This section describes the parameters affecting backdrop computations.
Cyclic changes in the environment are governed by a yearly cycle or a daily cycle whose length must be defined.
WorldProperty: year-length n
This property is the number of turns in an annual cycle.
If less than 2, then no seasonal effects will be calculated.
WorldProperty: day-length n
This property is the number of turns in a single day.
If less than 2, then day and night will not be calculated.
Note that year-length and day-length are
completely independent of each other, and it is possible
to have days that are longer than years.
AreaProperty: initial-year-part n
This property is the season of the first turn in the game.
AreaProperty: initial-day-part n
This property is the hour of the first turn in the game, in 100ths of a day part.
GlobalVariable: season-names list
This global is a list of which turns in a year should be called
which seasons. It has the form
Relative chance that terrain of type t1 damaged by a detonation
will change into another type t2.
The following tables and properties can be used for units that cannot
detonate deliberately by doing a detonate action.
Table:
This table is the chance that a hit on u1
by a unit of type u2 will cause it to detonate (once).
Noncombat reductions in hp, such as attrition, have no effect.
UnitTypeProperty:
This property is the chance that if this type is about to die from a combat hit,
it will detonate first.
Table:
This table is the chance that a unit of type u1 will detonate if a
capture by a unit of type u2 is about to succeed.
Table:
When a unit of type u2 on a non-trusted [?] side appears at a
distance of dist or less, then u1 will detonate. If
Table:
This table is the chance that the unit will detonate spontaneously.
This is checked once/turn, at the beginning of the turn, and also upon
each entry to a cell, if moving.
ActionType:
This action changes the type of the cell at x,y to t.
ActionType:
This action adds a connection or border of type t to the cell at
x,y, in direction dir.
ActionType:
This action removes a connection or border of type t to the cell
at x,y, in direction dir.
Table:
Table:
For auxiliary terrain types, these tables are the costs to add or
remove. For cell terrain, the costs of removing the old type and adding
the new type are added together. If the value is 0, then that type of
terrain may not be added or removed. As a special exception, cell
terrain may have a cost to remove of 0, so that the sum of add and
remove costs can be as low as 1; in that case, a value of -1 disallows
removal. Both default to
Table:
This table is the maximum distance at which a unit can alter terrain
t. Defaults to
Note that if
Table:
This table is the amount of material necessary to perform an
Table:
This table is the amount of material necessary to perform a
Table:
This table is the amount of material m necessary for any unit to
add terrain of type t.
Table:
This table is the amount of material of type m that becomes
available as the result of removing terrain t.
(... "B> t1 t2 -> ndetonate-on-hit u1 u2 -> n%detonate-on-death n%detonate-on-capture u1 u2 -> n%detonate-on-approach-range u1 u2 -> dist-1, then unit will not detonate upon approach. Defaults to
-1.
detonation-accident-chance u t -> n.f%Terrain Alteration Actions
alter-terrain x y tadd-terrain x y dir tremove-terrain x y dir tacp-to-add-terrain u t -> nacp-to-remove-terrain u t -> n0.
alter-terrain-range u t -> n0, which means that the unit can change
only the terrain in its own cell.
see-terrain-always is false, then other sides will
not see the terrain change unless they are viewing the altered terrain.
material-to-add-terrain u m -> nadd-terrain or alter-terrain action.
material-to-remove-terrain u m -> nremove-terrain action.
consumption-per-add-terrain t m -> nmaterial-per-remove-terrain t m -> n
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