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Configuration: Tactical combat

Rules used during tactical battles.

Settings index

combat

Anti-Missile Rocket accuracy

Configures the base chance and range penalty used by Anti-Missile Rockets.

Notes: Hit chance is base minus the signed quotient of (range plus two) times multiplier divided by divisor, truncated toward zero, plus one. The divisor must be nonzero, unlike 1.50's permissive generic byte parser. Defaults preserve classic behavior and MOO2 1.50.

Fields

Built-in default configuration

combat anti_missile_rocket_accuracy = 70 10 3;

Examples

combat anti_missile_rocket_accuracy base = 70;

Disable tactical Scan

Removes the Scan action from tactical combat.

Notes: False preserves classic behavior. This is the restored equivalent of MOO2 1.50's /noscan ruleset option.

  • Configuration path: combat disable_scan
  • Accepted input: true or false

Built-in default configuration

combat disable_scan = false;

Examples

combat disable_scan = true;

Combat special-system bonuses

Controls combat bonuses and defenses provided by selected special systems and orbital defenses.

  • Configuration path: combat bonus
  • Accepted input: named fields

Fields

  • battle_scanner_beam_offense - Battle Scanner beam offense: Beam attack bonus provided by a working Battle Scanner. Accepted input: a number. Saved in saved games. Synchronized and must match.
  • scout_lab_fleet_beam_offense - Scout Lab fleet beam offense: Fleet beam attack bonus provided by a working Scout Lab against Ancient ships. Accepted input: a number. Saved in saved games. Synchronized and must match.
  • starbase_fleet_beam_offense - Star Base fleet beam offense: Fleet beam attack bonus provided by an active Star Base. Accepted input: a number. Saved in saved games. Synchronized and must match.
  • battlestation_fleet_beam_offense - Battlestation fleet beam offense: Fleet beam attack bonus provided by an active Battlestation. Accepted input: a number. Saved in saved games. Synchronized and must match.
  • starfortress_fleet_beam_offense - Star Fortress fleet beam offense: Fleet beam attack bonus provided by an active Star Fortress. Accepted input: a number. Saved in saved games. Synchronized and must match.
  • inertial_stabilizer_beam_defense - Inertial Stabilizer beam defense: Beam defense provided by an Inertial Stabilizer. Accepted input: a number. Saved in saved games. Synchronized and must match.
  • inertial_nullifier_beam_defense - Inertial Nullifier beam defense: Beam defense provided by an Inertial Nullifier. Accepted input: a number. Saved in saved games. Synchronized and must match.
  • stealth_field_beam_defense - Stealth Field beam defense: Beam defense provided by Stealth Field while cloaked. Zero preserves classic non-cloaking behavior. Accepted input: a number. Saved in saved games. Synchronized and must match.
  • cloaking_device_beam_defense - Cloaking Device beam defense: Beam defense provided by a working Cloaking Device. Accepted input: a number. Saved in saved games. Synchronized and must match.
  • phasing_cloak_beam_defense - Phasing Cloak beam defense: Beam defense provided by a working Phasing Cloak after it becomes an ordinary cloak. Accepted input: a number. Saved in saved games. Synchronized and must match.
  • phasing_cloak_effective_turns - Initial Phasing Cloak duration: Combat rounds a working Phasing Cloak starts phase-cloaked. Accepted input: a number. Saved in saved games. Synchronized and must match.
  • displacement_device_beam_miss_percent - Displacement Device beam miss chance: Chance for an incoming beam or Energy Absorber attack to miss a ship with a working Displacement Device. Accepted input: a number. Saved in saved games. Synchronized and must match.
  • reflection_field_strength - Reflection Field strength: Random-range bonus that determines whether Reflection Field returns a beam hit. Accepted input: a number. Saved in saved games. Synchronized and must match.

Built-in default configuration

combat bonus = 50 20 0 10 20 50 100 0 80 80 10 30 15;

Examples

combat bonus battle_scanner_beam_offense = 50;
combat bonus stealth_field_beam_defense = 0;

Crew quality data

Configures experience thresholds and combat bonuses for every crew quality.

Notes: The five rows are shared by crew advancement, tactical and strategic combat, boarding, and generated ships.

  • Configuration path: combat crew
  • Accepted input: 5 entries
  • Entry names: Crew quality

Built-in default configuration

combat crew =
    0 0 0 0
    50 15 15 5
    150 30 30 10
    500 50 50 15
    1000 75 75 20;

Examples

combat crew veteran experience = 150;
combat crew elite attack = 50;
combat crew ultra_elite ground = 20;

Crew gains experience each turn

Awards each eligible ship one automatic crew experience point every turn.

Notes: True preserves classic behavior. Disabling this affects only the automatic point; Space Academy and instructor experience continue to apply.

  • Configuration path: combat crew_gains_turn_xp
  • Accepted input: true or false

Built-in default configuration

combat crew_gains_turn_xp = true;

Examples

combat crew_gains_turn_xp = false;

Artemis System Net

Configures Artemis System Net damage and target trigger chances in tactical combat.

Notes: Strategic-combat Artemis damage uses the native strategic resolver and is not changed by this setting. The default reproduces classic and MOO2 1.50 tactical Artemis behavior.

Fields

Built-in default configuration

combat artemis_system_net random_total_damage = 401;
combat artemis_system_net minimum_total_damage = 149;
combat artemis_system_net counter = 20;
combat artemis_system_net single_hit_damage = 20;
combat artemis_system_net inherent_modifications = none;
combat artemis_system_net trigger_chance =
    20
    30
    40
    50
    80
    100;

Examples

combat artemis_system_net single_hit_damage = 20;
combat artemis_system_net inherent_modifications = extra_structural_damage;
combat artemis_system_net trigger_chance titan = 80;

Ship explosion damage

Controls drive-based explosion damage and Quantum Detonator amplification.

  • Configuration path: combat ship_explosion
  • Accepted input: named fields

Fields

  • drive_damage_multiplier - Drive damage multiplier: Multiplier applied to hull drive hit points for an ordinary ship explosion. Accepted input: a number. Saved in saved games. Synchronized and must match.
  • quantum_detonator_damage_multiplier - Quantum Detonator damage multiplier: Additional multiplier applied to a Quantum Detonator explosion. Accepted input: a number. Saved in saved games. Synchronized and must match.

Built-in default configuration

combat ship_explosion = 5 3;

Examples

combat ship_explosion drive_damage_multiplier = 5;

Quantum Detonator capture explosion

Controls whether a captured Quantum Detonator ship explodes instead of changing ownership.

  • Configuration path: combat quantum_detonator
  • Accepted input: named fields

Fields

  • explode_chance - Explosion chance: Encoded capture-explosion threshold: one is zero percent and eleven is one hundred percent. Accepted input: a number. Saved in saved games. Synchronized and must match.

Built-in default configuration

combat quantum_detonator = 6;

Examples

combat quantum_detonator explode_chance = 6;

Captured satellites survive

Keeps a captured Star Base, Battlestation, or Star Fortress when its colony is captured immediately after combat.

  • Configuration path: combat satellite_capture
  • Accepted input: true or false

Built-in default configuration

combat satellite_capture = false;

Examples

combat satellite_capture = true;

Reinforced Hull multipliers

Configures the structure multiplier for Reinforced Hull orbital defenses.

Notes: The regular multiplier applies only when an orbital defense has Reinforced Hull. The Antaran Fortress multiplier applies only to structure; combat.antaran_fortress_armor_multiplier controls its armor independently. Configured bytes are interpreted as nonnegative multipliers instead of reproducing signed immediate-byte overflow.

Fields

Built-in default configuration

combat reinforced_hull_multiplier = 3 3;

Examples

combat reinforced_hull_multiplier regular_satellites = 3;
combat reinforced_hull_multiplier antaran_fortress = 3;

Orbital-defense special priority

Configures the ranked special systems installed on researched orbital defenses.

Notes: Each of the fourteen slots has three ordered alternatives. The first researched alternative in each slot is selected, and at most eight systems are counted including fixed Heavy Armor.

  • Configuration path: combat starbase_special
  • Accepted input: 14 entries

Built-in default configuration

combat starbase_special 1 =
    reinforced_hull
    none
    none;
combat starbase_special 2 =
    shield_capacitor
    none
    none;
combat starbase_special 3 =
    hard_shields
    none
    none;
combat starbase_special 4 =
    multi_phased_shields
    none
    none;
combat starbase_special 5 =
    wide_area_jammer
    multi_wave_ecm_jammer
    ecm_jammer;
combat starbase_special 6 =
    warp_dissipator
    warp_dissipator
    warp_dissipator;
combat starbase_special 7 =
    security_stations
    none
    none;
combat starbase_special 8 =
    battle_scanner
    none
    none;
combat starbase_special 9 =
    high_energy_focus
    none
    none;
combat starbase_special 10 =
    structural_analyzer
    none
    none;
combat starbase_special 11 =
    achilles_targeting_unit
    none
    none;
combat starbase_special 12 =
    rangemaster_unit
    none
    none;
combat starbase_special 13 =
    transporters
    none
    none;
combat starbase_special 14 =
    transporters
    none
    none;

Examples

combat starbase_special 6 1 = reflection_field;
combat starbase_special 6 2 = lightning_field;
combat starbase_special 14 1 = warp_dissipator;

Planetary defense weapon modifications

Configures which researched and weapon-supported modifications may be installed on planetary defenses.

Notes: The slot's required Heavy Mount or Point Defense bit is installed independently. Defaults match MOO2 1.50.

Fields

Built-in default configuration

combat defenses_allowed_mods = hv,pd,ap,co,nr,sp,af,env hv,pd,ap,co,nr,sp,af,env hv,pd,co,nr,af,env nr,env,eccm,arm,fst,ovr;

Examples

combat defenses_allowed_mods heavy = hv,ap,co,nr,sp,af,env;
combat defenses_allowed_mods pd = hv,pd,co,nr,af,env;

Orbital-defense weapon space allocation

Configures the relative space assigned to each orbital-defense weapon slot type.

Notes: Weights are normalized by their sum. An all-zero table allocates zero space; tactical loading retains its existing minimum-one-weapon behavior. Defaults match MOO2 1.50.

Fields

Built-in default configuration

combat satellite_space_allocation = 26 13 12 49;

Examples

combat satellite_space_allocation heavy = 26;
combat satellite_space_allocation missile_torp = 49;

Orbital-defense missile ammunition basis

Sets the ammunition count used to calculate the space occupied by each orbital-defense missile bank.

Notes: The default 20 preserves classic behavior and matches MOO2 1.50.

  • Configuration path: combat satellite_ammo_basis
  • Accepted input: a number

Built-in default configuration

combat satellite_ammo_basis = 20;

Examples

combat satellite_ammo_basis = 20;

Missile Base ammunition basis

Sets the ammunition count used to calculate the space occupied by each Missile Base missile bank.

Notes: The default 5 preserves classic behavior and matches MOO2 1.50. This controls missile-bank space, not the separate combat ammunition count.

  • Configuration path: combat missile_base_ammo_basis
  • Accepted input: a number

Built-in default configuration

combat missile_base_ammo_basis = 5;

Examples

combat missile_base_ammo_basis = 5;

Ground defense settings

Configures weapon space, ammunition, fighter garrisons, and Stellar Converter capacity for planetary defenses.

Notes: The Fighter Garrison slot count is limited to one through three because higher values exceed its native combat-slot capacity. Defaults preserve the MOO2 1.50 values.

Fields

Built-in default configuration

combat ground_defense = 300 125 2 5 3 2 1 10 338 112 1;

Examples

combat ground_defense missile_base_space = 300;
combat ground_defense garrison_slots = 2;
combat ground_defense battery_hv_space = 338;

Torpedoes for planetary defenses

Allows orbital defenses and planetary missile bases to select torpedoes when they are the highest-damage researched missile weapon.

Notes: False preserves classic behavior, where these defenses use missiles only.

  • Configuration path: combat satellite_uses_torpedoes
  • Accepted input: true or false

Built-in default configuration

combat satellite_uses_torpedoes = false;

Examples

combat satellite_uses_torpedoes = true;

Crystal keeps captured ships

Allows a victorious Crystal to retain ships it captured during tactical combat.

Notes: False preserves classic behavior, where ships captured by a Crystal disappear after combat.

  • Configuration path: combat crystal_keep
  • Accepted input: true or false

Built-in default configuration

combat crystal_keep = false;

Examples

combat crystal_keep = true;

Buildings that force combat re-engagement

Selects colony buildings whose addition or removal invalidates existing decisions to ignore combat in the system.

Notes: A listed building clears the combat-ignore state for every player. The default matches MOO2 1.50.

  • Configuration path: combat reengage_buildings
  • Accepted input: 49 entries

Built-in default configuration

combat reengage_buildings =
    artemis_system_net
    battlestation
    missile_base
    ground_batteries
    star_base
    star_fortress
    stellar_converter
    fighter_garrison
    none;

Examples

combat reengage_buildings = artemis_system_net missile_base fighter_garrison none;

Warlord bonus for planetary defenses

Raises tactical colony and orbital-defense crew quality by one level for Warlord owners.

Notes: False preserves classic behavior.

  • Configuration path: combat satellite_warlord_bonus
  • Accepted input: true or false

Built-in default configuration

combat satellite_warlord_bonus = false;

Examples

combat satellite_warlord_bonus = true;

Crew experience in strategic combat

Applies ship crew attack and defense bonuses during strategic combat.

Notes: False preserves classic behavior.

  • Configuration path: combat strategic_xp_bonus
  • Accepted input: true or false

Built-in default configuration

combat strategic_xp_bonus = false;

Examples

combat strategic_xp_bonus = true;

Planetary Damper Field

Equips planetary defensive installations with a Damper Field when the defender has researched the technology.

Notes: Planetary shield absorption is applied before Damper Field reduction, and the protection ends when the last defensive installation is destroyed.

  • Configuration path: combat planet_damper
  • Accepted input: true or false

Built-in default configuration

combat planet_damper = false;

Examples

combat planet_damper = true;

Planetary defense special systems

Selects researched special systems installed on planetary defensive weapons.

Notes: Rangemaster Unit and High Energy Focus require Ground Batteries. Structural Analyzer and Achilles Targeting Unit require Ground Batteries or a Stellar Converter. The shield setting makes every planetary shield block biological weapons; all fields default to false, preserving classic behavior.

Fields

Built-in default configuration

combat planet = false false false false false;

Examples

combat planet rangemaster = true;
combat planet achilles = true;
combat planet analyzer = true;
combat planet hef = true;
combat planet shields_block_bioweapons = true;

Telepathic control after recapture

Allows a Telepathic player to fully control a ship recaptured from a non-Telepathic opponent during the same tactical combat.

Notes: False preserves classic behavior, where the ship retains its earlier captured marker.

  • Configuration path: combat telepathic_multiple_capture
  • Accepted input: true or false

Built-in default configuration

combat telepathic_multiple_capture = false;

Examples

combat telepathic_multiple_capture = true;

Kill excess marines after capture

Immediately removes surviving attackers above the captured ship or orbital base's marine capacity.

Notes: Working Troop Pods double ship capacity. When disabled, excess marines remain until combat cleanup, matching classic behavior.

  • Configuration path: combat kill_excess_marines_after_capture
  • Accepted input: true or false

Built-in default configuration

combat kill_excess_marines_after_capture = false;

Examples

combat kill_excess_marines_after_capture = true;

Allow boarding in black holes

Allows ships affected by a Black Hole Generator to board or be boarded.

  • Configuration path: combat board_in_black_hole
  • Accepted input: true or false

Built-in default configuration

combat board_in_black_hole = true;

Examples

combat board_in_black_hole = false;

Racial defense bonus for planetary defenses

Applies the owning player's racial ship-defense bonus to tactical planetary defenses and orbital satellites.

Notes: False preserves classic behavior and matches the MOO2 1.50 default.

  • Configuration path: combat satellite_racial_defense_bonus
  • Accepted input: true or false

Built-in default configuration

combat satellite_racial_defense_bonus = false;

Examples

combat satellite_racial_defense_bonus = true;

Scout Lab and Galactic Lore against Antarans

Applies Scout Lab and Galactic Lore fleet beam-attack bonuses during Antaran combat.

Notes: False preserves classic behavior, where these ancient-opponent bonuses apply only to owners above the Antaran owner slot.

  • Configuration path: combat lab_and_lore_against_antarans
  • Accepted input: true or false

Built-in default configuration

combat lab_and_lore_against_antarans = false;

Examples

combat lab_and_lore_against_antarans = true;

Octagonal teleporter range

Uses an approximately round octagonal area for tactical teleport movement instead of the classic square area.

  • Configuration path: combat round_teleporter
  • Accepted input: true or false

Built-in default configuration

combat round_teleporter = false;

Examples

combat round_teleporter = true;

Tactical boarding ranges

Configures ordinary and transporter boarding reach in tactical squares.

Fields

Built-in default configuration

combat board_range = 3 12;

Examples

combat board_range normal = 3;
combat board_range transporters = 12;

Tactical boarding rules

Configures special restrictions and outcomes for tactical boarding actions.

  • Configuration path: combat boarding
  • Accepted input: named fields

Fields

  • damper_survival_divisor - Damper Field transporter survival divisor: Sets the transporter marine survival divisor when boarding a ship protected by a Damper Field. Accepted input: a number. Default: 3. Saved in saved games. Synchronized and must match.
  • auto_close_results - Auto-close boarding results: Closes manual raid and capture result messages after the normal automatic-combat delay. Accepted input: true or false. Default: false. Local and not saved. Synchronized and must match.
  • raid_damage_per_marine - Raid damage per marine: Damage applied to each component selected by a successful raiding marine. Accepted input: a number. Default: 50. Saved in saved games. Synchronized and must match.
  • raid_items_per_marine - Raid items per marine: Sets the number of internal components each successful raiding marine damages. Accepted input: a number. Default: 2. Saved in saved games. Synchronized and must match.

Built-in default configuration

combat boarding = 3 false 50 2;

Examples

combat boarding damper_survival_divisor = 3;

Sub-Space Teleporter range

Sets tactical teleport movement range.

  • Configuration path: combat sub_space_teleporter_range
  • Units: tactical squares
  • Accepted input: a number

Built-in default configuration

combat sub_space_teleporter_range = 20;

Examples

combat sub_space_teleporter_range = 20;

Interactive combat statistics

Updates ship speed, remaining movement, combat bonuses, initiative, and fleet ordnance as combat state changes within a turn.

  • Configuration path: combat interactive_combat_stats
  • Accepted input: true or false

Built-in default configuration

combat interactive_combat_stats = false;

Examples

combat interactive_combat_stats = true;

Maximum tactical ships per side

Limits the combat ships admitted from each fleet, largest hulls first.

Notes: The planet and orbital defense are loaded separately. Battles above 100 ships per side expand the battlefield vertically in proportion to the larger admitted fleet, retaining the classic horizontal separation and viewport.

  • Configuration path: combat max_ships_per_side
  • Accepted input: a number
  • Accepted values: 1 to 500

Built-in default configuration

combat max_ships_per_side = 100;

Examples

combat max_ships_per_side = 500;

Maximum tactical flyer groups per side

Limits each side's active missile, torpedo, fighter, bomber, and assault-shuttle groups.

Notes: Counts groups, not individual projectiles or craft, including those launched by planetary and orbital defenses. The shared total cap also applies. The default 300 imposes no additional restriction on the classic shared 300-slot pool.

  • Configuration path: combat max_flyers_per_side
  • Accepted input: a number
  • Accepted values: 1 to 2500

Built-in default configuration

combat max_flyers_per_side = 300;

Examples

combat max_flyers_per_side = 2500;

Maximum tactical flyer groups total

Limits active flyer groups shared by both sides in one tactical battle.

Notes: The default 300 preserves the classic shared pool. Set this to 5000 and max_flyers_per_side to 2500 to allow both sides their expanded quota. Either cap can restrict launches independently; freed and merged slots are reusable.

  • Configuration path: combat max_flyers_total
  • Accepted input: a number
  • Accepted values: 1 to 5000

Built-in default configuration

combat max_flyers_total = 300;

Examples

combat max_flyers_total = 5000;

Ship initiative mode

Selects the tactical ship initiative and waiting rules.

Notes: Minus one uses the in-game setting. Zero disables initiative, one enables classic initiative, and two enables strict two-stage sequencing.

  • Configuration path: combat ship_initiative
  • Accepted input: a number
  • Accepted values: -1 to 2

Built-in default configuration

combat ship_initiative = -1;

Examples

combat ship_initiative = 2;

Wait movement cost

Removes movement points when a ship waits during strict combat sequencing.

Notes: The cost is capped at the ship's remaining movement. Zero preserves classic movement behavior.

  • Configuration path: combat wait_movement_cost
  • Units: movement points
  • Accepted input: a number

Built-in default configuration

combat wait_movement_cost = 0;

Examples

combat wait_movement_cost = 2;

Keep automatic ships without ammunition in combat

Prevents an FTL-capable ship controlled by AUTO from retreating solely because it has no usable weapons or ammunition.

Notes: False preserves classic automatic retreat. This does not prevent retreat requested by the side's AI posture.

  • Configuration path: combat ships_without_ammo_stay
  • Accepted input: true or false

Built-in default configuration

combat ships_without_ammo_stay = false;

Examples

combat ships_without_ammo_stay = true;

Human fleet automatic retreat

Allows a human-controlled fleet in AUTO combat to retreat using the AI retreat evaluation.

Notes: False preserves classic behavior, where human fleets never retreat automatically. The tactical AI retreat flag must still permit retreat.

  • Configuration path: combat human_fleet_auto_retreat
  • Accepted input: true or false

Built-in default configuration

combat human_fleet_auto_retreat = false;

Examples

combat human_fleet_auto_retreat = true;

Maximum tactical combat turns

Sets the number of completed tactical combat rounds allowed before a surviving defender wins.

Notes: The default 50 preserves classic behavior. This affects tactical combat only; strategic combat retains its native fixed limit.

  • Configuration path: combat max_turns
  • Units: combat rounds
  • Accepted input: a number
  • Accepted values: type minimum to 127

Built-in default configuration

combat max_turns = 50;

Examples

combat max_turns = 50;

Continuous Black Hole Generators

Keeps one Black Hole Generator shot committed for each target still trapped by the firing ship.

Notes: False preserves classic behavior, where Black Hole Generators recharge every turn. When enabled, recharge matches Stasis Field behavior.

  • Configuration path: combat continuous_bhg
  • Accepted input: true or false

Built-in default configuration

combat continuous_bhg = false;

Examples

combat continuous_bhg = true;

Immediate tractor and black-hole immobilization

When interactive combat statistics are disabled, immediately caps remaining movement after a Tractor Beam or Black Hole Generator takes effect without restoring movement when the effect ends.

  • Configuration path: combat non_ics_tractor_and_bhg_mode
  • Accepted input: true or false

Built-in default configuration

combat non_ics_tractor_and_bhg_mode = false;

Examples

combat non_ics_tractor_and_bhg_mode = true;

Phasing Cloak defense after decloaking

Keeps Phasing Cloak beam and missile defense while a ship is phase-cloaked and interactive combat statistics are disabled.

Notes: False preserves classic behavior, where a phase-cloaked ship has no cloak defense until it becomes an ordinary cloak.

  • Configuration path: combat phasing_cloak_decloak_defense
  • Accepted input: true or false

Built-in default configuration

combat phasing_cloak_decloak_defense = false;

Examples

combat phasing_cloak_decloak_defense = true;

Tractor Beams required to stop ships

Sets the number of Tractor Beams required to stop each combat ship size class.

Notes: Values below the threshold proportionally reduce speed. Zero makes the selected size class immobile during speed calculation. Defaults preserve classic behavior.

Built-in default configuration

combat tractors_to_stop =
    1
    2
    3
    4
    5
    6;

Examples

combat tractors_to_stop destroyer = 2;
combat tractors_to_stop doomstar = 6;

Recloak without waiting a turn

Allows a ship that fired or boarded while cloaked to restore its Cloaking Device at the end of the current turn instead of waiting one turn.

  • Configuration path: combat recloak_next_turn
  • Accepted input: true or false

Built-in default configuration

combat recloak_next_turn = false;

Examples

combat recloak_next_turn = true;

Rephase without waiting a turn

Allows a ship that fired or boarded while phase-cloaked to restore its Phasing Cloak at the end of the current turn instead of waiting one turn.

  • Configuration path: combat rephase_cloak_next_turn
  • Accepted input: true or false

Built-in default configuration

combat rephase_cloak_next_turn = false;

Examples

combat rephase_cloak_next_turn = true;

Civilian armor hit points

Sets the bombardment hit points of civilian structures and population for each defending armor technology.

Notes: The all-100 default preserves classic behavior. The complete nonzero unsigned-word domain is accepted; zero is rejected because this value is used as a divisor.

  • Configuration path: combat civilian_armor
  • Accepted input: 7 entries
  • Entry names: Civilian armor

Built-in default configuration

combat civilian_armor =
    100
    100
    100
    100
    100
    100
    100;

Examples

combat civilian_armor tritanium = 120;

Capitol vulnerable to bombardment

Allows bombardment to select and destroy a Capitol as an ordinary colony building.

Notes: False preserves classic Capitol immunity. Orbital defenses remain protected in either mode.

  • Configuration path: combat capitol_can_be_bombed
  • Accepted input: true or false

Built-in default configuration

combat capitol_can_be_bombed = false;

Examples

combat capitol_can_be_bombed = true;

Beam mount damage modifiers

Configures beam damage percentages by mount and High Energy Focus presence.

Notes: Defaults reproduce classic mount and High Energy Focus behavior.

Built-in default configuration

combat mount_dmg =
    50 100 150
    100 150 200;

Examples

combat mount_dmg nohef pd = 50;
combat mount_dmg nohef nomod = 100;
combat mount_dmg nohef heavy = 150;
combat mount_dmg hef pd = 100;
combat mount_dmg hef nomod = 150;
combat mount_dmg hef heavy = 200;

Double-range accuracy penalty

Controls whether weapons with the intrinsic double-range-penalty property double their range accuracy penalty.

Notes: True preserves classic behavior. This setting corresponds to MOO2 1.50's 2x_range_accuracy_penalty name.

  • Configuration path: combat double_range_accuracy_penalty
  • Accepted input: true or false

Built-in default configuration

combat double_range_accuracy_penalty = true;

Examples

combat double_range_accuracy_penalty = true;

Double-range damage dissipation

Controls whether range damage dissipation is doubled for every weapon that dissipates over range.

Notes: Unlike the accuracy setting, MOO2 1.50 applies this toggle independently of the intrinsic double-range-penalty property. False preserves classic behavior and corresponds to MOO2 1.50's 2x_range_damage_penalty name.

  • Configuration path: combat double_range_damage_penalty
  • Accepted input: true or false

Built-in default configuration

combat double_range_damage_penalty = false;

Examples

combat double_range_damage_penalty = false;

Proton Torpedo speed limit

Makes Proton Torpedoes travel at their configured base speed instead of striking instantly.

Notes: False preserves classic instant Proton Torpedo strikes. Dragon Breath retains its independent travel behavior.

  • Configuration path: combat proton_torpedo_apply_speed_base
  • Accepted input: true or false

Built-in default configuration

combat proton_torpedo_apply_speed_base = false;

Examples

combat proton_torpedo_apply_speed_base = true;

Beam range accuracy penalties

Sets the beam accuracy modifier for effective combat ranges zero through eight.

  • Configuration path: combat ranged_to_hit_penalty
  • Accepted input: 9 entries

Built-in default configuration

combat ranged_to_hit_penalty =
    0
    0
    -10
    -20
    -30
    -40
    -55
    -70
    -85;

Examples

combat ranged_to_hit_penalty 8 = -85;

Beam range damage penalties

Sets the beam damage percentage modifier for effective combat ranges zero through eight.

  • Configuration path: combat ranged_damage_penalty
  • Accepted input: 9 entries

Built-in default configuration

combat ranged_damage_penalty =
    0
    0
    -10
    -20
    -30
    -40
    -50
    -60
    -65;

Examples

combat ranged_damage_penalty 8 = -65;

Fighters use point-defense beams

Applies point-defense accuracy and damage modifiers to fighter beam weapons.

  • Configuration path: combat fighters_use_point_defense
  • Accepted input: true or false

Built-in default configuration

combat fighters_use_point_defense = false;

Examples

combat fighters_use_point_defense = true;

Clip fighter beam damage

Caps fighter beam damage at the adjusted weapon maximum.

Notes: False preserves classic behavior, where the maximum fighter beam roll can deal one additional damage point.

  • Configuration path: combat fighter_beam_no_plus_one
  • Accepted input: true or false

Built-in default configuration

combat fighter_beam_no_plus_one = false;

Examples

combat fighter_beam_no_plus_one = true;

Heavy Fighters can scramble

Allows Heavy Fighters to intercept missiles and fighters using their beam weapons.

Notes: False preserves classic behavior. Heavy Fighters spend one fighter shot per interception and do not use bombs against missile targets.

  • Configuration path: combat heavy_fighter_can_scramble
  • Accepted input: true or false

Built-in default configuration

combat heavy_fighter_can_scramble = false;

Examples

combat heavy_fighter_can_scramble = true;

Disable Enveloping against planets

Prevents beam and missile Enveloping modifiers from multiplying damage against planets.

Notes: False preserves classic behavior. Stellar Converters are unaffected.

  • Configuration path: combat planet_non_enveloping
  • Accepted input: true or false

Built-in default configuration

combat planet_non_enveloping = false;

Examples

combat planet_non_enveloping = true;

Retain Energy Absorber charge

Retains Energy Absorber charge between non-initiative combat turns until it is fired.

Notes: False preserves classic behavior. Ship-initiative combat always retains charge until the absorber fires.

  • Configuration path: combat absorber_keep_charge
  • Accepted input: true or false

Built-in default configuration

combat absorber_keep_charge = false;

Examples

combat absorber_keep_charge = true;

Spatial Compressor damage by size class

Makes Spatial Compressor damage proportional to the target ship's size class.

Notes: False preserves classic behavior. When enabled, damage scales from one randomized roll for a Frigate through six rolls for a Doom Star, matching Pulsar size scaling.

  • Configuration path: combat compressor_per_size_class_damage
  • Accepted input: true or false

Built-in default configuration

combat compressor_per_size_class_damage = false;

Examples

combat compressor_per_size_class_damage = true;

Energy Absorber damage reduction

Sets the percentage of incoming damage blocked and stored by an Energy Absorber.

Notes: The 25 percent default preserves classic behavior. Actual combat retains the classic minimum blocked charge of one damage.

  • Configuration path: combat absorber_damage_reduction
  • Units: percent
  • Accepted input: a number
  • Accepted values: 0 to 100

Built-in default configuration

combat absorber_damage_reduction = 25;

Examples

combat absorber_damage_reduction = 25;

Structural Analyzer damage bonus

Sets the additional internal damage percentage applied by Structural Analyzer.

Notes: The value is added to the base 100 percent before integer truncation. The default 100 preserves classic doubling and matches MOO2 1.50.

  • Configuration path: combat analyzer_bonus
  • Units: percent
  • Accepted input: a number

Built-in default configuration

combat analyzer_bonus = 100;

Examples

combat analyzer_bonus = 100;

Damper Field remaining damage

Sets the percentage of incoming damage remaining after a Damper Field reduction.

Notes: The 25 percent default preserves classic behavior.

  • Configuration path: combat damper_field_ratio
  • Units: percent
  • Accepted input: a number
  • Accepted values: 0 to 100

Built-in default configuration

combat damper_field_ratio = 25;

Examples

combat damper_field_ratio = 25;

Lightning Field destruction chance

Sets the chance for Lightning Field to destroy a missile, torpedo, or fighter.

  • Configuration path: combat lightning_field_ratio
  • Units: percent
  • Accepted input: a number
  • Accepted values: 0 to 100

Built-in default configuration

combat lightning_field_ratio = 50;

Examples

combat lightning_field_ratio = 50;

Lightning Field distribution

Selects the classic shrinking-stack distribution or independent uniform rolls.

Allowed choices

  • classic
  • uniform

Built-in default configuration

combat lightning_field_mode = classic;

Examples

combat lightning_field_mode = uniform;

Plasma Web damage dissipation

Controls whether remaining Plasma Web damage loses five points or is halved after each resolved damage pass.

Notes: Subtract five preserves classic behavior and MOO2 1.50's default minus5 mode. Halving uses integer division and removes a remaining one-point web after the next pass.

Allowed choices

  • subtract_five
  • halve

Built-in default configuration

combat plasma_web_dissipation = subtract_five;

Examples

combat plasma_web_dissipation = halve;

Plasma Torpedo distance dissipation

Sets damage lost by a Plasma Torpedo for each traveled tactical square.

Notes: The default of five preserves classic behavior and matches MOO2 1.50.

  • Configuration path: combat plasma_torpedo_dissipation
  • Units: damage per tactical square
  • Accepted input: a number

Built-in default configuration

combat plasma_torpedo_dissipation = 5;

Examples

combat plasma_torpedo_dissipation = 5;

Tactical missile defense

Configures special-system and scanner protection against tactical missiles.

Fields

Built-in default configuration

combat missile_defense = 25 50 70 100 130 70 0 50 30 20 40 70;

Examples

combat missile_defense inertial_stabilizer_missile_defense = 25;
combat missile_defense ecm_jammer_missile_defense = 70;
combat missile_defense cloaking_device_missile_defense = 50;
combat missile_defense displacement_device_missiles_miss_percent = 30;

Flyer hit points

Sets base hit points for tactical missiles and fighter craft.

Notes: Fighter values are modified by armor technology; missile values are not. Heavily Armored missiles still double their resulting hit points.

Fields

Built-in default configuration

combat flyer_hit_points = 4 8 12 16 4 6 8 10;

Examples

combat flyer_hit_points nuclear_missile = 4;

Fighter sortie shots

Sets the attacks each fighter craft can make before returning to its carrier for repair, refueling, and rearming.

Notes: Assault Shuttles retain their separate one-shot boarding behavior.

  • Configuration path: combat fighter_shots
  • Accepted input: named fields

Fields

  • interceptor - Interceptor: Shots available to each Interceptor. Accepted input: a number. Saved in saved games. Synchronized and must match.
  • bomber - Bomber: Shots available to each Bomber. Accepted input: a number. Saved in saved games. Synchronized and must match.
  • heavy_fighter - Heavy Fighter: Shots available to each Heavy Fighter. Accepted input: a number. Saved in saved games. Synchronized and must match.

Built-in default configuration

combat fighter_shots = 4 1 2;

Examples

combat fighter_shots interceptor = 4;
combat fighter_shots bomber = 1;
combat fighter_shots heavy_fighter = 2;

Smarter fighter retargeting

Retargets active fighter sorties once per combat round, preferring ordinary ships and enemy fighter groups. Satellites are considered only when all such candidates are excluded, and the planet last. Within each category, immediate contact and shorter estimated pursuit come first; targets in the same estimated-round band favor lower speed, then smaller hulls.

Notes: Fighters never automatically retarget to missiles. Returning fighters stay on course; only fighters able to attack other fighter groups consider those groups. False preserves classic behavior.

  • Configuration path: combat smarter_fighter_retargeting
  • Accepted input: true or false

Built-in default configuration

combat smarter_fighter_retargeting = false;

Examples

combat smarter_fighter_retargeting = true;

Maximum estimated fighter pursuit turns

Limits estimated additional combat rounds needed to reach a target when smarter fighter retargeting is enabled.

Notes: Immediate contact uses the sortie's remaining travel budget and the target's impact radius. Further pursuit initially uses distance and fighter speed, without assuming the target retreats. Once-per-round observations of outward target movement and actual closure adjust that estimate: a failed pursuit adds one round, and two failed observations make the chase unworthwhile. Each sortie remembers up to four failed targets for three rounds after the last failure, across target switches; abandoned failed chases remain unworthwhile during that cooldown. Observed closure or non-escaping movement clears that target's penalty; immediate contact always overrides it. Zero permits immediate contact only. This is a recalculated estimate, not an elapsed sortie timer.

  • Configuration path: combat fighter_max_pursuit_turns
  • Units: additional combat rounds
  • Accepted input: a number

Built-in default configuration

combat fighter_max_pursuit_turns = 3;

Examples

combat fighter_max_pursuit_turns = 3;

Fighter pursuit fallback

Selects whether fighters return to their carrier or pursue poor targets when no worthwhile target exists.

Notes: Applies only with smarter fighter retargeting. Pursue keeps poor movable targets eligible as a last resort before considering stationary defenses; when all alternatives in a category are poor, fighters retain their current legal assignment instead of alternating chases. Return excludes poor targets, permitting defense fallback when no movable candidate remains. Pursue is the default. With no legal targets, existing return or destruction behavior still applies.

Allowed choices

  • return
  • pursue

Built-in default configuration

combat fighter_pursuit_fallback = pursue;

Examples

combat fighter_pursuit_fallback = return;
combat fighter_pursuit_fallback = pursue;

Flyer combat modifiers

Configures missile defense adjustments and the base fighter offensive combat value.

Notes: Missile adjustments apply after speed-derived defense. Fighter offense is added after fleet, computer, racial, and pilot bonuses.

Fields

Built-in default configuration

combat flyer_combat_modifier = -10 15 40 70 50;

Examples

combat flyer_combat_modifier nuclear_missile_defense_bonus = -10;
combat flyer_combat_modifier fighters_offense_bonus = 50;

Planetary shield table

Configures the technology identity and tactical absorption of each planetary shield.

Notes: The underlying native table's no-shield entry remains an internal sentinel and is not configurable.

Fields

Built-in default configuration

combat planetary_shield radiation = 134 5;
combat planetary_shield flux = 130 10;
combat planetary_shield barrier = 129 20;

Examples

combat planetary_shield radiation tech_app_id = 134;
combat planetary_shield barrier absorption = 20;

Missile and fighter base speeds

Configures the base tactical speed of each supported flyer.

Fields

Built-in default configuration

combat speed_base = 12 12 12 12 20 20 24 24 10 6 8 8;

Examples

combat speed_base plasma_torpedo = 24;

Fast flyer speed bonus

Adds this tactical speed to flyers with the Fast modification.

  • Configuration path: combat speed_fast_bonus
  • Accepted input: a number

Built-in default configuration

combat speed_fast_bonus = 4;

Examples

combat speed_fast_bonus = 4;

Trans-Dimensional tactical speed bonus

Adds this speed to Trans-Dimensional ships and fighter craft.

Notes: Ship defense receives five times this value, matching MOO2 1.50.

  • Configuration path: combat td_combat_speed_bonus
  • Accepted input: a number

Built-in default configuration

combat td_combat_speed_bonus = 4;

Examples

combat td_combat_speed_bonus = 4;

Ground-combat troop rules

Configures troop-type, trait, technology, and boarding-system modifiers used by ground combat.

Notes: Defaults preserve classic ground-combat strength and hit-point rules and match MOO2 1.50.

Fields

Built-in default configuration

combat troop type = 10 -10 -20;
combat troop bonus = -10 10 20 10 20 10 10 1 1 1;

Examples

combat troop type tanks = 10;
combat troop bonus security_stations = 20;

Extra Structural Damage bonus

Sets the additional structural damage inflicted by weapons with the ESD property and the corresponding AI beam valuation.

Notes: Applies to ships and planetary defensive installations. Direct colony damage retains its classic doubling, matching MOO2 1.50. Percentage products use widened arithmetic instead of reproducing incidental signed 32-bit overflow. The default 100 percent preserves classic ESD strength.

  • Configuration path: combat esd_bonus
  • Units: percent
  • Accepted input: a number

Built-in default configuration

combat esd_bonus = 100;

Examples

combat esd_bonus = 75;

Hard Shields damage reduction

Sets the additional damage blocked by working Hard Shields.

  • Configuration path: combat hard_shields_damage_reduction
  • Units: damage points
  • Accepted input: a number

Built-in default configuration

combat hard_shields_damage_reduction = 3;

Examples

combat hard_shields_damage_reduction = 3;

Invasion technology capture chances

Configures technology-capture weights for buildings and population after a successful colony invasion.

Notes: At most four technologies are captured. AI weights add five per difficulty level; Average AI therefore uses the player defaults.

  • Configuration path: combat invasion
  • Accepted input: named fields

Fields

  • technology_chance - Technology capture chances: Building and population technology-capture weights. Accepted input: Invasion technology capture chances. Saved in saved games. Synchronized and must match.

Built-in default configuration

combat invasion technology_chance = 125 115 65 55;

Examples

combat invasion technology_chance building_player = 125;
combat invasion technology_chance population_ai = 55;

Shield recharge rates

Configures shield recharge multipliers for ordinary shields and Shield Capacitors.

Fields

Built-in default configuration

combat shield_recharge_rate = 3 10;

Examples

combat shield_recharge_rate standard = 3;
combat shield_recharge_rate capacitor = 10;

Minimum colony mind-control hull

Sets the minimum ship class a Telepathic player needs at a colony's star to mind-control it.

Allowed choices

  • frigate
  • destroyer
  • cruiser
  • battleship
  • titan
  • doomstar

Built-in default configuration

combat mind_control_ship_class = cruiser;

Examples

combat mind_control_ship_class = cruiser;

Amoeba regeneration

Enables the Regeneration special carried by Toxic Amoebae.

Notes: False preserves classic behavior. When enabled, working Regeneration repairs at the configured repair_rate regen percentage and is shown in combat special displays.

  • Configuration path: combat amoeba_regeneration
  • Accepted input: true or false

Built-in default configuration

combat amoeba_regeneration = false;

Examples

combat amoeba_regeneration = true;

Tactical repair rates

Configures Cybernetic, Automated Repair Unit, and Regeneration repair percentages.

Notes: Internal systems use the existing repair routine's derived percentage. The defaults match MOO2 1.50 and classic Cybernetic and Automated Repair Unit behavior.

Fields

Built-in default configuration

combat repair_rate = 10 20 20;

Examples

combat repair_rate regen = 20;

Internal-system repair percentage

Sets repaired internal-system hit points as a percentage of the proportional structure repair pool.

Notes: The default of 50 preserves classic behavior and matches MOO2 1.50.

  • Configuration path: combat systems_repair_percent
  • Units: percent
  • Accepted input: a number

Built-in default configuration

combat systems_repair_percent = 50;

Examples

combat systems_repair_percent = 50;

Defensive fire with ship initiative

Allows standard-mount beams to fire automatically at approaching enemy ships while ship initiative is enabled.

Notes: False disables defensive fire only in initiative combat. Non-initiative combat always retains classic defensive fire, matching MOO2 1.50.

  • Configuration path: combat defensive_fire
  • Accepted input: true or false

Built-in default configuration

combat defensive_fire = false;

Examples

combat defensive_fire = true;

Maximum defensive-fire range

Sets the maximum range at which defensive fire can trigger.

Notes: The default eight legacy range units equals 24 tactical squares and matches MOO2 1.50.

  • Configuration path: combat defensive_fire_max_range
  • Units: three-square range units
  • Accepted input: a number
  • Accepted values: type minimum to 127

Built-in default configuration

combat defensive_fire_max_range = 8;

Examples

combat defensive_fire_max_range = 8;

Alternate defensive-fire probabilities

Sets the defensive-fire trigger chance for each of the eight legacy range bands.

Notes: Each range band spans approximately three tactical squares. Values preserve the MOO2 1.50 uint7 domain.

  • Configuration path: combat alternate_defensive_fire_range
  • Units: percent
  • Accepted input: 8 entries

Built-in default configuration

combat alternate_defensive_fire_range =
    100
    95
    90
    80
    70
    50
    30
    10;

Examples

combat alternate_defensive_fire_range 6 = 50;

Alternate defensive fire

Uses configured fixed trigger probabilities instead of the classic dynamic defensive-fire range formula.

Notes: False preserves the classic formula and matches the MOO2 1.50 default.

  • Configuration path: combat alternate_defensive_fire
  • Accepted input: true or false

Built-in default configuration

combat alternate_defensive_fire = false;

Examples

combat alternate_defensive_fire = true;

Missile initiative

Controls when newly fired missiles first move while ship initiative is enabled.

Notes: Minus one preserves classic initiative behavior and delays newly fired missiles until the next round. Zero lets them move at the end of the current round. Without ship initiative, missiles already move during the current turn and this setting has no effect.

  • Configuration path: combat missile_initiative
  • Accepted input: a number
  • Accepted values: -1 to 0

Built-in default configuration

combat missile_initiative = -1;

Examples

combat missile_initiative = 0;

Cross-round missile stack merging

Allows newly launched missiles to merge with compatible stacks fired during earlier combat rounds.

Notes: True preserves classic behavior. False requires matching missile age, keeping stacks fired during different rounds separate.

  • Configuration path: combat missile_cross_round_merge
  • Accepted input: true or false

Built-in default configuration

combat missile_cross_round_merge = true;

Examples

combat missile_cross_round_merge = false;

Increase satellite size class

Increases orbital-defense sizes and uses a Cruiser-sized tactical planet.

Notes: Enabled mode makes Star Bases Battleship-sized, Battlestations Titan-sized, Star Fortresses Doom Star-sized, and tactical planets Cruiser-sized. Orbital-defense size affects footprint, impact radius, size-scaled effects, internal systems, shields, and repair. The default false preserves classic sizes and a Doom Star-sized tactical planet.

  • Configuration path: combat satellite_size_class_plus_one
  • Accepted input: true or false

Built-in default configuration

combat satellite_size_class_plus_one = false;

Tactical weapon ranges

Configures the maximum firing range of weapons with individual limits.

Notes: Values use the legacy three-square tactical range units. Defaults match MOO2 1.50.

  • Configuration path: combat weapon_range
  • Units: three-square range units
  • Accepted input: Tactical weapon ranges

Fields

Built-in default configuration

combat weapon_range = 8 5 5 5 4 5 5 1 5;

Examples

combat weapon_range tractor_beam = 4;

Spherical effect ranges to ships

Configures spherical-effect reach from the source center to the target ship edge.

Notes: Targets strictly below the configured range are affected. Defaults match MOO2 1.50.

Fields

Built-in default configuration

combat spherical_range_to_ship = 6 4 6 6;

Examples

combat spherical_range_to_ship pulsar = 6;

Spherical effect ranges to flyers

Configures spherical-effect reach from the source center to missile and fighter centers.

Notes: Targets at exactly the configured range are affected. Defaults match MOO2 1.50.

Fields

Built-in default configuration

combat spherical_range_to_missile = 122 96 122 135;

Examples

combat spherical_range_to_missile pulsar = 122;

Defensive installation range bonus

Additional range granted to orbital and ground defensive installations.

Notes: The default 0 preserves classic range.

  • Configuration path: combat defensive_range_bonus
  • Units: three-square range units
  • Accepted input: a number

Built-in default configuration

combat defensive_range_bonus = 0;

Destroyed engines explode

Controls whether losing all drive hit points destroys a ship in a damaging drive explosion.

Notes: True preserves classic behavior. When false, ships with destroyed drives remain in battle and self-destruct uses ordinary destruction without spherical explosion damage.

  • Configuration path: combat broken_engine_explodes
  • Accepted input: true or false

Built-in default configuration

combat broken_engine_explodes = true;

Examples

combat broken_engine_explodes = false;

Simplified beam accuracy formula

Applies range penalties and Point Defense accuracy as ordinary beam attack modifiers.

Notes: False preserves the classic capped hit-threshold formula. True prevents high beam attack from bypassing range penalties and keeps penalties above 55 effective.

  • Configuration path: combat simplified_beam_formula
  • Accepted input: true or false

Built-in default configuration

combat simplified_beam_formula = false;

Examples

combat simplified_beam_formula = true;

Beam hit threshold

Sets the fixed threshold used by the classic beam hit formula.

Notes: A beam hit roll must meet this threshold after its attack modifiers. The default 40 preserves classic behavior and MOO2 1.50.

  • Configuration path: combat hit_threshold_fixed_value
  • Accepted input: a number
  • Accepted values: 1 to 100

Built-in default configuration

combat hit_threshold_fixed_value = 40;

Examples

combat hit_threshold_fixed_value = 40;

Ion weapons affect Antarans

Allows ion weapons to target Antaran ships.

Notes: False preserves classic behavior, which excludes ion weapons from Antaran targets.

  • Configuration path: combat ion_affects_antarans
  • Accepted input: true or false

Built-in default configuration

combat ion_affects_antarans = false;

Examples

combat ion_affects_antarans = true;

Marine-killing weapon damage divisor

Divides post-shield damage from weapons with the marine-killing property to determine crew casualties.

Notes: The positive byte directly models the runtime divisor selected by MOO2 1.50. Zero is rejected because this value is used as a divisor. The default of five preserves classic Neutron Blaster and Death Ray marine casualties.

  • Configuration path: combat marine_kill_damage
  • Accepted input: a number
  • Accepted values: 1 to type maximum

Built-in default configuration

combat marine_kill_damage = 5;

Examples

combat marine_kill_damage = 5;

Marine-killing weapon blocker

Selects the ship special system that prevents weapons with the marine-killing property from causing crew casualties.

Notes: Damper Field preserves classic Neutron Blaster and Death Ray behavior. None makes those weapons affect crew aboard every ship.

Allowed choices

  • none
  • achilles_targeting_unit
  • augmented_engines
  • automated_repair_unit
  • battle_pods
  • battle_scanner
  • cloaking_device
  • damper_field
  • displacement_device
  • ecm_jammer
  • energy_absorber
  • extended_fuel_tanks
  • fast_missile_racks
  • hard_shields
  • heavy_armor
  • high_energy_focus
  • hyper_x_capacitors
  • inertial_nullifier
  • inertial_stabilizer
  • lightning_field
  • multi_phased_shields
  • multi_wave_ecm_jammer
  • phase_shifter
  • phasing_cloak
  • quantum_detonator
  • rangemaster_unit
  • reflection_field
  • reinforced_hull
  • scout_lab
  • security_stations
  • shield_capacitor
  • stealth_field
  • structural_analyzer
  • sub_space_teleporter
  • time_warp_facilitator
  • transporters
  • troop_pods
  • warp_dissipator
  • wide_area_jammer
  • regeneration

Built-in default configuration

combat marine_kill_damage_blocker = damper_field;

Examples

combat marine_kill_damage_blocker = damper_field;

Ground-defense armor multiplier

Multiplies the structure of each planetary ground-defense building after applying the defending armor technology.

Notes: The value is divided by 100. The default 100 preserves classic behavior and matches MOO2 1.50.

  • Configuration path: combat ground_defense_armor_multiplier
  • Units: percent
  • Accepted input: a number
  • Accepted values: 1 to 10000

Built-in default configuration

combat ground_defense_armor_multiplier = 100;

Examples

combat ground_defense_armor_multiplier = 150;

Antaran Fortress armor multiplier

Configures the armor multiplier applied to the Antaran Star Fortress.

Notes: The default of three preserves the independent classic armor multiplier. The configured byte is interpreted as a nonnegative multiplier instead of reproducing signed immediate-byte overflow.

  • Configuration path: combat antaran_fortress_armor_multiplier
  • Accepted input: a number

Built-in default configuration

combat antaran_fortress_armor_multiplier = 3;

Examples

combat antaran_fortress_armor_multiplier = 3;