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=== Combat === {| class="wikitable sortable mw-collapsible" style="font-size:90%; text-align:left" width="100%" |- ! Name !! Desc !! '''Default''' Value |- |COMBAT_BACK_OFF_RATE |When ships are attacking they will try to stay at max range and orbit their target.<br /> If the ship is closer than max range this value determines how fast it will "back off" in order to get to max range.<br /> 0.0 means that the ship will not back off and orbit with whatever radius it already has<br /> 1.0 means that the ship will prioritize orbit velocity the same as "back-off"-velocity. i.e a 45º angle |0.04 |- |FORMATION_POS_AHEAD_OF_PARENT | |0.5 |- |SHIP_SMOOTH_ROTATION_THRESHOLD |Used to smooth rotation rate of ships. equation is "y = x * ( min ( 1.0 x / SHIP_SMOOTH_ROTATION_THRESHOLD ) )" where x is the wanted delta rotation this tick and y the resulting delta rotation |3.141 |- |COMBAT_TARGET_STICKYNESS |The higher this is, the less likely ships are to switch targets |1.5 |- |RANDOM_TARGETING_WEIGHT | |0.5 |- |COMBAT_DETECT_RANGE_MULT |Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT |1.05 |- |COMBAT_DETECT_RANGE_MIN | |10 |- |COMBAT_AREA_MIN_ATTACK_RADIUS | |0.2 |- |COMBAT_EMERGENCY_FTL_PENALTY_HITPOINTS |x% of max hitpoints in penalty for doing ftl jump |0.20 |- |COMBAT_EMERGENCY_FTL_LOST_RISK |x% risk of ship becoming forever lost when jumping. |0.01 |- |COMBAT_EMERGENCY_FTL_SURVIVE_CHANCE |x% chance to survive with 1 health even if ship should have died |0.50 |- |COMBAT_EMERGENCY_FTL_WINDUP |how many days it takes from the button press to the actual jump. same timer for all FTL types |2.0 |- |COMBAT_BASE_DAYS_UNTIL_EMERGENCY_FTL |how many days a fleet should be in combat until they can emergency ftl |30.0 |- |CIVILIAN_EMERGENCY_FTL_MULT | |0.25 |- |MISSILE_HIGH_CONTROL_DISTANCE |if the missile is closer to the target than MISSILE_HIGH_CONTROL_DISTANCE it will turn sharply |5.0 |- |MISSILE_HIGH_CONTROL_INTERPOLATION_RANGE |how long the missile will interpolate between "smooth controls" and "full control" |5.0 |- |MISSILE_BASE_ROTATION_SPEED |base rotation rate of missiles in radians per tick |0.001 |- |MISSILE_RETARGET_CHANCE_START |How likely a missile is to find a new target in range the first time its target is lost |100 |- |MISSILE_RETARGET_CHANCE_REDUCTION |How much the chance for a missile to find a new target is reduced each retargeting after the first |35 |- |SHIP_TARGETING_NUM_SHOTS_FOR_LOW_HEALTH_BONUS | |5 |- |DAMAGE_REDUCTION |armor / DAMAGE_REDUCTION |70 |- |SIZE_MULTIPLIER_DAMAGE_REDUCTION_EFFECT |how much does ship size reduce damage reduction from armor (higher number = more armor required for same DR on a larger ship) |0.15 |- |DAMAGE_REDUCTION_MAX_SHIP_SIZE |#hip sizes over this don't affect how much armor is needed |10 |- |DAMAGE_REDUCTION_HIGH |above this level of damage reduction require even more armor |0.75 |- |DAMAGE_REDUCTION_HIGH_SCALING | |0.5 |- |DAMAGE_REDUCTION_MAX |can't have more damage reduction than this |0.9 |- |}
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