
t/f
This variable is true
if the sides may only act one at a time;
otherwise, all sides and units may move simultaneously during a turn.
Defaults to false
.
UnitTypeProperty: action-priority
n
This property is the order in which units of this type will act.
Higher numbers act earlier.
If the difference between the priority of one type and another
is greater than 100, then the earlier-acting units must finish acting
before the later-acting units, otherwise a player can rearrange the actual
acting order as desired.
Defaults to 0
.
Movement is the most common sort of action. This section covers movement over open terrain; the next section discusses interaction with transports.
The general theory of movement is that a unit not in a transport crosses its current cell terrain to the edge of the cell, crosses any border terrain, and then moves into the destination cell, OR it moves onto connection terrain, travels along connection terrain to the new cell, and maybe moves off the connection. If the unit starts in a transport, then the transport may ferry the unit over some of the intervening terrain, possibly as far as the unit's destination.
A unit's basic movement rate is defined by its speed, which is a ratio of the the unit's acp. A speed of 100% means that the unit can potentially enter as many cells as it has acp, while a speed of 20% means that the unit uses at least 5 acp to enter a cell.
Movement can only succeed if several conditions are met: the unit must be able to cross the border terrain, the destination must be inside the world (but see below), it must be able to exist on the terrain of the destination.
ActionType: move
x y z
This is the action that a unit performs to go from its current
location to the cell at x,y at altitude z.
The destination must be within the move-range
of the unit.
UnitTypeProperty: acp-to-move
acp
This property is the number of acp a unit uses to do one move action.
Defaults to 1
.
UnitTypeProperty: speed
n
This property is the basic multiplier relating acp to the number
of cells that may be entered during a turn.
Defaults to 100
.
UnitTypeProperty: speed-damage-effect
interpolation-list
This property is the unit's speed if it is damaged.
The input value is the unit's hp, while the result value is the
unit speed to use instead of speed
.
Defaults to ()
.
Table: speed-occupant-effect
u1 u2 -> n%
This table is the percent change in the speed
of type u1 for each occupant of type u2.
If the basic speed of u1 is 0
,
then the multiplication is performed
as if the speed were 1
instead.
Defaults to 100
.
UnitTypeProperty: speed-wind-effect
list
This property is a list that describes the effect of wind on the unit's speed. The effect is calculated using the wind in the cell that the unit is entering (not its current location?). The form of the list is
((<angle-list> <value>) ...), <value> = <number> | ((<force> <number>) (<force> <number>) ...)
where angle-list is a single number, list of number, or the
symbol all
. For hex areas, the angles are 0 for downwind
(same direction), 1, 2, and 3 for directly upwind (opposite direction).
The force is the wind force in the cell, and number is the
multiplier for the speed, with 100
having no effect, numbers
less than 100
decreasing the unit's speed, and numbers greater
than 100
increasing it.
Defaults to ()
.
UnitTypeProperty: speed-min
mp
This property is the worst-case speed of a unit.
Defaults to 0
.
UnitTypeProperty: speed-max
mp
This property is the upper bound on a unit's movement in one turn. (?)
Defaults to 0
.
UnitTypeProperty: move-range
n
This property is the maximum distance allowed to the destination cell.
Defaults to 1
.
The product of a unit's acp and its speed is its available movement points. Any move between cells will cost at least one movement point. Some mp costs may be negative, but the total mp for a move will always be at least 1.
Table: mp-to-leave-terrain
u t -> mp
This table is the mp cost to leave a cell of type t.
If t is a border type, this cost is never used.
If t is a connection type, this cost is the cost of leaving the
connection terrain for the open terrain of the cell.
If t is a coating type, then this value adds to the cost
of leaving the cell.
Defaults to 0
.
Table: mp-to-enter-terrain
u t -> mp
This table is the mp cost to enter a cell of type t.
If t is a border type, this cost is the
cost of crossing the border.
If t is a connection type, this cost is the cost of entering the
connection terrain from the open terrain of the cell.
If t is a coating type, then this value adds to the cost
of entering the cell.
Defaults to 1
.
Table: mp-to-traverse
u t -> mp
This table gives the cost to travel along a connection or border of the given type. (note that the other costs are irrelevant if unit starts and ends its movement on the connection).
A special type of move known as a border slide can occur when the endpoints of a border touch on the start and destination cells. Sliding works like normal movement that happens to end up on a nonadjacent cell. Same rules for permissibility apply. If the value is negative, then border sliding is not possible.
Defaults to 1
.
If both enter/traverse/leave and enter/leave movement is possible, then Xconq will automatically choose the cheapest alternative.
Each unit type has a range of altitudes within which it normally operates.
Table: altitude-min
u t -> n
This table is the minimum altitude possible for each type of unit
on each type of terrain.
Defaults to 0
.
Table: altitude-max
u t -> n
This table is the maximum altitude possible for each type of unit
on each type of terrain.
Defaults to 0
.
UnitTypeProperty: mp-to-leave-world
mp
This property is an additional move cost to leave the world entirely.
To leave, the unit must be within its move-range
of an edge,
and have sufficient mp to move into the terrain in the edge cell
designated as the destination of the move.
If the value is -1
, then the unit may never leave.
Defaults to -1
.
UnitTypeProperty: free-mp
mp
This property is the amount by which the move points can "go into the red"
and still allow one more move.
Defaults to 0
.
ZOC is exerted only over units out in the open, has no effect on occupants,
unless they leave their transport.
Occupants can themselves exert a ZOC,
if occupant-can-fight
is true.
ZOC applies to all units on a hostile side.
Table: zoc-range
u1 u2 -> dist
This table is the maximum distance at which type u1
exerts a ZOC over type u2.
A value of 0
means that the unit controls only its own cell,
and a value of -1
means that the unit does not exert a ZOC at all.
Defaults to 0
.
Table: zoc-into-terrain
u t -> t/f
This table is true
if the unit exerts its ZOC into terrain t.
Defaults to true
.
Table: zoc-from-terrain-effect
u t -> n
Table: mp-to-enter-zoc
u1 u2 -> mp
This table specifies extra movement points needed to enter the ZOC.
-1
prevents entry entirely.
Defaults to -1
.
Table: mp-to-leave-zoc
u1 u2 -> mp
This table specifies extra movement points needed to leave the ZOC.
-1
prevents departure entirely.
Defaults to 0
.
Table: mp-to-traverse-zoc
u1 u2 -> mp
This table specifies extra movement points needed to move within the ZOC.
-1
prevents traversing entirely.
Defaults to 0
.
If multiple units exert a ZOC into the same cell, then the mp cost is the maximum of the different ZOC costs.
Units may use up some of their materials when they move. Consumption happens after the move action, and only for successful moves.
Table: material-to-move
u m -> n
This table is the amount of each material that a unit of type u
must have in order to be able to move.
Defaults to 0
.
Table: consumption-per-move
u m -> n
This table is the amount of each material used by a unit to do one move action.
The amount taken is independent of terrain.
If the unit has less than the required amount of any of these materials,
it is immobilized until it gets more (this is tested before each move
action; note that this does not affect any other action, including
entering and leaving transports).
Defaults to 0
.
Units can be inside other units, and have units inside them, in a tree-like fashion. There is no limit on the depth of the tree, but most occupant-transport relationships have other limits.
ActionType: enter
unit
This is the action to enter the given unit.
UnitTypeProperty: acp-to-enter-unit
acp
This property is the number of acp a unit uses to do one entry action.
Defaults to 1
.
Table: can-enter-independent
u1 u2 -> t/f
This table is true if a unit u1 can enter an independent unit u2.
Defaults to false
.
Entering and leaving incur mp costs as does movment, but units with a speed of 0 may enter and leave transports.
Table: mp-to-enter-unit
u1 u2 -> n
This table is the extra movement points required for u1
to enter the transport u2,
and vice versa (i.e. how much of transport's time is consumed by the process).
Defaults to 0
.
Table: mp-to-leave-unit
u1 u2 -> n
Similar to entry cost.
Defaults to 0
.
Note that these mp consumptions need not be symmetrical between occupant and transport, so for instance a passenger can use 2 of its mp to get on a transport, while costing the transport only one of its mp.
Table: ferry-on-entry
u1 u2 -> ferry-type
Table: ferry-on-departure
u1 u2 -> ferry-type
This table specifies how much intervening terrain the unit u2
entering or leaving transport u1
will have to cross on its own (and thus incur the terrain's mp costs and
limitations).
Defaults to over-border
.
GlobalConstant: over-nothing
This constant indicates no ferrying, occupant must pay all costs to go to destination cell.
GlobalConstant: over-own
This constant indicates that the transport ferries over terrain of its own cell.
GlobalConstant: over-border
This constant indicates that the transport ferries over any border terrain also.
GlobalConstant: over-all
This constant indicates that the transport ferries to destination cell, effectively putting occupant on middle of cell, on connection terrain if necessary.
Research is an action performed by a unit with the sole effect of increasing its side's tech level. Research cannot be performed by independent units.
ActionType: research
u
This is the action of researching the unit type u. If the action is valid, then the tech level of the side will increase. Unit types with any tech crossover will also have their tech levels adjusted.
UnitTypeProperty: acp-to-research
acp
This property is the number of action points used up by one research action.
Defaults to 0
, which disallows research.
Table: tech-per-research
u1 u2 -> .01n
This table is the gain in tech level resulting from a research action, expressed as
1/100 of a level. This value is stochastic.
Defaults to 0
.
UnitTypeProperty: tech-per-turn-max
tl
This property is a ceiling on the total gain of tech level possible in one turn
for each side and this unit type.
Defaults to 9999
.
There are several stages in the construction of a unit: tooling up, creation, and completion. Tooling up is where the building unit prepares to build, creation is the step where the new unit comes into existence, and completion is where the new unit is brought up to being operational.
For the player, this is mostly automatic; if tooling must be done first, a user command to build will generate the appropriate actions.
Once the technology has been achieved, a unit that intends to construct other units may need to tool up. This is expressed as tool points or tp. Tool points start at zero, can be increased by tooling actions, and may gradually decline (representing wear and tear on the equipment).
ActionType: toolup
u
This is the action of tooling up to build a unit of type u
.
The result is an increase in the tp for the acting unit.
UnitTypeProperty: acp-to-toolup
acp
This property gives the number of acp needed to do a toolup action.
Defaults to 0
, which disallows tooling up.
Table: tp-per-toolup
u1 u2 -> tp
This table is the number of tp gained by one tooling action.
Defaults to 0
.
Table: tp-to-build
u1 u2 -> tp
This table is the number of toolup points needed before a unit of type u1
can create or build a unit of type u2.
Defaults to 0
.
Table: tp-max
u1 u2 -> tp
This table is the maximum possible tooling.
Defaults to 0
.
Table: tp-attrition
u1 u2 -> tp
This table is the number of .01 tool points automatically lost at
the end of each turn.
Defaults to 0
.
Table: tp-crossover
u1 u2 -> n%
This table is the number of tool points for u2 that is
guaranteed to exist, expressed as a percentage of the tool
points for u1.
For instance, if tp-crossover
is 80,
and a unit's tool points for u1
is 10 out of a max of 20, and the max for u2 is also 20,
then the unit will have tool points for u2 at least 8.
Defaults to 0
.
When a constructing unit is tooled up, the build action creates a unit
immediately and puts it in its designated location, whether inside the
unit doing the building or somewhere nearby. This new unit, however, is
incomplete, representing the keel of the ship or the surveyor's
lines for an airstrip. Incomplete units are thus basically skeletons,
with some unit characteristics, but unable to move or act in any way.
They also cannot have any occupants, unless the occupants are of a type
that can complete the unit. Those occupants do not derive any protection
or other advantages from occupying the incomplete unit, and they are not
affected by the occupant-can-build
limitation.
ActionType: create-in
u unit
This action creates a new unit of type u occupying the given unit unit. The unit unit must have room for the new unit.
ActionType: create-at
u x y z
This action creates a new unit of type u in the open at x,y,z. The cell must have room for this new unit.
Table: acp-to-create
u1 u2 -> acp
This table is the acp used by a unit of type u1
to create a a unit of type u2.
If zero, then u1 cannot create a u2.
Defaults to 0
.
Table: create-range
u1 u2 -> dist
This table is the maximum distance at which a unit of type u1
can create a unit of type u2.
Defaults to 0
.
Table: cp-on-creation
u1 u2 -> cp
This table is the completeness of a unit of type u2 when
created by a unit of type u1.
Defaults to 1
.
Table: material-to-create
u m -> n
This table is the total amount of a material type m
needed to create a unit of type u.
Defaults to 0
.
Table: consumption-on-creation
u m -> n
This table is the amount of a material type m
consumed to create a unit of type u.
Defaults to 0
.
Table: supply-on-creation
u m -> n
This table is the amount of supply of each material type m
to give a newly created unit of type u.
This supply is newly generated, does not come from anywhere else.
(Note that players could cheat by creating units, taking their supply,
and never completing them.)
Defaults to 0
.
Once an incomplete unit has been created, other units can help to complete it.
ActionType: build
unit
This action adds to the completeness of unit. If the unit becomes complete, it will be given its initial supply, acp, name, etc.
Table: acp-to-build
u1 u2 -> acp
This table is the acp used up by one build action by a unit of type u1
when buiding a unit of type u2.
Defaults to 0
.
Table: cp-per-build
u1 u2 -> cp
This table is the amount of completeness of a unit of type u2
added by each completion action performed by a unit of type u1.
If 0
, then u1 cannot contribute to completing u2.
Defaults to 1
.
Table: material-to-build
u1 m -> n
This table is the amount of each material type m
that u1 must have in order to build anything at all.
Defaults to 0
.
Table: consumption-per-build
u2 m -> n
This table is the total amount of each material type m
consumed by the completion of a unit of type u2.
To calculate the consumption of a single build action,
this amount is divided by u2's cp and multiplied by the
number of cp added by the action. Fractions round up when
the unit's cp is low, so that the full consumption happens.
Defaults to 0
.
Table: build-range
u1 u2 -> dist
This table is the maximum distance allowed between a unit of type u1
and the incomplete unit of type u2 it is working on.
Defaults to 0
, which requires the two units to be in
the same cell.
At a given point, incomplete units can make progress towards completion on their own. This is automatic because incomplete units are unable to act, and occurs at a constant specified rate. Automatic completion always occurs, even if other units are doing build actions at the same time. The incomplete unit must have any necessary supplies.
UnitTypeProperty: cp-to-self-build
cp
This property is the minimum completeness of the unit necessary before it
can work on itself.
Defaults to 0
.
UnitTypeProperty: cp-per-self-build
cp
This property is the completeness added each turn when a unit works on itself.
Defaults to 0
.
Table: supply-on-completion
u m -> n
This table is the minimum amount of supply of each material type m
guaranteed to a newly completed unit of type u.
If not already available to the unit, it will be newly generated.
Defaults to 0
.
Units can restore their own and each other's hp by doing repairs.
Repair requires a repair action.
The action points for this action
are taken from both the unit being repaired and
the repairer (using the same table acp-to-repair
).
When a unit repairs itself, the action cost is counted once only.
ActionType: repair
unit
This is the action of repairing the given unit.
Table: acp-to-repair
u1 u2 -> acp
This table is the number of action points used up
by a unit of type u1
doing one repair action on a unit of type u2.
Defaults to 0
, which disallows the action.
Table: hp-per-repair
u1 u2 -> .01hp
This table is the hundredths of a hp that a single repair action
by a unit of type u1 restores to a unit of type u2.
The fraction of this over 100 is added to hp directly,
while the < 100 fraction is added probabilistically.
(For example, a value of 160 means that 1 hp will be added for
each action, and there is a 60% chance that a second hp will
be added also.)
Defaults to 0
.
Materials may be needed and/or consumed during repair. The materials will be taken from the unit being repaired, then from the repairer.
Table: material-to-repair
u m -> .01n
This table is the amount of each material type m needed
for one repair action.
As with hp-per-repair
,
the < 100 part is average, and > 100 is guaranteed.
Defaults to 0
.
Table: consumption-per-repair
u m -> .01n
This table is the amount of each material type m used up by a repair action.
The repairing unit must also not be too damaged itself to do repairs.
Table: hp-to-repair
u1 u2 -> hp
This table is the minimum hp level required of a unit of type u1
to repair a unit of type u2.
If less, then u1 is too damaged to do any repairing.
Defaults to 1
, which allows repair always.
The following are not really part of the repair action definition, since they occur automatically, but they share many of the tables above.
Table: auto-repair
u1 u2 -> .01hp
This table is the amount of repair (in 1/100 hp) that u1 will do
on any unit of type u2 within range (auto-repair-range
).
As with hp-per-repair
,
the < 1.00 part is average, and > 1.00 is guaranteed.
Material requirements and usage are as for repair actions.
Defaults to 0
, which disallows auto-repair.
Table: auto-repair-range
u1 u2 -> dist
This table is the distance out to which u1 will auto-repair
any damaged u2. A value of 0
requires the two units
to be in the same cell, while a value of -1
means that
u2 must be either an occupant or transport of u1.
Defaults to 0
.
Units can produce materials by explicit action.
ActionType: produce
m
This action results in a quantity of material m coming into existence.
Table: acp-to-produce
u m -> acp
This table is the acp used up by one produce
action.
Defaults to 0
.
Table: material-per-production
u m -> n
This table is the amount of material produced by u
when acting to produce type m.
Defaults to 0
.
Table: material-to-produce
u m -> .01n
Although most movement of materials between units happens automatically (see backdrop economy description, section ???), players can also do it explicitly. Players can both take materials from other units, and give a unit's materials to others.
ActionType: transfer
unit m n
This is the action of transferring supply to the given unit unit. The desired amount is n; if m is a valid material type, then only that type will be transferred, otherwise the action will transfer all types of materials possible. The actual transfer amounts may be less than n.
Table: acp-to-unload
u1 m -> acp
Table: acp-to-load
u1 m -> acp
These tables are the number of action points used up by one material transfer
action from u1 to u2.
The amount is independent of the material type being transferred.
If either value is 0
, then the material cannot be transferred.
Defaults to 0
.
Table: unload-max
u1 m -> n
These two tables determine how much of material m can be transferred out
of a unit of type u1 and into one of type u2
in one transfer action.
The actual quantity transferred by the action
is the minimum of these two values.
A value of 0
disallows manual transfer.
Both default to -1
, which allows any amount to be transferred.
ActionType: change-side
side
This is the action of changing the unit's side to side. The side can be any allowable side, and the unit may be any unit controlled by the actor's side.
UnitTypeProperty: acp-to-change-side
acp
If the value of this property is greater than 0,
then this type of unit can be ordered to change to another given side.
If the unit is not a type that can act, then the side change happens
immediately, instead of as an action, and no acp cost is incurred.
The type must also be allowed to be on the new side.
Defaults to 0
.
Disbanding is the voluntary and controlled destruction of a unit,
performed by the unit itself or another unit.
A disbanded unit always vanishes, rather than changing to its
wrecked-type
.
ActionType: disband
unit
This is the action of removing hp from unit. The unit will vanish if all its hit points are gone.
UnitTypeProperty: acp-to-disband
acp
If the value of this property is greater than 0,
then this is the acp that will be used up to do one disband action.
If the unit is not a type that can act, then the disband happens
immediately, instead of as an action, and no acp cost is incurred.
Defaults to 0
.
UnitTypeProperty: hp-per-disband
hp
This table is the number of hp lost in a disband action.
Defaults to 0
, which disallows disbanding.
A disbanded unit can be scavenged for materials.
Table: supply-per-disband
u m -> n%
This table is the percentage of the unit's supply that is recovered
from a single disband action.
If the value is zero, then the unit's supply will not be
recovered by the disbanding process, and be lost permanently.
If any supply remains when the unit's hp is 0, then that
supply will be lost also.
Defaults to 100
, which means that the entire supply
will be recovered on the first disband action.
Note that if an essential supply is 100% recovered before the unit
is completely disbanded, then it may die from starvation first.
A partly-disbanded unit may still acquire supply
from nearby units, via the backdrop economy.
Table: recycleable-material
u m -> n
This table is the quantity of each type of material that becomes available
when a unit is completely disbanded.
The materials go to transports, occupants, and nearby units, in that order.
Any materials exceeding capacities of these units will be discarded.
These materials become available only when the unit vanishes.
Defaults to 0
.
Units of variable size can transfer parts of themselves to other units, or create a new unit.
ActionType: transfer-part
n unit
This action moves n parts of the actee to unit, or creates a new unit if unit is omitted. If n is negative, this takes from unit instead. If the action takes all the parts of any involved unit, then it vanishes.
UnitTypeProperty: acp-to-transfer-part
acp
This property is the number of acp used up by the unit
when doing a part transfer action.
If 0, then part transfer is not allowed.
Defaults to 0
.
Units may change their type.
ActionType: change-type
u
This action changes the type of the actee unit to the type u. Upon changing, the relationships of the unit with the world and with other units will be recalculated; occupants that can no longer stay in the unit will be ejected or disappear. The unit itself may vanish or wreck, if it is in the open on a terrain type that will cause units of the new type to vanish or wreck.
Table: acp-to-change-type
u1 u2 -> acp
This table is the number of acp needed to change a unit of
type u1 into a unit of type u2.
If the value is 0, then the change is never possible.
Defaults to 0
.
Table: material-to-change-type
u m -> n
This is the amount of each material type m required for a unit
to change into a unit of type u.
Defaults to 0
.
Xconq combat is somewhat abstract; the attacking player decides what sort of attack to mount and perhaps when to retreat, but all else happens automatically.
Combat may last longer than a single action; it is then called a battle and divided into rounds. The battle exists until one participant has a commitment of zero. Units in a battle need not attack, and no damage will occur if none do so, but they cannot move away until no longer committed.
The attacker/defender distinction applies only to a single action.
ActionType: attack
unit commit
This action is a direct attack on the given unit, at a commitment level of commit. The unit must be known to the attacking unit's side.
ActionType: overrun
x y z commit
This action is a combined attack/capture/move action.
The basic theory of an overrun is that the actor will attack,
capture, or co-occupy the cell at x,y, elevation z
,
with a commitment of commit.
The exact effects depend on the types and sides of units in the destination.
Table: acp-to-attack
u1 u2 -> acp
This table is the number of action points used up by a unit u1
when attacking a unit of type u2.
If the value is 0, attack is not allowed.
Defaults to 1
.
Table: acp-to-defend
u1 u2 -> acp
This table is the number of action points used up by a unit u1
when defending against an attack by a unit of type u2.
If the value is 0, attack is not allowed.
Defaults to 1
.
Table: attack-range-min
u1 u2 -> dist
This table is the minimum distance at which a unit can attack another.
A value of 0 means that units in the same cell can fight.
Defaults to 0
.
Table: attack-range
u1 u2 -> dist
This table is the maximum distance at which a unit can attack another.
A value of 1 means that units in adjacent cells may fight, while a
value of 0 means that only units in the same cell may fight.
Defaults to 1
.
One round of combat consists of an attack, a reaction, and a calculation of effects.
The defender's reaction is completely automatic, and occurs as part of the combat round. The defender's side does not get a chance to decide what to do until the next round, although doctrine may constrain the set of reactions.
Table: surrender-chance-per-attack
u1 u2 -> n%
This table is the chance that u2 will surrender to u1
immediately upon being attacked.
Defaults to 0
.
Table: withdraw-chance-per-attack
u1 u2 -> n%
This table is the chance that u2 will retreat from u1
immediately upon being attacked.
Defaults to 0
.
Table: acp-for-retreat
u1 u2 -> acp
This table is the extra acp that u2 can get in order
to make a withdrawal possible.
Defaults to 0
.
Table: counterattack
u1 u2 -> n
This table is the strength of a defender's reaction to an attack.
If 0, the defender does not counterattack;
if 100, the defender counterattacks at the same level as
if it attacked normally.
Defaults to 100
.
In an overrun action, if all the defending units are destroyed, the attacker has sufficient acp and mp, and the destination is safe to enter, then the attacker can move into the defenders' cell.
Firing is a kind of attack that can take place at a distance, involves no commitment or counterattack, and for which the type of ammo may be selected.
ActionType: fire-at
unit m
This is the action of firing at a given unit. If m is a valid material type, then that type will be used as ammo, otherwise all available types will be used together.
ActionType: fire-into
x y z m
This is the action of firing into the cell at x,y. If z is a valid altitude, then the fire will be concentrated on units at that elevation. If m is a valid material type, then that type will be used as ammo, otherwise all available types will be used together.
UnitTypeProperty: acp-to-fire
acp
If this property is greater than 0, this type may attack by firing.
Defaults to 0
.
Table: acp-to-be-fired-on
u1 u2 -> acp
This table is the acp lost when a unit is being fired upon.
Defaults to 1
.
UnitTypeProperty: range
dist
This property is the maximum distance to which a unit can fire.
Defaults to 1
.
UnitTypeProperty: range-min
dist
This property is the minimum distance to which a unit can fire.
Defaults to 0
.
Both attack and fire combat calculate hits and damage in
a similar way, although they may use different tables.
Table: hit-chance
u1 u2 -> n%
This table is the basic chance that a unit of type u1 will
actually hit a unit of type u2.
If the hit chance is 0
, then the unit may never attack
a unit of that type.
Defaults to 0
.
Table: fire-hit-chance
u1 u2 -> n%
This table is the basic chance that fire from a unit of type u1 will
actually hit a unit of type u2.
If the hit chance is 0
, then the unit may never
fire at a unit of that type.
If the value is -1
, then the value of this is the same
as the value of hit-chance
.
Defaults to -1
.
Table: attack-terrain-effect
u1 t -> n%
Table: defend-terrain-effect
u2 t -> n%
Table: fire-attack-terrain-effect
u1 t -> n%
Table: fire-defend-terrain-effect
u2 t -> n%
These tables specify the
effect of attacker's and defender's respective terrains on
hit-chance
or fire-hit-chance
.
These chances are multiplied with the basic hit chance.
Default to 100
.
Table: hit-cxp-effect
u1 u2 -> n
This table is the effect of combat experience on hit chance.
Its value is interpolated according to actual experience
(n is the effect when u1 is at its maximum
possible experience), then multiplied with the hit chance.
Defaults to 100
.
The effectiveness of fire may be less at long ranges. If the
range to the target is greater than hit-falloff-range
,
the chance of hitting it will be reduced by the interpolation
between the short-range chance and that chance multiplied by
the value of hit-at-max-range-effect
. For example, if
a unit's range is 4, its hit falloff range is 1,
the basic hit chance is 60%, and the max range effect is 50%,
then its hit chance at range 2 is 50%, at range 3 is 40%, and
at range 4 is 30%.
Table: hit-falloff-range
u1 u2 -> n
This table is the maximum range at which the effectiveness of combat
is not affected by distance.
Defaults to 1
.
Table: hit-at-max-range-effect
u1 u2 -> n%
This is the multiplier for the effectiveness of firing at the
maximum range possible.
Defaults to 100
.
Table: damage
u1 u2 -> hp
This table is the basic amount of damage caused by a successful attack.
The value is a dice spec.
Defaults to 1
.
Table: fire-damage
u1 u2 -> hp
This table is the basic amount of damage caused by a successful firing.
The value is a dice spec.
If the value is -1
, then it is the same as damage
.
Defaults to -1
.
Damage done by combat is always prorated by commitment; the table values are for attacks at full commitment.
Table: damage-cxp-effect
u1 u2 -> n
This table is the effect of combat experience on damage.
Its value is interpolated according to actual experience
(so that n is the effect when u1 is at its maximum
experience), then multiplied with both the dice size and the
addend of the damage spec.
Defaults to 100
.
Table: hp-min
u1 u2 -> hp
This table is the lowest hp possible for u1 from attacks by u2.
Further attacks by u2 are still valid, but can do no further damage.
Defaults to 0
.
You can set a unit to use a material as ammo.
Table: consumption-per-attack
u1 m -> n
These tables specify material consumption in combat.
For each material m
, the min of these two values is the amount
of u1's supply used up in an attack on u2.
Both default to 0
.
Table: material-to-fight
u m -> n
This table is a minimum of each material type m that a unit must
have to engage in any sort of combat.
This minimum is not necessarily used up in combat, it just needs to
be present.
Defaults to 0
.
Transports can protect their occupants, and vice versa.
Table: protection
u1 u2 -> n%
This table gives the effect of occupants of type u1 on the chance
of another unit's attack hitting their transport u2,
as well as the effect of the transport u1 on the chance that
occupants of type u2 will be hit.
This is a multiplier, where 100 has no protection, values less than
100 decrease hit chance, and values greater than 100 increase it.
Each occupant will be taken into account when computing transport's
protection.
Defaults to 100
.
A transport's destruction may leave occupants stranded on hex, will do some sort of auto-escape or die if terrain is hostile.
Units stacked together can protect each other.
Table: stack-protection
u1 u2 -> n%
This table is the effect of units of type u1 on attacks
on units of type u2 that are in the same cell.
The effect is similar to that described for the protection
table.
Defaults to 100
.
Several other side-effects of combat may also be defined.
Units can retreat if they are about to be damaged; the retreat attempt is automatic, and will be in a valid direction that is away from the attacker. The retreat attempt will fail if there is no direction that the unit may move, or if has insufficient materials, acp, etc to do the movement. If the attempt is successful, then the unit will not be damaged; otherwise it must take the hit.
Table: retreat-chance
u1 u2 -> n%
This table is the chance that u2 will attempt to retreat
if it is hit by u1.
Defaults to 0
.
Table: cxp-per-combat
u1 u2 -> cxp
This table is the number of combat experience points gained by u1
by surviving a combat round with u2.
Both attackers and defenders gain experience equally.
Defaults to 0
.
A unit may attempt to capture another unit directly. If successful, the captured unit's side changes to that of the capturing unit.
ActionType: capture
unit
This is the action of capturing the given unit.
Table: acp-to-capture
u1 u2 -> acp
This table is the number of acp used up by a capture
action.
Defaults to 0
, which disallows capture.
Table: bridge
u1 u2 -> t/f
This table is true if a unit of type u1 can be captured by a unit of
type u2 even if u1 is on a type of terrain impassable to
the capturing unit.
Defaults to false
.
Table: capture-chance
u1 u2 -> n%
This table is the basic chance for u1 to capture u2.
Defaults to 0
.
Table: independent-capture-chance
u1 u2 -> n%
This table is the basic chance for u1 to capture an independent unit
of type u2. If the value is -1
, then the chance of capture
is given by the capture-chance
.
Defaults to -1
.
Table: scuttle-chance
u t -> n%
This table is the chance that a unit whose capture is guaranteed will destroy
itself instead. Scuttling is destructive, so unit changes to wrecked-type
.
Occupants of an about-to-be-captured unit will also attempt to scuttle.
Defaults to 0
.
Table: occupant-escape-chance
u1 u2 -> n%
This table is the chance that an occupant u1 will escape during the capture
of a unit of type u2.
Occupants that do not escape are either captured themselves or destroyed,
depending on their type and the capturing unit's side.
Defaults to 0
.
Table: hp-to-garrison
u1 u2 -> n
This table is the number of hp that will be taken from the capturing
unit u1 in order to guard a captured u2.
If the amount is the unit's full hp, then the unit will vanish
and any occupants will be distributed to the captured unit, to open
terrain, or will vanish themselves if there is no other option.
Defaults to 0
.
Table: countercapture
u1 u2 -> n
This table defines the defending unit's reaction to the capture
attempt.
If 0, then the unit does not react to the capture attempt.
Defaults to 0
.
Captures can also affect combat experience, but has different effects on the capturing and captured units.
Table: cxp-per-capture
u1 u2 -> cxp
This table is the number of combat experience points gained by u1
for capturing u2.
Defaults to 0
.
UnitTypeProperty: cxp-on-capture-effect
n
This property gives the change in a unit's cxp due to being captured,
expressed as a multiplier.
Defaults to 100
.
Detonation is an action and/or behavior that causes damage indiscriminately.
The action specifies the location of the detonation,
which may be in the unit's cell or an adjacent one.
A unit that detonates loses hp, changing to its wrecked-type
if it loses all of its hp.
It also hits every unit within a specified radius.
Detonation may also affect terrain within a specified radius.
ActionType: detonate
x y z
This action detonates the actee at the given location x,y,z.
UnitTypeProperty: acp-to-detonate
acp
This property is the number of action points used by one detonate action.
Defaults to 0
, which disallows detonation.
UnitTypeProperty: hp-per-detonation
hp
This property is the number of hp lost in each detonation.
Defaults to 0
.
Table: detonation-unit-range
u1 u2 -> dist
This table gives the range of effect from detonation of u1.
The severity falls off according to the inverse square law
extrapolated from the adjacent cell damage.
(1/4 severity at range 2, 1/9 at 3, etc.)
Defaults to 0
.
Table: detonation-damage-at
u1 u2 -> hp
This table is the severity of u1's hit on a unit u2 in the same cell.
Defaults to 0
.
Table: detonation-damage-adjacent
u1 u2 -> hp
This table is the severity of u1's hit on a unit u2 in an adjacent cell.
Defaults to 0
.
Table: detonation-terrain-range
u t -> dist
Table: detonation-terrain-damage-chance
u t -> n%
Table: terrain-damaged-type
t1 t2 -> n
Relative chance that terrain of type t1 damaged by a detonation
will change into another type t2.
Defaults to 0
.
The following tables and properties can be used for units that cannot detonate deliberately by doing a detonate action.
Table: detonate-on-hit
u1 u2 -> n%
This table is the chance that a hit on u1
by a unit of type u2 will cause it to detonate (once).
Noncombat reductions in hp, such as attrition, have no effect.
Defaults to 0
.
UnitTypeProperty: detonate-on-death
n%
This property is the chance that if this type is about to die from a combat hit,
it will detonate first.
Defaults to 0
.
Table: detonate-on-capture
u1 u2 -> n%
This table is the chance that a unit of type u1 will detonate if a capture
by a unit of type u2 is about to succeed.
Defaults to 0
.
Table: detonate-on-approach-range
u1 u2 -> dist
When a unit of type u2 on a non-trusted [?] side
appears at a distance of dist
or less, then u1 will detonate.
If -1
, then unit will not detonate upon approach.
Defaults to -1
.
Table: detonation-accident-chance
u t -> n.f%
This table is the chance that the unit will detonate spontaneously.
This is checked once/turn, at the beginning of the turn, and also
upon each entry to a cell, if moving.
Defaults to 0
.
ActionType: alter-terrain
x y t
This action changes the type of the cell at x,y to t.
ActionType: add-terrain
x y dir t
This action adds a connection or border of type t to the cell at x,y, in direction dir.
ActionType: remove-terrain
x y dir t
This action removes a connection or border of type t to the cell at x,y, in direction dir.
Table: acp-to-add-terrain
u t -> n
Table: acp-to-remove-terrain
u t -> n
For auxiliary terrain types, these tables are the costs to add or remove.
For cell terrain, the costs of removing the old type and adding the
new type are added together.
If the value is 0, then that type of terrain may not be added
or removed. As a special exception, cell terrain may have a cost to
remove of 0, so that the sum of add and remove costs can be as low as 1;
in that case, a value of -1 disallows removal.
Both default to 0
.
Table: alter-terrain-range
u t -> n
This table is the maximum distance at which a unit can alter terrain t.
Defaults to 0
, which means that the unit can change only the
terrain in its own cell.
Note that if see-terrain-always
is false, then other sides will not
see the terrain change unless they are viewing the altered terrain.