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vnr/src/common/modifiers/z_vnr_combat_modifiers.txt
2025-11-25 04:04:29 +00:00

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night = { # On province. Multiplied by amount of darkness.
air_bombing_targetting = -0.5
carrier_traffic = -1.0
naval_retreat_speed = 0.25
sub_retreat_speed = 0.35
naval_retreat_chance = 0.15
air_attack_factor = -0.50
naval_strike = -0.90
naval_light_gun_hit_chance_factor = -0.5
naval_heavy_gun_hit_chance_factor = -0.25
naval_torpedo_hit_chance_factor = 0.15
naval_torpedo_screen_penetration_factor = 0.35
naval_torpedo_enemy_critical_chance_factor = 0.2
}
ship_experience_bonus_max = {
naval_light_gun_hit_chance_factor = 0.1
naval_heavy_gun_hit_chance_factor = 0.1
naval_torpedo_hit_chance_factor = 0.1
}
ship_experience_malus_min = {
naval_light_gun_hit_chance_factor = -0.1
naval_heavy_gun_hit_chance_factor = -0.1
naval_torpedo_hit_chance_factor = -0.1
}
carrier_experience_bonus_max = {
navy_org_factor = 0.15
}
carrier_experience_malus_min = {
navy_org_factor = -0.1
}
screening_bonus = {
naval_retreat_speed = 0.2
convoy_retreat_speed = 0.2
naval_hit_chance = 0.15
}
capital_screening_bonus = {
naval_retreat_speed = 0.2
navy_anti_air_attack_factor = 0.15
}
# This is scaled based on support ratio
naval_general_support = {
navy_max_range_factor = 0.2
navy_fuel_consumption_factor = -0.1
}
# This is scaled based on support ratio
naval_repair_support = {
naval_critical_effect_factor = -0.25
naval_ship_recovery_chance = 0.1
naval_attrition = -0.075
}