if attacking unit is in (specific unit group)
then actions:
set damage reduction to x (damage reduction = variable integer)
else actions:
if attacking unit is in (specific unit group)
then actions:
set damage reduction to y
else actions:
.
.
.
Daxtreme posted this (couldn't quote coz I would doublepost ) .
By defining your own damage and armor types in the Advanced tab, you can also define the damage reduction relative to each of them.
The real problem wasn't so much as defining new types and stuff but applying damage reduction.
The game can handle 6 different damage types, combined with a number of armor types I can't remember. The game will thus handle the respective damage reductions accordingly. But if you want to add more to this number...
It'll be good practice at least, I did a bunch of practice boards the last few weeks but that's a bit different than actual repair. It's pretty obvious what's going on with those, so it's not very hard to trace the leads, and they aren't designed with faults so
Site is peaking on traffic for the recipes - Sundays are always the big days and we are 200 plus unique visitors an hour right now and it will be like that probably be around 3000 total on the site all day maybe more if Google desires it LOL
Anyway I have a power bench that I don't actually know how to use, but I'm assuming I can take the battery out and power it directly from that to see if any of them turn on.
If you had kids like me that grew up in that era you could just go to your closet and fish out one of the cords from the cord bag. I bet I have everyone of those cord connectors plus some