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[Weapon] High Explosive


Beagle

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The already breached outer hull of the UFO is a good idea. They got downed, maybe there is part of the ufo scatered around with pieces that destroyed part of the town. Let say that when generating the town it first render the buildings then add [DOWNED UFO] tiles in random position. These new tiles could have some smoke effect and when overwritting the town tiles they could just replace them and 30 squares in the direction from wich they come from.

These mission could be even harder than regular ones becauses aliens would be scatered around a lot more and buildings would have more entry. As such, improving downed UFO mission a lot.

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plucx maps doesnt add the crashed UFO afterwards. maps are generated out of a pool of maps and then submaps are generated onto that map blueprint. The UFO won't have a random position nor overwriting any other tiles.

the wiki probably explains this better. it should be possible to find in the modding section of the forum.

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One way to implement a crash site could be in faking that the UFO have vertical landing a bit like a parachute but using some kind of anti gravity system.

This could also explain why the aliens are still alive.

Chris, can we modify the ufo tiles by adding parts of already existing structures. Let say we make a test using a small ufo, add a news class type in the crash ufo but instead of the normal size we male it larger, fill the extra space with building parts to simulate a ufo landed in the middle of a building, digging a hole in the middle.

Anothe option could be that the downed UFO slip in several parts that are partly automated and lands in a chaotic manner all over the battlefield. This could be done by cutting a standard ufo in smaller block and make them appear more or less random in a farmyard or forest.

Game play could benefit from it in terms of variety and well, tactics. Im still working on the map editor.

Obviouly that would entail some core programming about the tileset library and attachments.

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