Your Quickdraw-post also shows a pretty sequence of screenshots of an explosion as seen from the side,
in this example the ratio is about 7:1, could be the damping is exacerbated by the ceiling and roof here.
Yeah, the ceiling and the roof are definitely blocking a fair bit themselves (see below). The vertical power falloff also compounds with blocking objects, so it'll seem even more flat. I believe 7:1 was actually about the ratio I was shooting for
Primarily because anything less means a single blaster could easily engulf an entire house in one shot, including the roof and anything on it, which is a bit unfair.
I assume different materials have different resistance to being blown away by weaponsfire and explosions, wooden fences to stone walls to solid ground.
That's exactly how it works. You can see the current testing values in data/objects/cells.xt under "ExplDmp" (Explosion Dampening); some props also dampen explosions (props.xt), though not many yet. I didn't make dampening a material property, since it probably needs to be a terrain-specific value to translate the original X-COM data properly. There are "materials" defined (in materials.xt) for uses in other ways though, including specifications for damage modifications to a given object.
You are right to have not too much vertical damage in explosions, better fits the x-com legacy.
(personally, I was pretty annoyed at this mechanic in X-com though. )
Having a HE pack go off in a barn and only searing the floor of the level above was just weird. (IIRC the top floors could end up hovering if the walls were all shot out, so...)
Definitely weird yeah, but still fun! Anyway, in X@COM that barn would most likely just fall to pieces, depending on where there's no longer enough support to keep the walls and roof up. The game uses an A* routine combined with variables that control levels of support given by different terrain to determine whether connected terrain should fall, so weaker structures could be much easier to topple naturally, while with stronger ones (like UFOs) you generally have to do all the damage yourself.
just thinking.
Would there be trouble with (rising) fireballs and/or animated mushroom clouds be for explosions? (fire damage only)
Purely visual effects are doable without much difficulty--can just add more parts to the animation definition. Actually having that fire do fire damage would require some modifications/additions, as would adding to the shape of an explosion's effective area like that. Right now the only way weapons can deal fire damage by setting the entire explosion to the "IN" (incendiary) type.
edit: Got seriously annihilated a several times in the last several hours. . .
Heh, well, since Area 51 was an older scenario, and I knew it was beatable in R4, I made it a little harder in R5 since I did give the rookies their proper armor and give you access to more rockets and explosives. I may have overshot the goal there, though, and got a little number-happy on the alien spawn count--the numbers are still somewhat random, however, so in some games you may be more fortunate than others.
I noticed I could block the movement of the big colossus, then it detonated!!
It "detonated"? My guess is you saw it step on a fuel drum, which explode. I suppose you can block its movement, though that means standing next to it which is probably not a good idea. I should make its bite do even more damage and teach you a lesson
Actually, on looking at it it already does do a lot of damage, but the Colossus can act pretty stupid sometimes, and may not even see you. (I remember I originally even made it myopic, but that caused it to be too unresponsive under fire.)
I know you wrote the aliens have no team-strategy nor team-vision yet, but it still feels like the enemy can see through walls.
The current AI placeholder is pretty stupid: they don't share information except when fleeing from you
And they can't see through walls, of course, though the Colossus does like to step through them