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Foul Weather Attributes

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Revision as of 15:57, 12 July 2010 by Lodilefty (Talk | contribs)
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Attributes to handle a reduction in attrition loss because of foul weather.


For models, the attrition reduction is done with attributes and not with the ability category 'Attrition Reduction', this is done this way because they are much more light weight in computing and potentially hundreds if not thousands of elements on the map could have a reduction. The 3 possibles attributes are

*winterized*
*tropicalized*
*desertTrained*
   (lower/upper case don't matter)

Each attribute can have an associated number, so the attribute data of a particular model can look like this

*tropicalized* 70 | *deserttrained* 50

The % is the chance to avoid taking a particular hit/cohesion loss from attrition from bad weather.

Note that the whole attrition system is split in three parts:


a) Loss of hits and cohesion because of bad weather

b) Loss of cohesion upon arriving on another region

c) Loss of hits and cohesion because of 'Hardened/Historical' Attrition rule (i.e being in an hostile, pillaged region can induce losses, even if the troop is standing still)


The attrition reduction from attributes and/or the ability category can impact all three sources of potential damages, as all three sources major damages in case of bad weather (. there is so a partial redundancy/overlap between the 'Weather Damage' algorithm and the 'Hardened Attrition' algorithm).

See also: Ability Category 24: Attrition Modifiers

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