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Old August 27th, 2005, 04:13 PM
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Default Re: Number or \"guns\" on air units

I seem to recall some original SSI code buried somewhere in there which adds some HE kill etc to boost flamethrowers, with a comment about saving them having to re-do the OOB data. (presumably FT were considered too wussy in SP1 or more ! ). There is also a similar bit which boosts accuracy for napalm (which may explain the accuracy of the long range flame weapons folk have made up - FT were meant originally to be range 0 napalm bombs or 2 hex VFT max).

So FT have a minimum built-in HEK even with you editing 0 in there, it appears

No flame weapon would have an HEK of 0, anyway, that I can think of.

I will have a look and see if flame weapons are getting the accuracy booster at > 2 hexes (and that would tone down some FAE weapons, like the 202 flash, which in real life was a rarely issued oddity

Done - simple if block based on range in 2 blocks - napalm special boosters only if range <1 (air dropped bombs basically), and vehicle/infantry FT boosters only if range <2, so the longer ranged flame/FAE rockets will have normal accuracy at longer ranges.

It still does not explain why your weapon gets an HEK when set to 0 - there is probably more code in there to boost flame weapon HEK to some minumum. But I'll leave that as flame weapons are meant to be these larger items that folk on the recieving end are rather unhappy about !

Cheers
Andy
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