> The purpose is what the documentation says it is. > However, I agree that > the name is somewhat misleading, Somewhat? There's no mention of a second necessary table in consumption-per-fire and even though hit-by is right next to it on the list, when the documentation for consumption-per-fire says "Specifies how much a material m will be used as ammunition when a unit u1 is firing." it sounds pretty straightforward. I'd think if a designer was defining this table, you'd think the hit-by would default to true (Or 1 or whatever). Why would anyone go through the trouble of defining a consumption-per-fire table and then not want it to apply? Regardless, I defined a hit-by table and it works, except when a unit runs out of material. At that point it can't fire anymore, which is proper, but when right-clicking on an adjacent enemy unit it will show the fire animation and the attack has no effect. All that means a unit that has both an attack and a fire will not default to its attack after running out of ammo. Instead, it wastes ACP. Attacks work if you manually order the unit to attack ('a') but right-clicking defaults to fire, which Xconq allows and charges ACP for, but it seems to 'come to its senses' when applying hits and/or damage. I've modified the consumption example so you can see what I'm talking about. __________________________________ Do you Yahoo!? Friends. Fun. Try the all-new Yahoo! Messenger. http://messenger.yahoo.com/