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      MissileRackSize
      MissileSpeed
      OneTurnTech
      RaceSelection
      RacialTech
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      SystemDefenseTF
      TechLevels
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      TFsPerCombat
Spreadsheet Modding

When damage is displayed in combat, it uses the 'farthest penetrated' system to determine what number and colour to use. The order of penetration is 'shields', 'armour', 'hull'. So, if damage was applied to the hull (the 'farthest' in the penetration scale), then the number displayed in combat would be the hull damage, in red. If no damage was done to the hull, then it would drop back to the armour. If armour damage was done, that amount would be displayed in yellow. If no damage was done to the hull or armour, then it would drop to the shields, and display the damage in blue. What this system doesn't do, however, is tell you how much damage was done to the previous layers. That is, if damage was done to the hull, then it won't display the damage done (if any) to the armour or shields. And if damage was done to the armour, it won't display the damage (if any) done to the shields.

What this patch does is cause all the damage to be displayed in combat. If damage was done to the hull, armour and shields, all three will be displayed. If damage was done to the hull and shields, but none to the armour, then those two will be displayed (note, the appropriate colours are still used to differentiate). This will allow you to determine how effective your weapons/shields/armour are, even if damage is applied to the hull.



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