Over the Reich - Creation Thread

At the moment, the bonus and counter bonus apply only when early radar is trying to make the detection. This may or may not be what you want. Add extra entries to the 'detectors' table for other units that should get the bonus when they try to detect.

Also, NightFightersII and III don't help detect Stirlings (and III doesn't help detect Halifaxes). If you don't want that, that's fine, but I thought I should point it out.

So basically each bomber has a base detectability and to increase the detectability the opposition must research I, II, or III? But if the Axis had I and the Allies researched Halifax, then the Stirling could still be detected easier than the Halifax until II is researched by the Axis? If so, I think that's fine.

The events are available if you want them. I've been ill for the past week, so I don't have any events 'saved up'.

I am finding myself very slow the past few weeks too. A lot going on at work.

On the topic of events, should we limit the how many freighters can dock in a port each turn? I'm thinking that Freighters should only be allowed to unload into cities that have a military port, and only once per turn. This would expose freighters to increased attack, and make the Allied military ports more important. But, maybe this would increase micromanagement too much, so I'm not completely sure.

I do like the idea of only allowing them to dock where there is a military port. I don't think we need to do once per turn but maybe we could tie it to the city also having the three population centers. So, a small city with only 1 center could take perhaps 2 boats per turn, a city with 2 centers could take 4, and a city with all 3 could take an unlimited number. This would make these targets a little more attractive and I think would prevent players from going just to to the closest port unless they built it up.

Also, do you want any 'decoy' units. E.g. a unit that looks like a tank to the enemy, but is really a 0 attack and defence unit (and that you can tell the difference during your turn).

Not for this scenario - window works pretty well as a jammer since the radar only tells you something is out there and you still need to vector fighters to intercept. I don't think we need decoys other than that and the expenditure of fuel is painful enough so it's OK that the other player comes to find it is just tinsel.
 
So basically each bomber has a base detectability and to increase the detectability the opposition must research I, II, or III? But if the Axis had I and the Allies researched Halifax, then the Stirling could still be detected easier than the Halifax until II is researched by the Axis? If so, I think that's fine.

I thought that the way the table was written, NightFightersII is of no help in detecting Stirlings, and NightFightersIII is of no value in detecting Stirlings or Halifaxes. That was the point I was making. However, I just noticed there is more to it than that


RIDT[unitAliases.Lancaster.id] = {baseError = {{.25, 1.2},{.5, 2},{.75, 2}},
volumePenalty = 0.07,
radarTech = {tech = techAliases.NightFightersI, detectors = {unitAliases.EarlyRadar},
errorSchedule = {{0,-2},{.75,2}}, volumePenalty = 0.03},
intruderTech = {tech = techAliases.NightFightersIII, detectors = {unitAliases.EarlyRadar},
errorSchedule = {{0,2},{.75,-2}}, volumePenalty = -0.03, counterTo = techAliases.NightFightersIII},

This says that if the Germans have NightFightersI, then the EarlyRadar unit is better at detecting Lancasters. That is what the radarTech entry does. Then, if the Allies have NightFightersIII, they get a bonus against the EarlyRadar if the Germans also have NightFightersIII. That is what the intruderTech entry does.

I do like the idea of only allowing them to dock where there is a military port. I don't think we need to do once per turn but maybe we could tie it to the city also having the three population centers. So, a small city with only 1 center could take perhaps 2 boats per turn, a city with 2 centers could take 4, and a city with all 3 could take an unlimited number. This would make these targets a little more attractive and I think would prevent players from going just to to the closest port unless they built it up.

Well, currently, the Allies don't receive more than 5 freighters per turn, so it only takes 1 or 2 cities that receive multiple freighters per turn to receive everything anyway. I suppose that's fine, since sending freighters all over England might be a hassle, but destroying ports still allows the Germans to divert shipping (since if it isn't diverted, the limit will make it take a while to unload everything once the port is up and running again).
 
Ok... So taking everything you said, hopefully I'm following along. I think the confusion is I forgot to change "NightfightersI" to II and III in the radarTech line initially. Here are the three Allied night bombers radar schedules:

Code:
RIDT[unitAliases.Stirling.id] = {baseError = {{.25, 1.2},{.5, 2},{.75, 2}},
volumePenalty = 0.07,
radarTech = {tech = techAliases.NightFightersI, detectors = {{unitAliases.EarlyRadar},{unitAliases.AdvancedRadar},{unitAliases.Ju88G},{unitAliases.He219}},
                errorSchedule = {{0,-2},{.75,2}}, volumePenalty = 0.03},
intruderTech = {tech = techAliases.NightFightersI, detectors = {unitAliases.EarlyRadar},
                errorSchedule = {{0,2},{.75,-2}}, volumePenalty = -0.03, counterTo = techAliases.NightFightersI},

               
}
            RIDT[unitAliases.Halifax.id] = {baseError = {{.25, 1.2},{.5, 2},{.75, 2}},
volumePenalty = 0.07,
radarTech = {tech = techAliases.NightFightersII, detectors = {{unitAliases.EarlyRadar},{unitAliases.AdvancedRadar},{unitAliases.Ju88G},{unitAliases.He219}},
                errorSchedule = {{0,-2},{.75,2}}, volumePenalty = 0.03},
intruderTech = {tech = techAliases.NightFightersII, detectors = {unitAliases.EarlyRadar},
                errorSchedule = {{0,2},{.75,-2}}, volumePenalty = -0.03, counterTo = techAliases.NightFightersII},

               
}
RIDT[unitAliases.Lancaster.id] = {baseError = {{.25, 1.2},{.5, 2},{.75, 2}},
volumePenalty = 0.07,
radarTech = {tech = techAliases.NightFightersIII, detectors = {{unitAliases.EarlyRadar},{unitAliases.AdvancedRadar},{unitAliases.Ju88G},{unitAliases.He219}},
                errorSchedule = {{0,-2},{.75,2}}, volumePenalty = 0.03},
intruderTech = {tech = techAliases.NightFightersIII, detectors = {unitAliases.EarlyRadar},
                errorSchedule = {{0,2},{.75,-2}}, volumePenalty = -0.03, counterTo = techAliases.NightFightersIII},

               
}

This should mean:

1. All German radar users get a bonus spotting a Stirling if they have NightFighters I, and that this bonus is negated if the Allies also have it.
2. These same units get a bonus spotting a Halifax if they have NightFighters II, and that this bonus is negated if the Allies also have Nightfighters II, but they don't get any bonus for having NIghtfighters I.
3. These same units get a bonus spotting a Lancaster if they have Nightfighters III, and that this bonus is negated if the Allies also have NIghfighters III, but they don't get any bonus for having Nightfighters I or II.

If this is all true, then this works for me. Since there's only a handful of radar users I'm going to go ahead and complete the table now on this assumption and if that means I need to backtrack a bit, so be it.

Edit - and I see that I should probably change the "detectors" in the intruderTech to match the ones in the radarTech... Missed that.
 
Changes to the radar is now (I believe) complete. For starters I suppose we'll keep it simple and apply the same bonuses across the board. IF what I described in the post above is working, then simply reaching a new type of bomber (for example a Halifax) gives a slight reprieve to detectability until the enemy researches a comparable night fighter (night fighters II). While reaching the third tier bomber (lancaster) doesn't make the halifax even less visible, it does give the Allies even more breathing room of bonus until the Germans catch up with Nightfighters III. I think this will make an interesting arms race.

I think to get another playtest up and running (which would probably be a good thing given all the changes we've made) the following need to be finalized:

1. The points system (where a certain number of points provides certain techs to the Allies, and a certain number of points wins the game for the Germans) - this is the whole mechanism the game will rely on so there's no way to playtest until it is in effect
2. We should probably add the French trains mechanism I tried and failed at
3. Simply because we've put in SOOO much work to it and also because we're hoping it drives longer-ranged missions, the special missions
4. The increased power of weapons as different techs are discovered

In the meanwhile I'll get back to the readme novella. Again, I don't think this game is all that hard to pick up and play but I do think we're making it pretty hard to master and given it is MP only, the better the readme, the better the player's chance of using everything effectively day 1.
 

Attachments

As a refresher (since there's so much going on in so many threads) here is the points system from the readme:


5. Victory Conditions & The Points Mechanism


This is an objective-based scenario with the Allies as the protagonists. There are 50 objective cities in the game. To achieve a decisive victory, the Allies must capture 45. A marginal victory requires 35.


To win the game, the Allies will eventually need to invade “Fortress Europe.” The first invasion must be successful. If the Germans are able to throw the Allies back into the sea by capturing all port cities in Allied control from Bordeaux to Hamburg, the Allies will lose the game. Thus, the Allies should land in force, and the Germans would do well to have enough units near major port cities to repel any attack.


While the Allies can land wherever they like, it would be ill-advised to choose the Baltic as the recapture of any city there by the Germans will cost the Allies the game, if they don’t already hold a port from Bordeaux to Hamburg.


You will note that the Allies cannot build any landing craft at the beginning of the scenario, that they require you research “Operation Overlord Prep,” and that you can’t research this technology. The Allies are given this technology by accumulating a certain number of “points” by different actions. Lua allow us to assign points to the destruction of certain units over time. The game remembers how many points the player has accumulated and after a certain number, a reward (in this case, a technology) is given.


The Point system works as follows:


· After accumulating 250 points, the Allies are given “Operation Shingle” which opens up the Italian theatre (see “Other Fronts” in section ??? below).


· The Allies must accumulate 1,000 points to get “Operation Overlord Prep” which allows the construction of the needed landing craft to cross the channel and win the game.


· At 1,250 points, the Allies gain “Vistula-Oder Offensive” which opens up the Russian Front (again, see “Other Fronts” in section ??? below).


· If the Germans acquire 500 points, they win the game. However, every point that the Allies earn is deducted from the Germans.


The Allies accumulate points according to the following schedule:


- 1 point for every freighter brought to an English port;

- ½ point for every German aircraft destroyed;

- 5 points for every German industrial unit or urban target destroyed (but not railyards or military ports – they have other effects).


The Germans accumulate points according to this schedule:


- 5 points each turn automatically;

- 5 points for each freighter they sink;

- .10 points for each heavy bomber destroyed


At the start of the game, there are 198 different targets (again, not counting railyards or military ports). Roughly 1/4 (40) are outside of Germany and the rest require attacks deep inside the Reich. Thus, if the Allies don’t embark on a long-range strategic bombing campaign, they aren’t invading Europe any time soon.
 
Here is the proposed readme. I've left yellow highlight in places as it is a section that should describe what we'll ultimately have, but it may not have been implemented yet. Can you take a quick look at the yellow when you have a chance please?

For those others who have been following this - if you have time at some point to read this and just see if it makes sense, I'd appreciate it. I'm trying to make the scenario as user-friendly as possible but I do think if you want to have a good showing you're going to need to read this before playing.

I'm quite hopeful that a new playtest can start fairly soon. We've changed so much that I think a second one is necessary. I was considering just doing a "Big Week" playtest and while that would be good for certain mechanics/balancing/fast forwarding to large raids, there's so much going on here that I don't know it's really going to help with balance, etc. with everything we've changed.

Once the points system is in place I think we can go for it with another run.
 

Attachments

When testing the game I received this error when a 110 tried to engage what i believe was a beaufighter. Also, whatever was on the radar signature then disappeared. I'm also attaching the save:

Code:
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
Unit<type="Me110", owner=2, damage=0, moveSpent=12, x=268, y=86, z=2>
units in ractingUnitsTable
units in otherNearbyUnitsTable
Unit<type="Flak Burst", owner=2, damage=0, moveSpent=0, x=277, y=89, z=2>
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=280, y=90, z=0>
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=283, y=91, z=1>
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Stirling", owner=1, damage=28, moveSpent=20, x=271, y=87, z=2>
Unit<type="Stirling", owner=1, damage=7, moveSpent=20, x=271, y=87, z=2>
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
Unit<type="Stirling", owner=1, damage=11, moveSpent=20, x=270, y=86, z=2>
Unit<type="Refinery II", owner=2, damage=0, moveSpent=0, x=277, y=77, z=1>
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
Unit<type="Me110", owner=2, damage=0, moveSpent=12, x=268, y=86, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=277, y=89, z=0>
sameOwner
false
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Flak Burst", owner=2, damage=0, moveSpent=0, x=277, y=89, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Flak Burst", owner=2, damage=0, moveSpent=0, x=277, y=89, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Flak Burst", owner=2, damage=0, moveSpent=0, x=277, y=89, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=280, y=90, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=280, y=90, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=280, y=90, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=283, y=91, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=283, y=91, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=283, y=91, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=28, moveSpent=20, x=271, y=87, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=28, moveSpent=20, x=271, y=87, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=28, moveSpent=20, x=271, y=87, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=7, moveSpent=20, x=271, y=87, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=7, moveSpent=20, x=271, y=87, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=7, moveSpent=20, x=271, y=87, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=11, moveSpent=20, x=270, y=86, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=11, moveSpent=20, x=270, y=86, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=11, moveSpent=20, x=270, y=86, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Refinery II", owner=2, damage=0, moveSpent=0, x=277, y=77, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Refinery II", owner=2, damage=0, moveSpent=0, x=277, y=77, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Refinery II", owner=2, damage=0, moveSpent=0, x=277, y=77, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Me110", owner=2, damage=0, moveSpent=12, x=268, y=86, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Me110", owner=2, damage=0, moveSpent=12, x=268, y=86, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Me110", owner=2, damage=0, moveSpent=12, x=268, y=86, z=2>
units in InRangeTable
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=277, y=89, z=0>
Unit<type="Flak Burst", owner=2, damage=0, moveSpent=0, x=277, y=89, z=2>
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=280, y=90, z=0>
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=283, y=91, z=1>
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Stirling", owner=1, damage=28, moveSpent=20, x=271, y=87, z=2>
Unit<type="Stirling", owner=1, damage=7, moveSpent=20, x=271, y=87, z=2>
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
Unit<type="Stirling", owner=1, damage=11, moveSpent=20, x=270, y=86, z=2>
Unit<type="Refinery II", owner=2, damage=0, moveSpent=0, x=277, y=77, z=1>
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
Unit<type="Me110", owner=2, damage=0, moveSpent=12, x=268, y=86, z=2>
units in ractingUnitsTable
units in otherNearbyUnitsTable
Unit<type="Flak Burst", owner=2, damage=0, moveSpent=0, x=277, y=89, z=2>
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=280, y=90, z=0>
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=283, y=91, z=1>
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Stirling", owner=1, damage=28, moveSpent=20, x=271, y=87, z=2>
Unit<type="Stirling", owner=1, damage=7, moveSpent=20, x=271, y=87, z=2>
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
Unit<type="Stirling", owner=1, damage=11, moveSpent=20, x=270, y=86, z=2>
Unit<type="Refinery II", owner=2, damage=0, moveSpent=0, x=277, y=77, z=1>
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
Unit<type="Me110", owner=2, damage=0, moveSpent=12, x=268, y=86, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="A2A Rockets", owner=2, damage=0, moveSpent=0, x=269, y=87, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="A2A Rockets", owner=2, damage=0, moveSpent=0, x=269, y=87, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="A2A Rockets", owner=2, damage=0, moveSpent=0, x=269, y=87, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Me110", owner=2, damage=0, moveSpent=15, x=269, y=87, z=2>
sameOwner
false
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=28, moveSpent=20, x=271, y=87, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=28, moveSpent=20, x=271, y=87, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=28, moveSpent=20, x=271, y=87, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=7, moveSpent=20, x=271, y=87, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=7, moveSpent=20, x=271, y=87, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=7, moveSpent=20, x=271, y=87, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=11, moveSpent=20, x=270, y=86, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=11, moveSpent=20, x=270, y=86, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=11, moveSpent=20, x=270, y=86, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Me110", owner=2, damage=0, moveSpent=12, x=268, y=86, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Me110", owner=2, damage=0, moveSpent=12, x=268, y=86, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Me110", owner=2, damage=0, moveSpent=12, x=268, y=86, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=270, y=82, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=270, y=82, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=270, y=82, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=268, y=82, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=268, y=82, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=268, y=82, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Refinery I", owner=2, damage=0, moveSpent=0, x=271, y=81, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Refinery I", owner=2, damage=0, moveSpent=0, x=271, y=81, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Refinery I", owner=2, damage=0, moveSpent=0, x=271, y=81, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=270, y=80, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=270, y=80, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=270, y=80, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=277, y=89, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=277, y=89, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=277, y=89, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Freight Train", owner=2, damage=0, moveSpent=0, x=271, y=79, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Freight Train", owner=2, damage=0, moveSpent=0, x=271, y=79, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Freight Train", owner=2, damage=0, moveSpent=0, x=271, y=79, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=269, y=77, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=269, y=77, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=269, y=77, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=268, y=78, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=268, y=78, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=268, y=78, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=273, y=79, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=273, y=79, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=273, y=79, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=272, y=78, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=272, y=78, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=272, y=78, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=270, y=76, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=270, y=76, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=270, y=76, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=257, y=87, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=257, y=87, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=257, y=87, z=0>
units in InRangeTable
Unit<type="A2A Rockets", owner=2, damage=0, moveSpent=0, x=269, y=87, z=2>
Unit<type="Me110", owner=2, damage=0, moveSpent=15, x=269, y=87, z=2>
Unit<type="Stirling", owner=1, damage=28, moveSpent=20, x=271, y=87, z=2>
Unit<type="Stirling", owner=1, damage=7, moveSpent=20, x=271, y=87, z=2>
Unit<type="Stirling", owner=1, damage=11, moveSpent=20, x=270, y=86, z=2>
Unit<type="Me110", owner=2, damage=0, moveSpent=12, x=268, y=86, z=2>
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=270, y=82, z=2>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=268, y=82, z=0>
Unit<type="Refinery I", owner=2, damage=0, moveSpent=0, x=271, y=81, z=1>
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=270, y=80, z=2>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=277, y=89, z=0>
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
Unit<type="Freight Train", owner=2, damage=0, moveSpent=0, x=271, y=79, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=269, y=77, z=1>
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=268, y=78, z=1>
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=273, y=79, z=2>
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=272, y=78, z=2>
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=270, y=76, z=1>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=257, y=87, z=0>
units in ractingUnitsTable
units in otherNearbyUnitsTable
Unit<type="A2A Rockets", owner=2, damage=0, moveSpent=0, x=269, y=87, z=2>
Unit<type="Stirling", owner=1, damage=28, moveSpent=20, x=271, y=87, z=2>
Unit<type="Stirling", owner=1, damage=7, moveSpent=20, x=271, y=87, z=2>
Unit<type="Stirling", owner=1, damage=11, moveSpent=20, x=270, y=86, z=2>
Unit<type="Me110", owner=2, damage=0, moveSpent=12, x=268, y=86, z=2>
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=270, y=82, z=2>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=268, y=82, z=0>
Unit<type="Refinery I", owner=2, damage=0, moveSpent=0, x=271, y=81, z=1>
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=270, y=80, z=2>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=277, y=89, z=0>
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
Unit<type="Freight Train", owner=2, damage=0, moveSpent=0, x=271, y=79, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=269, y=77, z=1>
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=268, y=78, z=1>
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=273, y=79, z=2>
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=272, y=78, z=2>
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=270, y=76, z=1>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=257, y=87, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="A2A Rockets", owner=2, damage=0, moveSpent=0, x=269, y=87, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="A2A Rockets", owner=2, damage=0, moveSpent=0, x=269, y=87, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="A2A Rockets", owner=2, damage=0, moveSpent=0, x=269, y=87, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Me110", owner=2, damage=0, moveSpent=15, x=269, y=87, z=2>
sameOwner
false
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=270, y=88, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=270, y=88, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=270, y=88, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=28, moveSpent=20, x=271, y=87, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=28, moveSpent=20, x=271, y=87, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=28, moveSpent=20, x=271, y=87, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=25, moveSpent=20, x=271, y=87, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=25, moveSpent=20, x=271, y=87, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=25, moveSpent=20, x=271, y=87, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=11, moveSpent=20, x=270, y=86, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=11, moveSpent=20, x=270, y=86, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=11, moveSpent=20, x=270, y=86, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=270, y=82, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=270, y=82, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=270, y=82, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=268, y=82, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=268, y=82, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=268, y=82, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Refinery I", owner=2, damage=0, moveSpent=0, x=271, y=81, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Refinery I", owner=2, damage=0, moveSpent=0, x=271, y=81, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Refinery I", owner=2, damage=0, moveSpent=0, x=271, y=81, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=270, y=80, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=270, y=80, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=270, y=80, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=277, y=89, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=277, y=89, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=277, y=89, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Freight Train", owner=2, damage=0, moveSpent=0, x=271, y=79, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Freight Train", owner=2, damage=0, moveSpent=0, x=271, y=79, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Freight Train", owner=2, damage=0, moveSpent=0, x=271, y=79, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=269, y=77, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=269, y=77, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=269, y=77, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=268, y=78, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=268, y=78, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=268, y=78, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=273, y=79, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=273, y=79, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=273, y=79, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=272, y=78, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=272, y=78, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=272, y=78, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=270, y=76, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=270, y=76, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=270, y=76, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=257, y=87, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=257, y=87, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=257, y=87, z=0>
units in InRangeTable
Unit<type="A2A Rockets", owner=2, damage=0, moveSpent=0, x=269, y=87, z=2>
Unit<type="Me110", owner=2, damage=0, moveSpent=15, x=269, y=87, z=2>
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=270, y=88, z=2>
Unit<type="Stirling", owner=1, damage=28, moveSpent=20, x=271, y=87, z=2>
Unit<type="Stirling", owner=1, damage=25, moveSpent=20, x=271, y=87, z=2>
Unit<type="Stirling", owner=1, damage=11, moveSpent=20, x=270, y=86, z=2>
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=270, y=82, z=2>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=268, y=82, z=0>
Unit<type="Refinery I", owner=2, damage=0, moveSpent=0, x=271, y=81, z=1>
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=270, y=80, z=2>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=277, y=89, z=0>
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
Unit<type="Freight Train", owner=2, damage=0, moveSpent=0, x=271, y=79, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=269, y=77, z=1>
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=268, y=78, z=1>
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=273, y=79, z=2>
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=272, y=78, z=2>
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=270, y=76, z=1>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=257, y=87, z=0>
units in ractingUnitsTable
units in otherNearbyUnitsTable
Unit<type="A2A Rockets", owner=2, damage=0, moveSpent=0, x=269, y=87, z=2>
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=270, y=88, z=2>
Unit<type="Stirling", owner=1, damage=28, moveSpent=20, x=271, y=87, z=2>
Unit<type="Stirling", owner=1, damage=25, moveSpent=20, x=271, y=87, z=2>
Unit<type="Stirling", owner=1, damage=11, moveSpent=20, x=270, y=86, z=2>
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=270, y=82, z=2>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=268, y=82, z=0>
Unit<type="Refinery I", owner=2, damage=0, moveSpent=0, x=271, y=81, z=1>
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=270, y=80, z=2>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=277, y=89, z=0>
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
Unit<type="Freight Train", owner=2, damage=0, moveSpent=0, x=271, y=79, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=269, y=77, z=1>
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=268, y=78, z=1>
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=273, y=79, z=2>
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=272, y=78, z=2>
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=270, y=76, z=1>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=257, y=87, z=0>
    Detected unit killed, but no "tileLookup" entry found for 271,87,2
    Detected unit killed, but no "tileLookup" entry found for 271,87,2
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Medium Guns", owner=2, damage=0, moveSpent=0, x=269, y=85, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Medium Guns", owner=2, damage=0, moveSpent=0, x=269, y=85, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Medium Guns", owner=2, damage=0, moveSpent=0, x=269, y=85, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Ju88C", owner=2, damage=0, moveSpent=21, x=269, y=85, z=2>
sameOwner
false
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=11, moveSpent=20, x=270, y=86, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
true
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=11, moveSpent=20, x=270, y=86, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into reactingUnitsTable
Unit<type="Stirling", owner=1, damage=11, moveSpent=20, x=270, y=86, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=269, y=87, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=269, y=87, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=269, y=87, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=270, y=88, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=270, y=88, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=270, y=88, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=270, y=82, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=270, y=82, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=270, y=82, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=268, y=82, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=268, y=82, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=268, y=82, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Refinery I", owner=2, damage=0, moveSpent=0, x=271, y=81, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Refinery I", owner=2, damage=0, moveSpent=0, x=271, y=81, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Refinery I", owner=2, damage=0, moveSpent=0, x=271, y=81, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=270, y=80, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=270, y=80, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=270, y=80, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Freight Train", owner=2, damage=0, moveSpent=0, x=271, y=79, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Freight Train", owner=2, damage=0, moveSpent=0, x=271, y=79, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Freight Train", owner=2, damage=0, moveSpent=0, x=271, y=79, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=269, y=77, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=269, y=77, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=269, y=77, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=268, y=78, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=268, y=78, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=268, y=78, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=273, y=79, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=273, y=79, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=273, y=79, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=272, y=78, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=272, y=78, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=272, y=78, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=270, y=76, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=270, y=76, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=270, y=76, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=277, y=89, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=277, y=89, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=277, y=89, z=0>
units in InRangeTable
Unit<type="Medium Guns", owner=2, damage=0, moveSpent=0, x=269, y=85, z=2>
Unit<type="Ju88C", owner=2, damage=0, moveSpent=21, x=269, y=85, z=2>
Unit<type="Stirling", owner=1, damage=11, moveSpent=20, x=270, y=86, z=2>
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=269, y=87, z=2>
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=270, y=88, z=2>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=270, y=82, z=2>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=268, y=82, z=0>
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
Unit<type="Refinery I", owner=2, damage=0, moveSpent=0, x=271, y=81, z=1>
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=270, y=80, z=2>
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
Unit<type="Freight Train", owner=2, damage=0, moveSpent=0, x=271, y=79, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=269, y=77, z=1>
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=268, y=78, z=1>
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=273, y=79, z=2>
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=272, y=78, z=2>
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=270, y=76, z=1>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=277, y=89, z=0>
units in ractingUnitsTable
Unit<type="Stirling", owner=1, damage=11, moveSpent=20, x=270, y=86, z=2>
units in otherNearbyUnitsTable
Unit<type="Medium Guns", owner=2, damage=0, moveSpent=0, x=269, y=85, z=2>
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=269, y=87, z=2>
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=270, y=88, z=2>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=270, y=82, z=2>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=268, y=82, z=0>
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
Unit<type="Refinery I", owner=2, damage=0, moveSpent=0, x=271, y=81, z=1>
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=270, y=80, z=2>
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
Unit<type="Freight Train", owner=2, damage=0, moveSpent=0, x=271, y=79, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=269, y=77, z=1>
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=268, y=78, z=1>
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=273, y=79, z=2>
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=272, y=78, z=2>
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=270, y=76, z=1>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=277, y=89, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Medium Guns", owner=2, damage=0, moveSpent=0, x=269, y=85, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Medium Guns", owner=2, damage=0, moveSpent=0, x=269, y=85, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Medium Guns", owner=2, damage=0, moveSpent=0, x=269, y=85, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Ju88C", owner=2, damage=0, moveSpent=21, x=269, y=85, z=2>
sameOwner
false
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=14, moveSpent=20, x=270, y=86, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
All Reactions Used
false
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=14, moveSpent=20, x=270, y=86, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
All Reactions Used
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=14, moveSpent=20, x=270, y=86, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Ju88C", owner=2, damage=1, moveSpent=22, x=271, y=85, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Ju88C", owner=2, damage=1, moveSpent=22, x=271, y=85, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Ju88C", owner=2, damage=1, moveSpent=22, x=271, y=85, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=269, y=87, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=269, y=87, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=269, y=87, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=270, y=88, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=270, y=88, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=270, y=88, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=270, y=82, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=270, y=82, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=270, y=82, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=268, y=82, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=268, y=82, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=268, y=82, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Refinery I", owner=2, damage=0, moveSpent=0, x=271, y=81, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Refinery I", owner=2, damage=0, moveSpent=0, x=271, y=81, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Refinery I", owner=2, damage=0, moveSpent=0, x=271, y=81, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=270, y=80, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=270, y=80, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=270, y=80, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Freight Train", owner=2, damage=0, moveSpent=0, x=271, y=79, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Freight Train", owner=2, damage=0, moveSpent=0, x=271, y=79, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Freight Train", owner=2, damage=0, moveSpent=0, x=271, y=79, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=269, y=77, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=269, y=77, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=269, y=77, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=268, y=78, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=268, y=78, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=268, y=78, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
CanReact[reactingUnit.type.id]
table: 0860E050
reactionEntry
table: 0860E050
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=273, y=79, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=273, y=79, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=273, y=79, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=272, y=78, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=272, y=78, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=272, y=78, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=270, y=76, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=270, y=76, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=270, y=76, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=277, y=89, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=277, y=89, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=277, y=89, z=0>
units in InRangeTable
Unit<type="Medium Guns", owner=2, damage=0, moveSpent=0, x=269, y=85, z=2>
Unit<type="Ju88C", owner=2, damage=0, moveSpent=21, x=269, y=85, z=2>
Unit<type="Stirling", owner=1, damage=14, moveSpent=20, x=270, y=86, z=2>
Unit<type="Ju88C", owner=2, damage=1, moveSpent=22, x=271, y=85, z=2>
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=269, y=87, z=2>
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=270, y=88, z=2>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=270, y=82, z=2>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=268, y=82, z=0>
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
Unit<type="Refinery I", owner=2, damage=0, moveSpent=0, x=271, y=81, z=1>
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=270, y=80, z=2>
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
Unit<type="Freight Train", owner=2, damage=0, moveSpent=0, x=271, y=79, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=269, y=77, z=1>
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=268, y=78, z=1>
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=273, y=79, z=2>
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=272, y=78, z=2>
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=270, y=76, z=1>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=277, y=89, z=0>
units in ractingUnitsTable
units in otherNearbyUnitsTable
Unit<type="Medium Guns", owner=2, damage=0, moveSpent=0, x=269, y=85, z=2>
Unit<type="Stirling", owner=1, damage=14, moveSpent=20, x=270, y=86, z=2>
Unit<type="Ju88C", owner=2, damage=1, moveSpent=22, x=271, y=85, z=2>
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=269, y=87, z=2>
Unit<type="Me110", owner=2, damage=0, moveSpent=16, x=270, y=88, z=2>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=272, y=86, z=0>
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=272, y=84, z=2>
Unit<type="Stirling", owner=1, damage=5, moveSpent=20, x=271, y=83, z=2>
Unit<type="Stirling", owner=1, damage=3, moveSpent=20, x=270, y=82, z=2>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=268, y=82, z=0>
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=269, y=89, z=1>
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=270, y=90, z=0>
Unit<type="Stirling", owner=1, damage=23, moveSpent=20, x=272, y=88, z=2>
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=273, y=87, z=1>
Unit<type="Refinery I", owner=2, damage=0, moveSpent=0, x=271, y=81, z=1>
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=270, y=80, z=2>
Unit<type="Stirling", owner=1, damage=22, moveSpent=20, x=273, y=89, z=2>
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=274, y=88, z=1>
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=275, y=87, z=1>
Unit<type="Stirling", owner=1, damage=16, moveSpent=20, x=275, y=83, z=2>
Unit<type="Urban Center II", owner=2, damage=21, moveSpent=0, x=273, y=81, z=2>
Unit<type="Freight Train", owner=2, damage=0, moveSpent=0, x=271, y=79, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=271, y=79, z=0>
Unit<type="Industry II", owner=2, damage=0, moveSpent=0, x=269, y=77, z=1>
Unit<type="Industry I", owner=2, damage=0, moveSpent=0, x=268, y=78, z=1>
Unit<type="Stirling", owner=1, damage=0, moveSpent=20, x=276, y=82, z=2>
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=273, y=79, z=2>
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=272, y=78, z=2>
Unit<type="Industry III", owner=2, damage=0, moveSpent=0, x=270, y=76, z=1>
Unit<type="88mm Flak Battery", owner=2, damage=0, moveSpent=4, x=277, y=89, z=0>
Fw190A5 base Error is0
Fw190A5 base Error is0
Beaufighter base Error is1.2
Me110 base Error is0
Me109G6 base Error is0
Me109G6 base Error is0
Beaufighter base Error is1.2
Beaufighter base Error is1.2
Beaufighter base Error is5.2
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="A2A Rockets", owner=2, damage=0, moveSpent=0, x=229, y=81, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="A2A Rockets", owner=2, damage=0, moveSpent=0, x=229, y=81, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="A2A Rockets", owner=2, damage=0, moveSpent=0, x=229, y=81, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Me110", owner=2, damage=0, moveSpent=15, x=229, y=81, z=2>
sameOwner
false
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=230, y=84, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=230, y=84, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=230, y=84, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=230, y=84, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=230, y=84, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=230, y=84, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=231, y=83, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=231, y=83, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=231, y=83, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=229, y=77, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=229, y=77, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=229, y=77, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Beaufighter", owner=1, damage=0, moveSpent=22, x=226, y=82, z=2>
CanReact[reactingUnit.type.id]
table: 0860DC68
reactionEntry
table: 0860DC68
reactionEntry.lowMap
nil
true
canReactFunction for reacting unit
Unit<type="Beaufighter", owner=1, damage=0, moveSpent=22, x=226, y=82, z=2>
CanReact[reactingUnit.type.id]
table: 0860DC68
reactionEntry
table: 0860DC68
reactionEntry.lowMap
nil
This unit inserted into reactingUnitsTable
Unit<type="Beaufighter", owner=1, damage=0, moveSpent=22, x=226, y=82, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=230, y=86, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=230, y=86, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=230, y=86, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Urban Center II", owner=2, damage=0, moveSpent=0, x=232, y=84, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Urban Center II", owner=2, damage=0, moveSpent=0, x=232, y=84, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Urban Center II", owner=2, damage=0, moveSpent=0, x=232, y=84, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=233, y=79, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=233, y=79, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=233, y=79, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Urban Center II", owner=2, damage=0, moveSpent=0, x=232, y=78, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Urban Center II", owner=2, damage=0, moveSpent=0, x=232, y=78, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Urban Center II", owner=2, damage=0, moveSpent=0, x=232, y=78, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Destroyer", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Destroyer", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Destroyer", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Destroyer", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Destroyer", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Destroyer", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Artillery", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Artillery", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Artillery", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Artillery", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Artillery", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Artillery", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Panzers", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Panzers", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Panzers", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=228, y=76, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=228, y=76, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=228, y=76, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Beaufighter", owner=1, damage=0, moveSpent=22, x=228, y=76, z=2>
CanReact[reactingUnit.type.id]
table: 0860DC68
reactionEntry
table: 0860DC68
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Beaufighter", owner=1, damage=0, moveSpent=22, x=228, y=76, z=2>
CanReact[reactingUnit.type.id]
table: 0860DC68
reactionEntry
table: 0860DC68
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Beaufighter", owner=1, damage=0, moveSpent=22, x=228, y=76, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Military Port", owner=2, damage=0, moveSpent=0, x=231, y=75, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Military Port", owner=2, damage=0, moveSpent=0, x=231, y=75, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Military Port", owner=2, damage=0, moveSpent=0, x=231, y=75, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Early Radar", owner=2, damage=0, moveSpent=4, x=225, y=77, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Early Radar", owner=2, damage=0, moveSpent=4, x=225, y=77, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Early Radar", owner=2, damage=0, moveSpent=4, x=225, y=77, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=236, y=78, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=236, y=78, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=236, y=78, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=228, y=72, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=228, y=72, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=228, y=72, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Beaufighter", owner=1, damage=0, moveSpent=22, x=228, y=72, z=2>
CanReact[reactingUnit.type.id]
table: 0860DC68
reactionEntry
table: 0860DC68
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Beaufighter", owner=1, damage=0, moveSpent=22, x=228, y=72, z=2>
CanReact[reactingUnit.type.id]
table: 0860DC68
reactionEntry
table: 0860DC68
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Beaufighter", owner=1, damage=0, moveSpent=22, x=228, y=72, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Me109G6", owner=2, damage=0, moveSpent=0, x=217, y=81, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Me109G6", owner=2, damage=0, moveSpent=0, x=217, y=81, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Me109G6", owner=2, damage=0, moveSpent=0, x=217, y=81, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Me109G6", owner=2, damage=0, moveSpent=0, x=217, y=81, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Me109G6", owner=2, damage=0, moveSpent=0, x=217, y=81, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Me109G6", owner=2, damage=0, moveSpent=0, x=217, y=81, z=0>
units in InRangeTable
Unit<type="A2A Rockets", owner=2, damage=0, moveSpent=0, x=229, y=81, z=2>
Unit<type="Me110", owner=2, damage=0, moveSpent=15, x=229, y=81, z=2>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=230, y=84, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=230, y=84, z=0>
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=231, y=83, z=2>
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=229, y=77, z=2>
Unit<type="Beaufighter", owner=1, damage=0, moveSpent=22, x=226, y=82, z=2>
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=230, y=86, z=2>
Unit<type="Urban Center II", owner=2, damage=0, moveSpent=0, x=232, y=84, z=2>
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=233, y=79, z=2>
Unit<type="Urban Center II", owner=2, damage=0, moveSpent=0, x=232, y=78, z=2>
Unit<type="Destroyer", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
Unit<type="Destroyer", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
Unit<type="Artillery", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
Unit<type="Artillery", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
Unit<type="Panzers", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=228, y=76, z=0>
Unit<type="Beaufighter", owner=1, damage=0, moveSpent=22, x=228, y=76, z=2>
Unit<type="Military Port", owner=2, damage=0, moveSpent=0, x=231, y=75, z=1>
Unit<type="Early Radar", owner=2, damage=0, moveSpent=4, x=225, y=77, z=0>
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=236, y=78, z=1>
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=228, y=72, z=0>
Unit<type="Beaufighter", owner=1, damage=0, moveSpent=22, x=228, y=72, z=2>
Unit<type="Me109G6", owner=2, damage=0, moveSpent=0, x=217, y=81, z=0>
Unit<type="Me109G6", owner=2, damage=0, moveSpent=0, x=217, y=81, z=0>
units in ractingUnitsTable
Unit<type="Beaufighter", owner=1, damage=0, moveSpent=22, x=226, y=82, z=2>
units in otherNearbyUnitsTable
Unit<type="A2A Rockets", owner=2, damage=0, moveSpent=0, x=229, y=81, z=2>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=230, y=84, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=230, y=84, z=0>
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=231, y=83, z=2>
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=229, y=77, z=2>
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=230, y=86, z=2>
Unit<type="Urban Center II", owner=2, damage=0, moveSpent=0, x=232, y=84, z=2>
Unit<type="Urban Center III", owner=2, damage=0, moveSpent=0, x=233, y=79, z=2>
Unit<type="Urban Center II", owner=2, damage=0, moveSpent=0, x=232, y=78, z=2>
Unit<type="Destroyer", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
Unit<type="Destroyer", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
Unit<type="Artillery", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
Unit<type="Artillery", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
Unit<type="Panzers", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=231, y=77, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=228, y=76, z=0>
Unit<type="Beaufighter", owner=1, damage=0, moveSpent=22, x=228, y=76, z=2>
Unit<type="Military Port", owner=2, damage=0, moveSpent=0, x=231, y=75, z=1>
Unit<type="Early Radar", owner=2, damage=0, moveSpent=4, x=225, y=77, z=0>
Unit<type="Railyard", owner=2, damage=0, moveSpent=0, x=236, y=78, z=1>
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=228, y=72, z=0>
Unit<type="Beaufighter", owner=1, damage=0, moveSpent=22, x=228, y=72, z=2>
Unit<type="Me109G6", owner=2, damage=0, moveSpent=0, x=217, y=81, z=0>
Unit<type="Me109G6", owner=2, damage=0, moveSpent=0, x=217, y=81, z=0>
D:\Test of Time\Scenario\OTR3\events.lua:3484: bad argument #1 to 'pairs' (table expected, got nil)
stack traceback:
    [C]: in function 'pairs'
    D:\Test of Time\Scenario\OTR3\events.lua:3484: in upvalue 'getDamage'
    D:\Test of Time\Scenario\OTR3\events.lua:3514: in local 'targetReactionDamage'
    D:\Test of Time\Scenario\OTR3\reaction.lua:210: in upvalue 'individualReaction'
    D:\Test of Time\Scenario\OTR3\reaction.lua:242: in function 'reaction.reaction'
    D:\Test of Time\Scenario\OTR3\events.lua:3798: in upvalue 'primaryAttackReactionWrapper'
    D:\Test of Time\Scenario\OTR3\events.lua:4329: in function <D:\Test of Time\Scenario\OTR3\events.lua:4106>
 

Attachments

This error shows up when trying to engage a Hurricane with a Fw190A5 (just north of Cherbourg if you want to try it) - the error pops when the 109A5 calls up ammo and there is a hurricane or battleship nearby but does not occur when both the hurricane and battleship are destroyed and only a destroyer remains.

Code:
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Over the Reich
Events.lua parsed successfully at 10/20/18 07:27:45

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93
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tribe2Survivors
0
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tribe2Survivors
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tribe1Survivors
0
table: 08A0C350
92
table: 08A0C378
tribe2Survivors
2
table: 08A0C350
92
table: 08A0C378
tribe2Survivors
3
table: 08A0D020
69
table: 08A0D098
tribe2Survivors
0
table: 08A0D020
98
table: 08A0CDF0
tribe1Survivors
0
table: 08A0CF08
98
table: 08A0CFA8
tribe1Survivors
0
table: 08A0D318
98
table: 08A0D458
tribe1Survivors
0
table: 08A0D570
98
table: 08A0D2A0
tribe1Survivors
0
table: 08A0D930
93
table: 08A0D980
tribe2Survivors
0
table: 08A0D930
93
table: 08A0D980
tribe2Survivors
1
table: 08A0D7A0
92
table: 08A0D7C8
tribe2Survivors
0
table: 08A0D7A0
92
table: 08A0D7C8
tribe2Survivors
1
table: 08A0D7A0
92
table: 08A0D7C8
tribe2Survivors
2
table: 08A0D7A0
98
table: 08A0D8E0
tribe1Survivors
0
table: 08A0DC78
91
table: 08A0DD90
tribe2Survivors
0
table: 08A0DC78
91
table: 08A0DD90
tribe2Survivors
1
table: 08A0DF98
92
table: 08A0DD18
tribe2Survivors
0
table: 08A0DF98
92
table: 08A0DD18
tribe2Survivors
1
table: 08A0DC78
91
table: 08A0DD90
tribe2Survivors
2
table: 08A0DC78
98
table: 08A0D868
tribe1Survivors
0
table: 08A0D930
93
table: 08A0D980
tribe2Survivors
2
table: 08A0D930
93
table: 08A0D980
tribe2Survivors
3
table: 08A0D930
93
table: 08A0D980
tribe2Survivors
4
table: 08A0D930
98
table: 08A0D6B0
tribe1Survivors
0
table: 08A0DF98
92
table: 08A0DD18
tribe2Survivors
2
table: 08A0DF98
92
table: 08A0DD18
tribe2Survivors
3
table: 08A0E8F8
69
table: 08A0E740
tribe2Survivors
0
table: 08A0E8F8
98
table: 08A0E538
tribe1Survivors
0
table: 08A0E5D8
98
table: 08A0E880
tribe1Survivors
0
table: 08A0EE20
98
table: 08A0EBA0
tribe1Survivors
0
table: 08A0ECE0
98
table: 08A0ED08
tribe1Survivors
0
table: 08A0F2A8
93
table: 08A0F2F8
tribe2Survivors
0
table: 08A0F2A8
93
table: 08A0F2F8
tribe2Survivors
1
table: 08A0F1B8
92
table: 08A0F0C8
tribe2Survivors
0
table: 08A0F1B8
92
table: 08A0F0C8
tribe2Survivors
1
table: 08A0F1B8
92
table: 08A0F0C8
tribe2Survivors
2
table: 08A0F1B8
98
table: 08A0F168
tribe1Survivors
0
table: 08A0F500
91
table: 08A0F4B0
tribe2Survivors
0
table: 08A0F500
91
table: 08A0F4B0
tribe2Survivors
1
table: 08A0F5A0
92
table: 08A0F550
tribe2Survivors
0
table: 08A0F5A0
92
table: 08A0F550
tribe2Survivors
1
table: 08A0F500
91
table: 08A0F4B0
tribe2Survivors
2
table: 08A0F500
98
table: 08A0EF38
tribe1Survivors
0
table: 08A0F2A8
93
table: 08A0F2F8
tribe2Survivors
2
table: 08A0F2A8
93
table: 08A0F2F8
tribe2Survivors
3
table: 08A0F2A8
93
table: 08A0F2F8
tribe2Survivors
4
table: 08A0F2A8
98
table: 08A0EF60
tribe1Survivors
0
table: 08A0F5A0
92
table: 08A0F550
tribe2Survivors
2
table: 08A0F5A0
92
table: 08A0F550
tribe2Survivors
3
table: 08A0FE88
69
table: 08A10068
tribe2Survivors
0
table: 08A0FE88
98
table: 08A10270
tribe1Survivors
0
table: 08A102E8
98
table: 08A10090
tribe1Survivors
0
table: 08A10720
98
table: 08A104A0
tribe1Survivors
0
table: 08A10590
98
table: 08A105E0
tribe1Survivors
0
table: 08A10CC0
93
table: 08A10978
tribe2Survivors
0
table: 08A10CC0
93
table: 08A10978
tribe2Survivors
1
table: 08A108B0
92
table: 08A10A40
tribe2Survivors
0
table: 08A108B0
92
table: 08A10A40
tribe2Survivors
1
table: 08A108B0
92
table: 08A10A40
tribe2Survivors
2
table: 08A108B0
98
table: 08A10CE8
tribe1Survivors
0
table: 08A10F40
91
table: 08A11030
tribe2Survivors
0
table: 08A10F40
91
table: 08A11030
tribe2Survivors
1
table: 08A10D38
92
table: 08A10E78
tribe2Survivors
0
table: 08A10D38
92
table: 08A10E78
tribe2Survivors
1
table: 08A10F40
91
table: 08A11030
tribe2Survivors
2
table: 08A10F40
98
table: 08A10838
tribe1Survivors
0
table: 08A10CC0
93
table: 08A10978
tribe2Survivors
2
table: 08A10CC0
93
table: 08A10978
tribe2Survivors
3
table: 08A10CC0
93
table: 08A10978
tribe2Survivors
4
table: 08A10CC0
98
table: 08A10AB8
tribe1Survivors
0
table: 08A10D38
92
table: 08A10E78
tribe2Survivors
2
table: 08A10D38
92
table: 08A10E78
tribe2Survivors
3
table: 08A11AF8
69
table: 08A11A80
tribe2Survivors
0
table: 08A11AF8
98
table: 08A11A30
tribe1Survivors
0
table: 08A0E718
98
table: 08A0E8A8
tribe1Survivors
0
table: 08A0C008
98
table: 08A0C080
tribe1Survivors
0
table: 08A0BD10
98
table: 08A0C170
tribe1Survivors
0
table: 08A0C378
93
table: 08A0C3A0
tribe2Survivors
0
table: 08A0C378
93
table: 08A0C3A0
tribe2Survivors
1
table: 08A0C620
92
table: 08A0C350
tribe2Survivors
0
table: 08A0C620
92
table: 08A0C350
tribe2Survivors
1
table: 08A0C620
92
table: 08A0C350
tribe2Survivors
2
table: 08A0C620
98
table: 08A0C288
tribe1Survivors
0
table: 08A0C850
91
table: 08A0C9E0
tribe2Survivors
0
table: 08A0C850
91
table: 08A0C9E0
tribe2Survivors
1
table: 08A0CBC0
92
table: 08A0CB48
tribe2Survivors
0
table: 08A0CBC0
92
table: 08A0CB48
tribe2Survivors
1
table: 08A0C850
91
table: 08A0C9E0
tribe2Survivors
2
table: 08A0C850
98
table: 08A0C210
tribe1Survivors
0
table: 08A0C378
93
table: 08A0C3A0
tribe2Survivors
2
table: 08A0C378
93
table: 08A0C3A0
tribe2Survivors
3
table: 08A0C378
93
table: 08A0C3A0
tribe2Survivors
4
table: 08A0C378
98
table: 08A0C5F8
tribe1Survivors
0
table: 08A0CBC0
92
table: 08A0CB48
tribe2Survivors
2
table: 08A0CBC0
92
table: 08A0CB48
tribe2Survivors
3
table: 08A0CE18
69
table: 08A0D318
tribe2Survivors
0
table: 08A0CE18
98
table: 08A0D3E0
tribe1Survivors
0
table: 08A0D408
98
table: 08A0D2A0
tribe1Survivors
0
table: 08A0D8E0
98
table: 08A07218
tribe1Survivors
0
table: 08A071C8
98
table: 08A07498
tribe1Survivors
0
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Medium Guns", owner=2, damage=0, moveSpent=0, x=140, y=82, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Medium Guns", owner=2, damage=0, moveSpent=0, x=140, y=82, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Medium Guns", owner=2, damage=0, moveSpent=0, x=140, y=82, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Fw190A5", owner=2, damage=0, moveSpent=16, x=140, y=82, z=0>
sameOwner
false
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Military Port", owner=2, damage=0, moveSpent=0, x=141, y=83, z=1>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Military Port", owner=2, damage=0, moveSpent=0, x=141, y=83, z=1>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Military Port", owner=2, damage=0, moveSpent=0, x=141, y=83, z=1>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Hurricane IV", owner=1, damage=0, moveSpent=30, x=140, y=80, z=0>
CanReact[reactingUnit.type.id]
table: 08369938
reactionEntry
table: 08369938
reactionEntry.lowMap
table: 083529B8
checking reactionEntry.lowMap
true
canReactFunction for reacting unit
Unit<type="Hurricane IV", owner=1, damage=0, moveSpent=30, x=140, y=80, z=0>
CanReact[reactingUnit.type.id]
table: 08369938
reactionEntry
table: 08369938
reactionEntry.lowMap
table: 083529B8
checking reactionEntry.lowMap
This unit inserted into reactingUnitsTable
Unit<type="Hurricane IV", owner=1, damage=0, moveSpent=30, x=140, y=80, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Sdkfz 7/2", owner=2, damage=0, moveSpent=0, x=142, y=84, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Sdkfz 7/2", owner=2, damage=0, moveSpent=0, x=142, y=84, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Sdkfz 7/2", owner=2, damage=0, moveSpent=0, x=142, y=84, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=142, y=84, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=142, y=84, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=142, y=84, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=142, y=84, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=142, y=84, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=142, y=84, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=142, y=84, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=142, y=84, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=142, y=84, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Light Cruiser", owner=1, damage=0, moveSpent=10, x=142, y=80, z=0>
CanReact[reactingUnit.type.id]
table: 08369190
reactionEntry
table: 08369190
reactionEntry.lowMap
table: 08352648
checking reactionEntry.lowMap
true
canReactFunction for reacting unit
Unit<type="Light Cruiser", owner=1, damage=0, moveSpent=10, x=142, y=80, z=0>
CanReact[reactingUnit.type.id]
table: 08369190
reactionEntry
table: 08369190
reactionEntry.lowMap
table: 08352648
checking reactionEntry.lowMap
This unit inserted into reactingUnitsTable
Unit<type="Light Cruiser", owner=1, damage=0, moveSpent=10, x=142, y=80, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Destroyer", owner=1, damage=0, moveSpent=12, x=138, y=80, z=0>
NoEntryInTable
false
canReactFunction for reacting unit
Unit<type="Destroyer", owner=1, damage=0, moveSpent=12, x=138, y=80, z=0>
NoEntryInTable
This unit inserted into otherNearbyUnitsTable
Unit<type="Destroyer", owner=1, damage=0, moveSpent=12, x=138, y=80, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=138, y=84, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=138, y=84, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=138, y=84, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Artillery", owner=2, damage=0, moveSpent=0, x=139, y=85, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Artillery", owner=2, damage=0, moveSpent=0, x=139, y=85, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Artillery", owner=2, damage=0, moveSpent=0, x=139, y=85, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=143, y=85, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=143, y=85, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=143, y=85, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Panzers", owner=2, damage=0, moveSpent=0, x=138, y=86, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Panzers", owner=2, damage=0, moveSpent=0, x=138, y=86, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Panzers", owner=2, damage=0, moveSpent=0, x=138, y=86, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=137, y=87, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=137, y=87, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=137, y=87, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=147, y=85, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=147, y=85, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=147, y=85, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Destroyer", owner=1, damage=0, moveSpent=12, x=135, y=77, z=0>
NoEntryInTable
false
canReactFunction for reacting unit
Unit<type="Destroyer", owner=1, damage=0, moveSpent=12, x=135, y=77, z=0>
NoEntryInTable
This unit inserted into otherNearbyUnitsTable
Unit<type="Destroyer", owner=1, damage=0, moveSpent=12, x=135, y=77, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Fw190A5", owner=2, damage=0, moveSpent=0, x=142, y=92, z=0>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Fw190A5", owner=2, damage=0, moveSpent=0, x=142, y=92, z=0>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Fw190A5", owner=2, damage=0, moveSpent=0, x=142, y=92, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Me110", owner=2, damage=0, moveSpent=0, x=142, y=92, z=2>
sameOwner
false
canReactFunction for reacting unit
Unit<type="Me110", owner=2, damage=0, moveSpent=0, x=142, y=92, z=2>
sameOwner
This unit inserted into otherNearbyUnitsTable
Unit<type="Me110", owner=2, damage=0, moveSpent=0, x=142, y=92, z=2>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Battleship", owner=1, damage=0, moveSpent=6, x=146, y=76, z=0>
NoEntryInTable
false
canReactFunction for reacting unit
Unit<type="Battleship", owner=1, damage=0, moveSpent=6, x=146, y=76, z=0>
NoEntryInTable
This unit inserted into otherNearbyUnitsTable
Unit<type="Battleship", owner=1, damage=0, moveSpent=6, x=146, y=76, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Hurricane IV", owner=1, damage=4, moveSpent=30, x=141, y=71, z=0>
CanReact[reactingUnit.type.id]
table: 08369938
reactionEntry
table: 08369938
reactionEntry.lowMap
table: 083529B8
checking reactionEntry.lowMap
nil
canReactFunction for reacting unit
Unit<type="Hurricane IV", owner=1, damage=4, moveSpent=30, x=141, y=71, z=0>
CanReact[reactingUnit.type.id]
table: 08369938
reactionEntry
table: 08369938
reactionEntry.lowMap
table: 083529B8
checking reactionEntry.lowMap
This unit inserted into otherNearbyUnitsTable
Unit<type="Hurricane IV", owner=1, damage=4, moveSpent=30, x=141, y=71, z=0>
Result of canReactFunction
canReactFunction for reacting unit
Unit<type="Spitfire IX", owner=1, damage=0, moveSpent=20, x=137, y=73, z=1>
CanReact[reactingUnit.type.id]
table: 08369708
reactionEntry
table: 08369708
reactionEntry.lowMap
nil
nil
canReactFunction for reacting unit
Unit<type="Spitfire IX", owner=1, damage=0, moveSpent=20, x=137, y=73, z=1>
CanReact[reactingUnit.type.id]
table: 08369708
reactionEntry
table: 08369708
reactionEntry.lowMap
nil
This unit inserted into otherNearbyUnitsTable
Unit<type="Spitfire IX", owner=1, damage=0, moveSpent=20, x=137, y=73, z=1>
units in InRangeTable
Unit<type="Medium Guns", owner=2, damage=0, moveSpent=0, x=140, y=82, z=0>
Unit<type="Fw190A5", owner=2, damage=0, moveSpent=16, x=140, y=82, z=0>
Unit<type="Military Port", owner=2, damage=0, moveSpent=0, x=141, y=83, z=1>
Unit<type="Hurricane IV", owner=1, damage=0, moveSpent=30, x=140, y=80, z=0>
Unit<type="Sdkfz 7/2", owner=2, damage=0, moveSpent=0, x=142, y=84, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=142, y=84, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=142, y=84, z=0>
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=142, y=84, z=0>
Unit<type="Light Cruiser", owner=1, damage=0, moveSpent=10, x=142, y=80, z=0>
Unit<type="Destroyer", owner=1, damage=0, moveSpent=12, x=138, y=80, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=138, y=84, z=0>
Unit<type="Artillery", owner=2, damage=0, moveSpent=0, x=139, y=85, z=0>
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=143, y=85, z=2>
Unit<type="Panzers", owner=2, damage=0, moveSpent=0, x=138, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=137, y=87, z=0>
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=147, y=85, z=0>
Unit<type="Destroyer", owner=1, damage=0, moveSpent=12, x=135, y=77, z=0>
Unit<type="Fw190A5", owner=2, damage=0, moveSpent=0, x=142, y=92, z=0>
Unit<type="Me110", owner=2, damage=0, moveSpent=0, x=142, y=92, z=2>
Unit<type="Battleship", owner=1, damage=0, moveSpent=6, x=146, y=76, z=0>
Unit<type="Hurricane IV", owner=1, damage=4, moveSpent=30, x=141, y=71, z=0>
Unit<type="Spitfire IX", owner=1, damage=0, moveSpent=20, x=137, y=73, z=1>
units in ractingUnitsTable
Unit<type="Light Cruiser", owner=1, damage=0, moveSpent=10, x=142, y=80, z=0>
Unit<type="Hurricane IV", owner=1, damage=0, moveSpent=30, x=140, y=80, z=0>
units in otherNearbyUnitsTable
Unit<type="Medium Guns", owner=2, damage=0, moveSpent=0, x=140, y=82, z=0>
Unit<type="Military Port", owner=2, damage=0, moveSpent=0, x=141, y=83, z=1>
Unit<type="Sdkfz 7/2", owner=2, damage=0, moveSpent=0, x=142, y=84, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=142, y=84, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=6, x=142, y=84, z=0>
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=142, y=84, z=0>
Unit<type="Destroyer", owner=1, damage=0, moveSpent=12, x=138, y=80, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=138, y=84, z=0>
Unit<type="Artillery", owner=2, damage=0, moveSpent=0, x=139, y=85, z=0>
Unit<type="Urban Center I", owner=2, damage=0, moveSpent=0, x=143, y=85, z=2>
Unit<type="Panzers", owner=2, damage=0, moveSpent=0, x=138, y=86, z=0>
Unit<type="Schutzen", owner=2, damage=0, moveSpent=0, x=137, y=87, z=0>
Unit<type="Gun Battery", owner=2, damage=0, moveSpent=0, x=147, y=85, z=0>
Unit<type="Destroyer", owner=1, damage=0, moveSpent=12, x=135, y=77, z=0>
Unit<type="Fw190A5", owner=2, damage=0, moveSpent=0, x=142, y=92, z=0>
Unit<type="Me110", owner=2, damage=0, moveSpent=0, x=142, y=92, z=2>
Unit<type="Battleship", owner=1, damage=0, moveSpent=6, x=146, y=76, z=0>
Unit<type="Hurricane IV", owner=1, damage=4, moveSpent=30, x=141, y=71, z=0>
Unit<type="Spitfire IX", owner=1, damage=0, moveSpent=20, x=137, y=73, z=1>
D:\Test of Time\Scenario\OTR3\events.lua:3506: attempt to index a nil value (local 'reactionDamageEntry')
stack traceback:
    D:\Test of Time\Scenario\OTR3\events.lua:3506: in local 'targetReactionDamage'
    D:\Test of Time\Scenario\OTR3\reaction.lua:210: in upvalue 'individualReaction'
    D:\Test of Time\Scenario\OTR3\reaction.lua:242: in function 'reaction.reaction'
    D:\Test of Time\Scenario\OTR3\events.lua:3798: in upvalue 'primaryAttackReactionWrapper'
    D:\Test of Time\Scenario\OTR3\events.lua:4329: in function <D:\Test of Time\Scenario\OTR3\events.lua:4106>
 
Hi John,

I had the opportunity to review your readme file and I have to say I am thoroughly impressed by the scope and innovation you and the programmers have implemented. This brings Civilization Test of Time scenarios to a whole other level.

With regards the readme itself, I believe it is very comprehensive and well written. Some of the finer details might be a little difficult to fully grasp without actually seeing the game in play but not so much that the reader can’t get the overall gist.

This is truly amazing and I congratulate you and the team for the tremendous work so far!
 
Thank you for your kind words @tootall_2012 :) Hopefully it won't be that much longer before we release this.

I've spent this morning tinkering with the scenario a bit after the above errors thwarted a playtest:

-I moved much of the Royal Navy out of ports and into the open sea, the hope being that this will make the first turn a little less repetitive/predictable as you could theoretically go several directions with the ships now;
-I gave the Allies Fuel Production I technology and added 4x fuel refineries from the start so that they start with a fuel advantage over Germany;
-I moved a few German night fighters close to the Allied Bomber attack that is poised to strike Cologne (The scenario now starts on the even of "Operation Millennium"). Without a few fighters up in the air, the Germans are really out of position on the first turn. They still can't stop the bombing of Cologne but now the RAF is unlikely to completely destroy the Ruhr on turn 2.
-I've changed some of the sounds for banks/marketplace/etc.
-I removed docks (harbor) from being buildable as it really doesn't serve a purpose but could confuse people with military ports

I'm also considering adding the following wonders... Somewhere. I had kept them out originally before the points system was thought up, but once that is implemented, these could be made obsolete after smaller increments of points which might compel more rapid action, and for the Germans to take raids seriously immediately instead of building up strength and "spotting" the Allies a few hundred points. The wonders still available that I might use are:

-Oracle (doubles effect of temples)
-Hanging Gardens (3x happy in first city, 1x content in all other cities)
-Cure for Cancer (1x citizen happy in each city)
-Shakespeare's Theatre - All unhappy in the city are content

Giving Germany these from the start would let them better weather a few dehousing raids but then as the points start to add up and the burden of constant air attack goes on, eventually it becomes harder and harder to keep things running. Then, when the Allies invade the continent and make the Atlantic Wall obsolete, things really go to hell in a hurry.

I was thinking of removing

Hanging Gardens at 50 points
250 points triggers attacks from Mediterranean
Cure for Cancer at 500
Oracle at 750 points
1000 points triggers ability to launch D-Day, which quickly makes Atlantic Wall (J.S. Bach) obsolete
1250 points opens up the Russian Front


I think this would give a better spread and make defending targets worthwhile right from the start from a points perspective.
 
I just looked through the code and found where you had commented out the way to debug this in 3502 - 3505. It looks like light cruiser and hurricane IV have no entry in ractiondamage table - which they don't - is there a way to make it so something that doesn't have an entry doesn't throw an error?

I'm a little stumped about the first error I posted.

--Edit - I have a light cruiser and a Hurricane IV in a "can react" table but don't have them anywhere else which I would suspect is what is causing this error? I have to head into work so not sure I'll be able to play around and try adding them today.
 
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I was able to fix the hurricane/light cruiser error. I also found an error with the tempest and typhoon - the latter could intercept jets but not the former. Good thing for the prior error or I doubt I'd ever have caught that.

Here are the updated events:
 

Attachments

I haven't forgotten about this, but I couldn't get to it this weekend. One of my family's pet rats had an operation, so much of my weekend was spent making sure she didn't pull out the stitches.
 
I hope she makes a speedy recovery! I imagine that getting a rat in distress to take it easy and cooperate would be a challenging weekend indeed.
 
Taking care of the rat isn't too bad if she has a bandage covering the wound. She doesn't show signs of outward distress (except when we have to force feed her her medicine). The "problem" is that it's hard to type (or do much else other than read or watch videos) when she's sleeping in my shirt. We made the mistake of leaving her alone without a bandage on Wednesday, and she pulled out her stitches, so we had to get her sewn up again. Now we're being more vigilant and we've also found a way to tape on her bandage that doesn't squeeze her so much (so we're willing to leave it on all the time).

I found the ME110 problem. In one place, you had ds.BeaufighterHeavyFighter3, and in another you had ds.BeaufighterinterceptionHeavyFighter3. I made the correction, and 2 other similar corrections.

Also,
detectors = {{unitAliases.EarlyRadar},{unitAliases.AdvancedRadar},{unitAliases.Ju88G},{unitAliases.He219}}

is wrong. It should be
detectors = {unitAliases.EarlyRadar,unitAliases.AdvancedRadar,unitAliases.Ju88G,unitAliases.He219}

I've made the appropriate corrections.

--Edit - I have a light cruiser and a Hurricane IV in a "can react" table but don't have them anywhere else which I would suspect is what is causing this error? I have to head into work so not sure I'll be able to play around and try adding them today.

Yes, when I wrote the code I assumed that if the unit couldn't react, it wouldn't be in the can react table. If you want I can make the change.
 

Attachments

Taking care of the rat isn't too bad if she has a bandage covering the wound. She doesn't show signs of outward distress (except when we have to force feed her her medicine). The "problem" is that it's hard to type (or do much else other than read or watch videos) when she's sleeping in my shirt. We made the mistake of leaving her alone without a bandage on Wednesday, and she pulled out her stitches, so we had to get her sewn up again. Now we're being more vigilant and we've also found a way to tape on her bandage that doesn't squeeze her so much (so we're willing to leave it on all the time).

That's tough. It sucks to see a friend in pain like that. Hopefully she recovers very well! No worries on any delays. She's far more important.


I found the ME110 problem. In one place, you had ds.BeaufighterHeavyFighter3, and in another you had ds.BeaufighterinterceptionHeavyFighter3. I made the correction, and 2 other similar corrections.

Also,
detectors = {{unitAliases.EarlyRadar},{unitAliases.AdvancedRadar},{unitAliases.Ju88G},{unitAliases.He219}}

is wrong. It should be
detectors = {unitAliases.EarlyRadar,unitAliases.AdvancedRadar,unitAliases.Ju88G,unitAliases.He219}

I've made the appropriate corrections.

Thank you!


Yes, when I wrote the code I assumed that if the unit couldn't react, it wouldn't be in the can react table. If you want I can make the change.

No need - it was easy enough for me to fix and caused by my own mistake.

I'm going to plug away at a single-person playtest keeping track of the targets I hit/destroy while waiting for the points system to implement. Hopefully I can catch a few bugs this way so the next multiplayer playtest isn't delayed every turn fixing something that I messed up :) .
 
A few things I've noticed already:

1. Radar often says it detects something, but there's nothing to be found (no markings at all) and I also know there isn't anything for it to detect given I'm playing both sides

2. The interceptions are currently *very* abstract... I think adding in a text warning as to what is going on is critical. Allowing for a soundfile to play as well would be fun (I have some that say Break! Break!, etc.)

"Bandits! Bandits! Out of the sun! Break! Break!" - if the dive bonus (not yet implemented by me) is triggered
"[string: German/Allied] fighters intercept our [string: type of unit]!" - standard interception
"[string: German/Allied] flak explodes across the sky near our attack!" - flak is triggered
 
1. Radar often says it detects something, but there's nothing to be found (no markings at all) and I also know there isn't anything for it to detect given I'm playing both sides

At the moment lines 1460 and 1461 have the default radar reports, and they are almost identical. "Radar detects enemies." and "Radar detects no enemies." Are you sure you aren't getting both messages? (Even if you have distinguished between the messages, we should really make them more distinct.)
 
At the moment lines 1460 and 1461 have the default radar reports, and they are almost identical. "Radar detects enemies." and "Radar detects no enemies." Are you sure you aren't getting both messages? (Even if you have distinguished between the messages, we should really make them more distinct.)

Unfortunately, it is definitely saying "Radar detects enemies." I just fired up a new game and just started using British radar sets. All 4 triggered a response. One even put a marker up on the night map. Also, I've noticed that 197,85,0 starts the game with a marker for some reason.
 
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