Slightly off topic question but . . . The Damage Randomization code . . . Is it a straight linear roll or is it a "two dice" roll?
I very much like and prefer the double roll precision from TFTD and im wondering if thats what you guys are using from the "TFTD style" damage dice rolls.
If so is there any way to Mod this as a normal change without doing any kind of actual cpp coding?
It's a single roll:
1. Firing guns:
int dmgRng = Options::TFTDDamage ? 50 : 100;
int min = power * (100 - dmgRng) / 100;
int max = power * (100 + dmgRng) / 100;
const int rndPower = RNG::generate(min, max);
2. Firing craft weapons:
a) xcom
int damage = RNG::generate(p->getDamage() / 2, p->getDamage());
b) aliens
int damage = RNG::generate(0, _ufo->getRules()->getWeaponPower());
3. Firing base defences:
_ufo->setDamage(_ufo->getDamage() + (dmg / 2 + RNG::generate(0, dmg)));
Can't be modded afaik, requires some coding first...