I think 2 makes the most roundish explosion. (If you set it to 3, it works vertically as well as horizontally, which is stupid, since a tile's height is more than its width.)
Option | Description | Default |
battleExplosionHeight: | A coefficient that controls how much vertical power explosions have. 0 = Explosions are completely flat, as per the original game. 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile). 2 = -10 damage units per level. 3 = -5 damage units per level. | 0 |
Has anyone checked to see if we can use an alien grenade to get through the roof of a UFO?
2- hold control and then click where you want to go. Note that you need to press control before initiating movement at all (in case you use the arrow path markers/2 clicks movement confirmation). I have had mixed success with this, often ending with less TUs than I thought.IIRC, the "strafe" movement adds 1TU for "forwardish" or "sidish" movement, and 2TU for "backwardish" movement. Thus if you move to the right, that is normally a 4TU move that would leave you looking right, but it is a 5TU strafe that leaves you looking forward. A backwards-right strafe would be 6TU move that leaves you looking forward.
No, UFO outer hulls and security walls have an armor of 100, inner hulls and floor tiles have an armor of 80, certain vulnerable walls have 70 armor, and damaged floor tiles have 50 armor. Explosions do half their damage to terrain, so only the Blaster Launcher's 200 HE damage is enough to guarantee you get through. The Alien Grenade has a damage of 90, which isn't enough to break through any UFO or Alien Base Wall. The Heavy Plasma can occasionally break some inner walls and vulnerable walls (guns do between 1/4 and 3/4 of their maximum damage.) There are also some mod weapons that are designed to take down walls.
For more information, you can check here: https://www.ufopaedia.org/index.php?title=Destroying_Terrain
Use less TU per tile but more Energy. Doesn't work for immediately adjacent tiles, as then it assumes you're trying to strafe.
Strafing, however, is awesome... I think it saved more lives for me than smoke grenades, or at least close to it, and that's saying something.
I... didn't know about it.I guess it's more like the XCOM operatives and aliens always run, but with this they can sprint. Trained individuals can run a lot, but not indefinitely, and sprinting drains anyone fast.
And it doesn't really make sense: if there's a specific running mode, then if you're not in this mode, it means you're definitely not running... And therefore shouldn't lose energy at all, or nearly so. This is rather illogical, no?
"Backwardish" strafe? It's not possible, sadly.That's right, I remember now. The issue was, for "backwards" directions, the unit moonwalks forward, then teleports to the rear of the tile behind, then moves forward into the center of the tile. This was ugly and weird so it got turned off. The fix would really be a flag to run the walking animation in reverse.
Actual values from Config file:
Option Description Default battleExplosionHeight: A coefficient that controls how much vertical power explosions have.
0 = Explosions are completely flat, as per the original game.
1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile).
2 = -10 damage units per level.
3 = -5 damage units per level.0