I've been trying to adjust the damage created by the explosion, so that most of the times it will breach 1 wall tile, and occasionally, another 2 wall tiles on the side.

For that, I've been trying variations of this:

` power: 150 #Base power`

damageType: 3#Set High-explosive

damageAlter:

RandomType: 2 #hardcoded 50-150% spread, not really relevant to damage to UFO Wall

FixRadius: 3 #Max explosion radius

ToTile: 1.3 #Tiles get 130% of the base power, 195

RandomTile: true #enables randomizing damage taken by the tile

TileDamageMethod: 2 #Damage will be ((power x RandomTile) * ToTile), or 150 x random x 1.3, or: 195 x random

RadiusReduction: 65 #Base Power of the explosion will be reduced by 65 for each tile away from the center.

With this, I expect that the tile at the explosion center will take:

150 x 1.3 x random => From 0 to 195, if random goes from 0 to 100%

or

150 x 1.3 x random => From 97.5 to 292.5, if random goes from 50 to 150%

Then, the next tile would take:

150 x 1.3 x random - 65 => From -65 to 130, if random goes from 0 to 100%

or

150 x 1.3 x random - 65 => From 32.5 to 227.5, if random goes from 50 to 150%

Then, in most cases, the UFO wall in the center tile should be destroyed (Takes 100+ damage), and in some cases, so would the adjacent walls.

But, when I test it, I'm always having 3 wall tiles destroyed.

By playing with the numbers, and even the type of damage, I can get always 1 wall tile destroyed

But never any kind of randomness. What am I missing here?

Any help is much appreciated.