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	<id>https://modenc2.markjfox.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=89.147.118.108</id>
	<title>ModEnc² - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://modenc2.markjfox.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=89.147.118.108"/>
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	<updated>2026-04-18T18:24:19Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=CanRetaliate&amp;diff=6658</id>
		<title>CanRetaliate</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=CanRetaliate&amp;diff=6658"/>
		<updated>2012-01-19T00:47:23Z</updated>

		<summary type="html">&lt;p&gt;89.147.118.108: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values={{Values|boolean}}&lt;br /&gt;
|default=yes&lt;br /&gt;
|types={{Categ|TechnoTypes}}&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Specifies if this object may retaliate when hit by enemy fire. Retaliation is only possible if &#039;&#039;&#039;none&#039;&#039;&#039; of the following conditions are met:&lt;br /&gt;
&lt;br /&gt;
* Friendly fire.&lt;br /&gt;
* The victim...&lt;br /&gt;
** Is being attacked by a warhead with {{f|Temporal|yes|link}}.&lt;br /&gt;
** Was hit by an {{f|EMPulseWarhead|link}} and is currently paralyzed.&lt;br /&gt;
** Was destroyed by the attack.&lt;br /&gt;
** Is currently following an order. That includes non-patrol waypoints.&lt;br /&gt;
* The aggressor...&lt;br /&gt;
** Is a special weapon such as a superweapon or a spawned projectile (V3 or Dreadnought missile).&lt;br /&gt;
** Does less than 1 point of damage to the victim.&lt;br /&gt;
** Is shielded by an Iron Curtain.&lt;br /&gt;
** Is an illegal target for the victim: {{f|Immune|yes|link}}, {{f|LegalTarget|no|link}}, is flying but the victim has no weapons with {{f|AA|yes|link}}, is a surface target but the victim&#039;s {{f|LandTargeting|link}}/{{f|NavalTargeting|link}} disallow an attack or has an armor type against which the victim&#039;s warheads have {{f|Verses|0%|link}}.&lt;br /&gt;
** Has {{f|Cloak|yes|link}}, {{f|Cloakable|yes|link}} or is in range of a {{f|CloakGenerator|link}}.&lt;br /&gt;
** Is already destroyed.&lt;br /&gt;
* The aggressor is out of range for the victim while the victim is player-controlled and has {{f|PlayerReturnFire|no|link}}.&lt;br /&gt;
&lt;br /&gt;
If the aggressor comes into the defender&#039;s weapons range with a {{f|ThreatPosed|link}} of non-zero value and the defender has {{f|CanPassiveAquire|yes|link}}, the value of &#039;&#039;CanRetaliate&#039;&#039; is irrelevant as the defender will initiate combat regardless of who hurt.&lt;br /&gt;
&lt;br /&gt;
If the defender is a player-owned unit and {{f|PlayerReturnFire|yes|link}}, the defender will retaliate against attacks from outside weapons range by autonomously closing into range first (this is the default behavior for the AI&#039;s units). In this case, the defender behaves as if it received a force fire order on the aggressor and thus won&#039;t stop retaliating until further retaliation is impossible as per the conditions listed above, even if it means chasing the aggressor across the map.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[CanPassiveAquire]]&lt;/div&gt;</summary>
		<author><name>89.147.118.108</name></author>
	</entry>
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