Difference between revisions of "Long Range Fire"

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Naval units, land units with the [[Heavy Artillery]] ability and [[Spore Launchers]] may conduct '''Bombardment''' by selecting the Long Range Fire option from the Action menu.
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Naval units, land units with [[Heavy Artillery]], and [[Spore Launchers]] can fire up to two squares away by selecting ‘Long Range Fire’ from the ‘Action’ menu, or by pressing the 'f' hotkey. Selecting this command changes the cursor to a target symbol.
  
Bombardment has the advantage of potentially damaging every enemy unit in a particular square and the disadvantage that land units can never be reduced below 50% damage by bombardment.
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If there are enemy units in the target square those units are attacked, if there are no enemy units, then enemy terrain enhancements are attacked. If bombardment is attempted against a square containing square Naval units, Heavy Artillery, or Spore Launchers or adjacent to one; an ''Artillery Duel'' is initiated, with the attacking and defending units fighting weapon-strength to weapon-strength. Armor values are not used for Artillery Duels.
  
If a unit is bombarded it will not heal for the turn, it will also cancel a former's terraforming
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Between two land units or two naval units, artillery duels continue until one unit is destroyed between land and sea or against non-long range fire units they last only one round. Successful bombardment can damage every enemy unit in a particular square though land units can never be reduced below 50% damage by bombardment.
  
If bombardment is attempted against a square containing an enemy naval or artillery unit, the bombardment is canceled and an '''Artillery Duel''' is initiated, with the attacking and defending artillery (or naval) units fighting attack-vs-attack strength. Armor values are ignored for Artillery Duels.
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If a unit is bombarded it will not heal for the turn, if it is a former its terraforming will be cancelled.
  
Bombardment may also be used to destroy square improvements ([[Xenofungus]] cannot be destroyed by bombardment)
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== Bombarding empty tile bug ==
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Bombarding empty tile exhausts attacker moves. There is a bug in vanilla that causes an artillery duel initiation after such bombardment if there is enemy artillery adjacent to bombarded tile. That resulted in attacker imminent death due to 100% hasty penalty.
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This is fixed in The Will to Power mod.
  
 
[[Category:Concepts]]
 
[[Category:Concepts]]

Latest revision as of 14:06, 4 November 2020

Naval units, land units with Heavy Artillery, and Spore Launchers can fire up to two squares away by selecting ‘Long Range Fire’ from the ‘Action’ menu, or by pressing the 'f' hotkey. Selecting this command changes the cursor to a target symbol.

If there are enemy units in the target square those units are attacked, if there are no enemy units, then enemy terrain enhancements are attacked. If bombardment is attempted against a square containing square Naval units, Heavy Artillery, or Spore Launchers or adjacent to one; an Artillery Duel is initiated, with the attacking and defending units fighting weapon-strength to weapon-strength. Armor values are not used for Artillery Duels.

Between two land units or two naval units, artillery duels continue until one unit is destroyed between land and sea or against non-long range fire units they last only one round. Successful bombardment can damage every enemy unit in a particular square though land units can never be reduced below 50% damage by bombardment.

If a unit is bombarded it will not heal for the turn, if it is a former its terraforming will be cancelled.

Bombarding empty tile bug

Bombarding empty tile exhausts attacker moves. There is a bug in vanilla that causes an artillery duel initiation after such bombardment if there is enemy artillery adjacent to bombarded tile. That resulted in attacker imminent death due to 100% hasty penalty.

This is fixed in The Will to Power mod.