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A unit may have any combination (or none) of the following triggers:
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- ``explodesWhenAttacks`` - suicidal unit.
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- ``explodesWhenKilled`` - explodes when the unit is naturally killed.
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- ``explodesWhenSelfDestructed`` - explodes when the unit receives self-destruct command from owner.
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When a unit explodes, it does splash damage in area around it.
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Damage type of the explosion may be different from shooting.
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Splash
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------
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Splash means the damage is an area-of-effect.
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It is centered at the target of shooting, or at the unit that explodes, and is circular with specified radius.
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Damage of splash decreases with distance from center, which is determined by ``splashFractionAtEdge``.
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It may also affect own/ally units, depending on ``splashFractionToFriendly``.
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Damage And Armor Types
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----------------------
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Each unit has associated armor type, and each shooting (or explosion) has associated damage type.
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The game has a table that defines a fraction for each combination of damage type with each armor type.
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Some values are over 100 % and some are below.
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For example, energy shield is designed to be highly resistant to lasers and plasma, which are most often used in long-range guns; and antimatter guns are designed for destroying buildings.
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Life Regeneration
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-----------------
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Life regeneration has a delay, which is extended whenever the unit is attacked, or whenever the unit itself shoots.
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When the delay expires, the unit starts healing at the specified rate.
Copy file name to clipboardExpand all lines: sphinx/source/concepts/prototypes.rst
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@@ -55,3 +55,24 @@ All prototypes may have associated some tags with them.
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Tags are short strings (mapped to unique ids), that are provided by the game/map/mods to help programs understand the nuances of that particular prototype.
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Tags are *not* used by the game, except by the built-in AI/bot, which uses tags to alter behavior of some units.
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Tags may be used by both Bots and Scripts.
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- ``ambush`` - walks over additional terrain types.
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- ``artillery`` - longer range than most.
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- ``assault`` - good for front-line combat.
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- ``harassment`` - good for hit-and-run attacks, especially targeting workers.
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- ``home`` - the center of your base. dont let it die.
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- ``miner`` - generates resources, usually from ore deposits.
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- ``navy`` - moves on water only.
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- ``noncombat`` - not intended for combat, even if it has an attack/explosion.
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- ``nonprogression`` - an alternative for another prototype (this tag is used to break cyclic dependencies).
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- ``production`` - produces more units.
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- ``research`` - produces upgrades.
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- ``scout`` - fast and cheap, good as a scout.
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- ``siege`` - designed for destroying buildings.
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- ``splash`` - area-of-effect attack/explosion.
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- ``suicidal`` - sacrifices itself when attacking.
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- ``tank`` - defensive unit with life above typical.
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- ``tower`` - stationary defensive structure.
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- ``volatile`` - may damage own/allied units.
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- ``wall`` - stationary path blocking structure.
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- ``worker`` - carries resources, automatic control by logistics planning.
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