Remove reserve mission's reaction radius bonus
Reserve missions are now useless. They'll become useful again in a later commit.
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6376574754
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8d0e1af5b7
5 changed files with 11 additions and 23 deletions
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@ -144,8 +144,8 @@ restrictions apply to reacting land units:
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- The unit must be in range.
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.FI
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If the unit is in a 60% efficient headquarters, then 1 is added to its
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reaction radius. If it is on "reserve" mission, then 2 is added to
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the radius. Note that you can limit the reaction radius of your land
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reaction radius.
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Note that you can limit the reaction radius of your land
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units using the "lrange" command.
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.s1
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.L "(5) Calculate support."
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@ -289,20 +289,16 @@ lost his planes.
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.s1
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RESERVE MISSIONS (land units only)
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.s1
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A land unit given reserve orders has an increased ability to react to enemy
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attacks. A reserve unit has its reaction radius increased by 2.
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(Note: this is cumulative with the +1 modifier for being at an
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efficient headquarters, so a reserve unit at an HQ would have a +3).
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See info attack for more details on reaction.
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This mission has no effect at this time.
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.s1
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Note that units with a reserve mission retain this status, even though they
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move to the threatened sector and return. This is an exception to the normal
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Note that units with a reserve mission retain this status even when they
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react to a threatened sector and return. This is an exception to the normal
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rules on losing your mission status. If, however, the land unit is forced to
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retreat from the combat (see land combat for details), it WOULD lose its status.
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retreat from the combat (see land combat for details), it DOES lose its status.
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.s1
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When a unit with a reserve mission is listed, the op sector is the sector
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the unit is in, and the radius is the units maximum reaction radius, including
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the bonus for the reserve mission and HQ (if applicable). Note that the unit's
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the bonus for HQ (if applicable). Note that the unit's
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actual radius might be different if it was changed by lrange command.
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.s1
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Note: information gained from planes flying missions is automatically
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@ -294,20 +294,16 @@ mission(void)
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obj_nameof(gp), mission_name(mission),
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xyas(x, y, player->cnum), gp->radius);
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} else if (mission == MI_RESERVE) {
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int plus = 2;
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if (((struct lndstr *)gp)->lnd_rad_max == 0) {
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plus = 0;
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} else {
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radius = ((struct lndstr *)gp)->lnd_rad_max;
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if (radius) {
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getsect(gp->x, gp->y, &opsect);
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if ((opsect.sct_type == SCT_HEADQ)
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&& (opsect.sct_effic >= 60))
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plus++;
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plus += ((struct lndstr *)gp)->lnd_rad_max;
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radius++;
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}
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pr("%s on %s mission with maximum reaction radius %d\n",
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obj_nameof(gp), mission_name(mission), plus);
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obj_nameof(gp), mission_name(mission), radius);
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} else if (mission) {
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pr("%s on %s mission\n", obj_nameof(gp),
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mission_name(mission));
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@ -1511,9 +1511,6 @@ att_reacting_units(struct combat *def, struct emp_qelem *list, int a_spy,
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else
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radius = land.lnd_rad_max;
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if (land.lnd_mission == MI_RESERVE)
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radius += 2;
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if (dist > radius)
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continue;
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@ -797,7 +797,6 @@ show_mission(int type, struct nstr_item *np)
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radius = item.land.lnd_rad_max;
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if (radius) {
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radius += 2;
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getsect(gp->x, gp->y, §);
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if ((sect.sct_type == SCT_HEADQ) && (sect.sct_effic >= 60))
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radius++;
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