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Attributes on Models

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  [[*charge*]]                                        // can charge
  [[*charge*]]                                        // can charge
-
  *disrupt*                                            // can disrupt
+
  *disrupt*                                            // can disrupt (a better version of charge that can also remove permanently a trench level, i.e tanks in WW1)
-
  [[*guard*]]                                          // is a guard (can be commited with the [[Abilities|Ability]] $Guard_Commit)
+
  [[*guard*]]                                          // is a guard (can be committed with the [[Abilities|Ability]] $Guard_Commit)
  [[*countercharge*]]                                  // can counter-charge (Pikeneer) / form square
  [[*countercharge*]]                                  // can counter-charge (Pikeneer) / form square
-
  [[Pillager Attribute|*Pillage*]]                   // always force a pillage roll
+
  [[Pillager Attribute|*Pillage*]]                     // always force a pillage roll
  *fullpillage*                                        // always force a pillage roll and always succeed
  *fullpillage*                                        // always force a pillage roll and always succeed
-
  [[*CommerceShip*]]
+
  [[*CommerceShip*]]                                   // get income from OMBs
  [[NoCapture Attribute|*NoCapture*]]                  // can never capture enemy structures
  [[NoCapture Attribute|*NoCapture*]]                  // can never capture enemy structures
  [[Retreater Attribute|*Retreater*]]                  // get a bonus in retreat chance (combat unit only)
  [[Retreater Attribute|*Retreater*]]                  // get a bonus in retreat chance (combat unit only)
-
  *Screener*                                          // Dmg reduction in retreat
+
  *Screener*                                          // Reduce damages of the stack in retreat
-
  [[*assault*|*Assault*]]
+
  [[*assault*|*Assault*]]                             // can assault a city even if unbreached and the rule would normally prohibit from doing so
  *ConstEngineer*                                      // x2 rail repair
  *ConstEngineer*                                      // x2 rail repair
-
  *AirLandReco*
+
  *AirLandReco*                                       // can do an air reconnaissance against land regions
-
  *AirNavalReco*
+
  *AirNavalReco*                                       // can do an air reconnaissance against naval regions
-
  *AirSpotter*
+
  *AirSpotter*                                         // can give a bonus to artillery if there is a battle in the region where it spots
-
  *AirStratBomber*
+
  *AirStratBomber*                                     // can do a strategic bombing mission
-
  *AirLandBomber*   
+
  *AirLandBomber*                                     // can inflict cohesion losses (and some damages) against the enemy if there is a battle in the region where it acts
-
  *AirNavalBomber*   
+
  *AirNavalBomber*                                     // can inflict cohesion losses (and some damages) against the enemy if there is a battle in the region where it acts
-
  *AirFighter*
+
  *AirFighter*                                         // will intercept automatically nearby enemy aircrafts. Will escort automatically friendly aircrafts in adjacent regions
-
  *CanDoBreach*
+
  *CanDoBreach*                                       // can do a breach against a fortress (normally only artilleries and leaders with anti-fort abilities can do that)
-
  [[Foul Weather Attributes|*winterized*]]
+
  [[Foul Weather Attributes|*winterized*]]             // reduce damages if the weather is harsh or worse and the terrain is allowing reduction from such attribute
-
  [[Foul Weather Attributes|*tropicalized*]]
+
  [[Foul Weather Attributes|*tropicalized*]]           // reduce damages if the weather is harsh or worse and the terrain is allowing reduction from such attribute
-
  [[Foul Weather Attributes|*desertTrained*]]
+
  [[Foul Weather Attributes|*desertTrained*]]         // reduce damages if the weather is harsh or worse and the terrain is allowing reduction from such attribute
-
  *WeatherResist1*;
+
  *WeatherResist1*;                                   // same as winterized except the attribute name is generized
-
  *WeatherResist2*;
+
  *WeatherResist2*;                                   // same as tropicalized except the attribute name is generized
-
  *WeatherResist3*;
+
  *WeatherResist3*;                                   // same as desertTrainedexcept the attribute name is generized
-
  *ProspectorNatOrga*;
+
  *ProspectorNatOrga*;                                 // used by prospectors if economy is advanced to discover an hidden resource
-
  *ProspectorColOrga*;
+
  *ProspectorColOrga*;                                 // used by prospectors if economy is advanced to discover an hidden resource
-
  *ProspectorNatNorg*;
+
  *ProspectorNatNorg*;                                 // used by prospectors if economy is advanced to discover an hidden resource
-
  *ProspectorColNorg*;
+
  *ProspectorColNorg*;                                 // used by prospectors if economy is advanced to discover an hidden resource
-
  [[Supply Decay Protection Attribute|*SupplyDecayProtect*]]
+
  [[Supply Decay Protection Attribute|*SupplyDecayProtect*]] // Used if colonial mode is ON to protect supply from degradation (see Safe Supply Limit)
-
  [[*RailRepair*]]
+
  [[*RailRepair*]]                                     // can repair a destroyed railroad spontaneously if ending the turn in the regions with said railroad.
-
  *Airbase*;
+
  *Airbase*;                                           // the model is an airbase (allows planes in same unit to fly missions and recover cohesion)
-
  *NavCloseRange*;
+
  *NavCloseRange*;                                     // Will allow a rapid closing of range in naval battle (Nelson)
-
  *ExploreParty*;
+
  *ExploreParty*;                                     // Allows playing a RGD that can uncover an adjacent unknown region
-
  *NoPrivRecombine*;
+
  *NoPrivRecombine*;                                   // leader can't be used for form up a 'privileged combination unit', aka division in AACW
-
  *SpawnKillNoParent*;
+
  *SpawnKillNoParent*;                                 // Used with ability SpawnUnit. The spawn is killed if parent does not exist
-
  *SpawnKillNoRegion*;
+
  *SpawnKillNoRegion*;                                 // Used with ability SpawnUnit. The spawn is killed if parent is not in same region. Supercede SpawnKillNoParent
-
  *SpawnKillNoBesiege*;
+
  *SpawnKillNoBesiege*;                               // Used with ability SpawnUnit. The spawn is killed if there is no siege in region. 
-
  *SkipAssault*;  
+
  *SkipAssault*;                                       // Can't assault under any circumstance a walled structure
-
  *CanFireWater*                             // the model can fire while in a water region. Battle report will show without colors models that could not fight also.
+
  *CanFireWater*                                       // the model can fire while in a water region. Battle report will show without colors models that could not fight also.
-
  *CanAssaultWater*                         // the model can assault while in a water region. Battle report will show without colors models that could not fight also.
+
  *CanAssaultWater*                                   // the model can assault while in a water region. Battle report will show without colors models that could not fight also.

Latest revision as of 11:11, 18 November 2012

Attributes applied to a model


*charge*                                         // can charge
*disrupt*                                            // can disrupt (a better version of charge that can also remove permanently a trench level, i.e tanks in WW1)
*guard*                                          // is a guard (can be committed with the Ability $Guard_Commit)
*countercharge*                                  // can counter-charge (Pikeneer) / form square
*Pillage*                     // always force a pillage roll
*fullpillage*                                        // always force a pillage roll and always succeed
*CommerceShip*                                   // get income from OMBs
*NoCapture*                  // can never capture enemy structures
*Retreater*                  // get a bonus in retreat chance (combat unit only)
*Screener*                                           // Reduce damages of the stack in retreat
*Assault*                              // can assault a city even if unbreached and the rule would normally prohibit from doing so 
*ConstEngineer*                                      // x2 rail repair
*AirLandReco*                                        // can do an air reconnaissance against land regions
*AirNavalReco*                                       // can do an air reconnaissance against naval regions
*AirSpotter*                                         // can give a bonus to artillery if there is a battle in the region where it spots
*AirStratBomber*                                     // can do a strategic bombing mission
*AirLandBomber*                                      // can inflict cohesion losses (and some damages) against the enemy  if there is a battle in the region where it acts
*AirNavalBomber*                                     // can inflict cohesion losses (and some damages) against the enemy  if there is a battle in the region where it acts
*AirFighter*                                         // will intercept automatically nearby enemy aircrafts. Will escort automatically friendly aircrafts in adjacent regions
*CanDoBreach*                                        // can do a breach against a fortress (normally only artilleries and leaders with anti-fort abilities can do that)
*winterized*             // reduce damages if the weather is harsh or worse and the terrain is allowing reduction from such attribute
*tropicalized*           // reduce damages if the weather is harsh or worse and the terrain is allowing reduction from such attribute
*desertTrained*          // reduce damages if the weather is harsh or worse and the terrain is allowing reduction from such attribute
*WeatherResist1*;                                    // same as winterized except the attribute name is generized 
*WeatherResist2*;                                    // same as tropicalized except the attribute name is generized 
*WeatherResist3*;                                    // same as desertTrainedexcept the attribute name is generized 
*ProspectorNatOrga*;                                 // used by prospectors if economy is advanced to discover an hidden resource
*ProspectorColOrga*;                                 // used by prospectors if economy is advanced to discover an hidden resource
*ProspectorNatNorg*;                                 // used by prospectors if economy is advanced to discover an hidden resource
*ProspectorColNorg*;                                 // used by prospectors if economy is advanced to discover an hidden resource
*SupplyDecayProtect* // Used if colonial mode is ON to protect supply from degradation (see Safe Supply Limit)
*RailRepair*                                     // can repair a destroyed railroad spontaneously if ending the turn in the regions with said railroad.
*Airbase*;                                           // the model is an airbase (allows planes in same unit to fly missions and recover cohesion)
*NavCloseRange*;                                     // Will allow a rapid closing of range in naval battle (Nelson)
*ExploreParty*;                                      // Allows playing a RGD that can uncover an adjacent unknown region
*NoPrivRecombine*;                                   // leader can't be used for form up a 'privileged combination unit', aka division in AACW
*SpawnKillNoParent*;                                 // Used with ability SpawnUnit. The spawn is killed if parent does not exist
*SpawnKillNoRegion*;                                 // Used with ability SpawnUnit. The spawn is killed if parent is not in same region. Supercede SpawnKillNoParent
*SpawnKillNoBesiege*;                                // Used with ability SpawnUnit. The spawn is killed if there is no siege in region.  
*SkipAssault*;                                       // Can't assault under any circumstance a walled structure
*CanFireWater*                                       // the model can fire while in a water region. Battle report will show without colors models that could not fight also.
*CanAssaultWater*                                    // the model can assault while in a water region. Battle report will show without colors models that could not fight also.
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