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Is there a cell limit for nuke damage in red alert?
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w20adm
Vehicle Drone


Joined: 02 Mar 2019

PostPosted: Tue Dec 13, 2022 7:12 pm    Post subject:  Is there a cell limit for nuke damage in red alert? Reply with quote  Mark this post and the followings unread

Hi.

I've looked all over but can't find a solid answer. Is there a max cell limit for the nuke damage range? Been trying to create a "tsar bomba" style badger dropped nuke, but damage radius doesn't get bigger on testing.

Also, why are my rules.ini changes working on campaign but not skirmish?

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w20adm
Vehicle Drone


Joined: 02 Mar 2019

PostPosted: Thu Dec 15, 2022 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

OK so I solved the skirmish rules.ini issue, I had a mod active that needs any changes placed in a separate skirmish.ini file in the mod folder, but still no luck altering the nuke radius, just its damage.

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NCoder
Soldier


Joined: 22 Mar 2015

PostPosted: Thu Dec 29, 2022 12:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Spread is broken (or else does something very different from what it's supposed to do); there is no way to noticeably increase damage radius on a warhead prior to RA2's CellSpread option.

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Thu Jan 05, 2023 9:08 am    Post subject: Reply with quote  Mark this post and the followings unread

The nuke doesn't use normal spread rules; it has a footprint defined in the game, using the same system used to define building footprints.

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w20adm
Vehicle Drone


Joined: 02 Mar 2019

PostPosted: Sat Jan 28, 2023 11:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the replies guys, so I guess range increase is a no go.

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Wed Feb 01, 2023 6:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Of course it's possible. We have the source code. Anything is possible.

But not just through some rules.ini tweaks, no.

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w20adm
Vehicle Drone


Joined: 02 Mar 2019

PostPosted: Tue Feb 07, 2023 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nyerguds wrote:
Of course it's possible. We have the source code. Anything is possible.

But not just through some rules.ini tweaks, no.


What about putting missile silo Nike on campaign? I've heard it takes some serious tweaking or cant be done at all.

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Wed Jul 19, 2023 8:46 am    Post subject: Reply with quote  Mark this post and the followings unread

NCoder wrote:
Spread is broken (or else does something very different from what it's supposed to do); there is no way to noticeably increase damage radius on a warhead prior to RA2's CellSpread option.


Spread works as it was designed.

It spreads damage in relation to distance.

The longer the distance, the spreader the damage.

Actually I think its a shame this seems to no longer work on RA2 (at least modenc says as much https://modenc.renegadeprojects.com/Spread#On_Warheads)

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Jul 19, 2023 1:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

RA2 uses PercentAtMax instead of Spread. Both do the same job of deceasing the damage received the further the object is from the weapon's point of impact.

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