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Freeciv attacking with paratroopers
Freeciv attacking with paratroopers











leset: veteran_system.veteran_power_fact or unit_*.veteran_power_fact Ruleset parameters (location may vary by rulesets) The normal adjustments to combat strength are as follows: Notice that many bonuses are possible for defenders, but few for attackers, aside from veteran status an attacking unit can mostly expect circumstance to work against it. But there are many factors which affect a unit's strengths, which are all summarized in the table below. For example, archers (attack stength 3) attacking a phalanx (defense strength 2) will have a 3/5ths chance of inflicting damage each round, with the phalanx having the remaining 2/5ths chance. The attacker has a chance proportional to his attack strength, while the defender's chance is proportional to his defense strength. Which unit inflicts damage on any given round of combat is random.

freeciv attacking with paratroopers

In each round one unit succeeds in wounding the other the damage a unit inflicts with each blow is called its firepower. (See the units page for how many hit points each unit starts with, and for the other combat statistics discussed on this page.) Combat consists of successive rounds of violence between the units, which cannot be interrupted and cease only when one unit is reduced to zero hit points and dies. Instead of combat, you may also harm your enemies with diplomatic actions.Įach unit begins combat with one or more hit points, which are the amount of damage it can sustain. A unit whose movement points are exhausted cannot fortify - it must have one movement point left at the end of a turn to begin the next turn fortified. Land units can additionally be ordered to fortify, which means they spend one movement point preparing to be attacked once fortified they enjoy the same advantage as land units within an unwalled city. Sentry units can not only be reactivated manually (by selecting them), but activate automatically should an enemy unit come into view. A unit ordered to sentry remains in place indefinitely and no longer asks for orders each turn. There are two other actions related to combat. Note also the special ability of marines to attack targets from aboard ship other land units must disembark before engaging enemy units. Note that aircraft within cities and air bases are on the ground, and thus vulnerable to land attack. Only fighters can attack every kind of unit. Bombers and missiles can attack anything on land or sea, and though their targets will defend themselves from attack, they cannot attack the bomber in return. Helicopters can attack land and sea units and can be attacked by any kind of unit (land, sea, or air), at any time. Ships can attack not only other ships, but any land units adjacent to them (submarines are an exception and cannot attack land units). Land units can only attack other land units. There are also limits upon which units can attack which others. Some restrictions upon warfare are rather obvious - units must have a nonzero attack strength to attack, while defenders with zero defense strength lose immediately. Bombers spend all of their remaining movement points when they attack, which gives fighters a chance to intercept them. An attack usually costs the aggressor one movement point, but results in no actual motion - the surviving unit remains where it was when the combat started. Also, a unit that moved next to an enemy can be auto-attacked that very moment if corresponding server option is on and certain conditions are met. A unit cannot enter a square occupied by an enemy unit, and when directed to do so will attack instead, locking the two units in combat until one is destroyed.













Freeciv attacking with paratroopers