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Foul Weather Attributes
From AGEWiki
Attributes to handle a reduction in attrition loss because of foul weather.
You can declare 3 lists in an opt file, which are lists of terrains where some models can have a resistance (more later).
These 3 lists can have the same terrain listed twice.
In PON and in spirit, these 3 lists are
- Winterized
- Tropicalized
- Desert_Trained
you can alternatively use
- WeatherResistance1
- WeatherResistance2
- WeatherResistance3
if you want to use it for something else (Swamp_Trained...)
Once that is done, you need to add attributes to models.
- First list uses *WeatherResist1* or alternatively *Winterized*.
- Second list, *WeatherResist2* or *Tropicalized*
- Last, *WeatherResist3* or *DesertTrained*
For models, it is preferred that 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* note: there is no _ character here! (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.
If the model has the terrain he is in, in two lists, like an artic desert and both attributes apply, then the discount will be the product of the two discounts, i.e 60% discounts, twice means taking overall 40x40 = 16% damages.
Note that the whole attrition system is split in three parts:
- Loss of hits and cohesion because of bad weather
- Loss of cohesion upon arriving on another region
- 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).
In addition, if the unit is not supplied and is in a terrain giving a discount on weather attrition and the weather is harsh or worse, then the discount applies. This is because unsupplied units in harsh or worse weather take more hits, so the discount is legit (paradoxically with a huge discount, this kind of model would perhaps suffer less in harsh weather from lack of supply...)
Furthermore, the same principle will apply to losses from movement (loss in cohesion or hits). A unit marching in harsh weather that has a discount, will get it on move... But won't get it in fair weather in same terrain...
See also: Ability Category 24: Attrition Modifiers