bloAdjFriendlyFort = -4 // brown water blockade, bonus given by adjacent fort
bloAdjEnemyFort = 4 // same, for an enemy fort (malus)
bloMinSUToBlockade = 8 // Nb of SoL elements needed or pts given by a fort to blockade a zone
bloValueBySU_LinkCut = 23 // Perc chance for each combat ship (cumulative) that a transition link over water is cut between 2 land regions.
bloMaxPerc_LinkCut = 90 // max chance to have the link cut.
bloMinSUForLinkCut = 4 // Min nb of elements in offensive posture in a water region to cut the transition link between 2 adjacents land regions
bmbHitCoeffLand = 20 // coefficient (in hundredth)to land efficiency for bombard
bmbHitCoeffNav = 5 // coefficient (in hundredth)to ship efficiency for bombard
bmbMaxHitsDoneByLand = 40 // How many hit points can be done by Land units against a fleet
bmbMaxHitsDoneByNav = 40 // the reverse
bmbMinEntrenchLevel = 3 // Minimum level to reach by an artillery so that it can bombards or interdict ships& water supply
bmbRange = 4 // Minimum range a gun should have to bombard (both land art & ships)
bmbAllowSupportAnyCoastal = 1 // if true, bombardment can be done against an enemy not in a structure, if we have a stack in the region
bmbAllowFreeFireAnyCoastal = 0 // if true, bombardment can be done against an enemy not in a structure, even if we don't have a stack in the region
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