0-range-air-unit damage override

Nightgoblin

Chieftain
Joined
Feb 9, 2017
Messages
38
In Test of Time rules.txt, under section @UNITS_ADVANCED, there's a field called 0-range-air-unit damage override. It doesn't seem to be documented and I've never seen it used. What does it do? How does it affect units?
 
For units with movement greater than 1 such as mounted units, mechanised
infantry or kraken etc, significant damage to that unit will reduce its movement.

I believe that attribute means that damaged air units such as Bombers,
Fighters, or Ellida etc do not experience any such movement reduction.

The alternative being that if such a unit is damaged at maximum range, it would
be lost as it would lack the movements to return to a base or suitable naval unit.
 
I believe that attribute means that damaged air units such as Bombers,
Fighters, or Ellida etc do not experience any such movement reduction.

The alternative being that if such a unit is damaged at maximum range, it would
be lost as it would lack the movements to return to a base or suitable naval unit.
Tested :

Air unit natively don't have movement reduction when hurt.
This attribute doesn't change that.
 
hoooooo !

0-range-air-unit, that's helicopter-like units !!!

This shall erase the damage they take when not landed.

Edit : tested, this is it.

This is applied to Air Unit (domain 1) with range 0 like the helicopter.
They usually lose Hp at the beginning of the turn.

With this attribute, they don't !
 
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