Column |
Explanation |
A:
Name |
This is the name of this artillery
ammo type. This name is displayed in the game when this ammo
type is chosen for an artillery piece. |
B:
Particle Effect |
This is the name of the effect from
column A of the effects.csv file. This effect will
be played at the point of impact, or in the air as dictacted. |
C:
Sprite Graphic |
This is the name of the explosion graphic from
the sprites.csv file that will be played at the point
of impact. This graphic will slowly be faded out. |
D:
Smoke |
This determines wheter or not to
play the smoke effect at the point of impact. |
E:
Display on Ground |
This determines whether or not to
display a missed artillery explosion on the ground, if not
on the ground it will be played in the air. |
F:
Sprite Targeting |
This determines how many sprites 1 hit will
damage. Each sprite contains up to 10 men, so if this value
is 1, the most kills it could have is 10. To have a chance
at killing more than 10 men, you must increase this value. |
G:
Min Range |
This is the minimum range in yards
that this ammo type would be used. |
H:
Max Range |
This is the maximum range in yards
that this ammo type would be used. |
I:
Min Kill |
This is the minimum number of men,
per sprite that is hit, that would be killed by 1 sucessful
hit by this ammo type. |
J:
Max Kill |
This is the maximum PERCENTAGE of
men that would be killed by 1 successful hit by this ammo
type. So since we have a max of 10 men, a 70 here would mean
that this ammo type could kill only a max of 7 men per that
sprite. |
K:
Kill Bonus |
This is a bonus given to artillery
using a certain ammo type. This is added onto the base chance
of a hit from the weapons.csv file. This is independent
of range and is always added on when determining an accurate
hit. |
L:
Sound File |
This is the name of the sound from
the gamesounds.csv file that is played when this ammo
type impacts. |