Author Topic: Explosion height & Alternate movement methods  (Read 20585 times)

Offline Infini

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Explosion height & Alternate movement methods
« on: August 21, 2014, 08:21:19 pm »
Please... 2 questions:

1- What is the default value (explosions height) ?

2- Alternate movement methods: it works with soldiers and tanks ?  If I press "Ctrl", what's next ?  I'm confused a bit.

Thank you   :)




Offline Arthanor

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Re: Explosion height & Alternate movement methods
« Reply #1 on: August 21, 2014, 08:31:07 pm »
1- Vanilla explosions were 1 layer, making them very odd (fly over a grenade and completely ignore it; you can have "bombers" having flying soldiers just dropping grenades instead of throwing)

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.

Offline Infini

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Re: Explosion height & Alternate movement methods
« Reply #2 on: August 21, 2014, 11:05:50 pm »
OK, I understand.
Thank you for your quick reply.

What is then the recommended setting for "explosion height" ? 0, 2 ?

Offline Arthanor

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Re: Explosion height & Alternate movement methods
« Reply #3 on: August 21, 2014, 11:26:43 pm »
If I remember well, it says that 3 makes explosions 3D. At first I understood that to mean it was an approximation of a sphere, which would make sense. Now I am thinking it might just "stack" the explosions and make them cylinders, which doesn't really make sense..

I would say for that realism sake's, at least one level above and below should be affected by the explosion. More precisely? I don't know..

Offline yrizoud

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Re: Explosion height & Alternate movement methods
« Reply #4 on: August 21, 2014, 11:29:51 pm »
I avoid 0 because I find it cheap if my flyers are totally immune to enemy grenades,
but I also avoid 3 because it makes your explosives considerably more damaging to buildings - and it becomes too easy and tempting to raze a 3-level farm to toast the aliens inside.

Offline Infini

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Re: Explosion height & Alternate movement methods
« Reply #5 on: August 21, 2014, 11:52:33 pm »
So, it's 1 or 2...

Well, I roll the dice or someone knows the exact answer ?

 :-X

Offline Solarius Scorch

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Re: Explosion height & Alternate movement methods
« Reply #6 on: August 22, 2014, 12:02:30 am »
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.)

Offline Arthanor

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Re: Explosion height & Alternate movement methods
« Reply #7 on: August 22, 2014, 12:24:36 am »
So set to 3, one tile up = one tile sideways? That's probably what I was starting to see with the "cylindrical explosion". I'll try 2 too!

Offline Infini

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Re: Explosion height & Alternate movement methods
« Reply #8 on: August 22, 2014, 01:17:53 am »
Quote
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.)

Everything is clear now.
You have my appreciation.

Merci   :)

Offline Align

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Re: Explosion height & Alternate movement methods
« Reply #9 on: August 22, 2014, 05:09:31 pm »
Ah, I always thought the non-zero values was maximum number of vertical tiles and otherwise made no difference

Offline BlackLibrary

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Re: Explosion height & Alternate movement methods
« Reply #10 on: August 22, 2014, 10:10:22 pm »
Keep in mind that this damage also works on Proximity Grenades. 

meaning...a Proximity mine going off on, say, the second level will affect you one level beneath and above. 

Offline RSSwizard

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Re: Explosion height & Alternate movement methods
« Reply #11 on: August 27, 2014, 04:35:17 am »
Well that makes more sense.

I was starting to think Explosion Height just meant "this is how many vertical layers of the map it affects . . . 1 layer, 2 layers, or 3 layers".

The real deal with toasting a building is . . . for some reason Xcom has problems with Floor Tiles being blasted real easy. Its always had that problem it seems, UFO hull walls may stand up to a bomb but the floors inside wont. (at least thats the way it was in TFTD).

Offline ivandogovich

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Re: Explosion height & Alternate movement methods
« Reply #12 on: August 27, 2014, 05:07:39 am »
Actual values from Config file:


OptionDescriptionDefault
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

Offline KORfan

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Re: Explosion height & Alternate movement methods
« Reply #13 on: September 02, 2014, 02:39:31 am »
Has anyone checked to see if we can use an alien grenade to get through the roof of a UFO?

Offline the_third_curry

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Re: Explosion height & Alternate movement methods
« Reply #14 on: September 03, 2014, 06:22:27 pm »
Has anyone checked to see if we can use an alien grenade to get through the roof of a UFO?

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