https://www.ufopaedia.org/index.php?title=Night_Missions&feed=atom&action=historyNight Missions - Revision history2024-03-29T08:33:23ZRevision history for this page on the wikiMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Night_Missions&diff=46840&oldid=prevHobbes: categorizing2013-07-23T02:38:55Z<p>categorizing</p>
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</table>Hobbeshttps://www.ufopaedia.org/index.php?title=Night_Missions&diff=32896&oldid=prevEthereal Cereal: /* Alien Nightvision */ add info, slight rewrite2011-01-30T21:32:46Z<p><span dir="auto"><span class="autocomment">Alien Nightvision: </span> add info, slight rewrite</span></p>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Alien Nightvision ==</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Alien Nightvision ==</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>In full daylight, every unit in the game can see up to 20 tiles away (counting from zero where the unit is standing), not counting obstructions to [[<del class="diffchange diffchange-inline">Line</del> of sight]].</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>In full daylight, every unit in the game can see up to 20 tiles away (counting from zero where the unit is standing), not counting obstructions to [[<ins class="diffchange diffchange-inline">line</ins> of sight]].</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>At night, your agents and tanks cannot see enemies that stand in dark places. Personal light carried by soldiers illuminates enemies up to 9 tiles away, ''but aliens can still see 20''. '''Aliens always see the full 20''' (and night missions can end in disaster!) Anything you do to improve lighting only affects ''you''. Your flares do not make you more obvious to aliens, etc. - aliens can always see just fine. Aliens under X-com mind control can see 20 tiles away.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>At night, your agents and tanks cannot see enemies that stand in dark places. Personal light carried by soldiers illuminates enemies up to 9 tiles away, ''but aliens can still see 20''. '''Aliens always see the full 20''' (and night missions can end in disaster!) Anything you do to improve lighting only affects ''you''. Your flares do not make you more obvious to aliens, etc. - aliens can always see just fine. Aliens under X-com mind control can see 20 tiles away.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Although dusk or dawn battlescapes <del class="diffchange diffchange-inline">clearly</del> <del class="diffchange diffchange-inline">have</del> <del class="diffchange diffchange-inline">light</del> <del class="diffchange diffchange-inline">levels</del> <del class="diffchange diffchange-inline">intermediate</del> <del class="diffchange diffchange-inline">between</del> <del class="diffchange diffchange-inline">day and night</del>, there is no visual range in<del class="diffchange diffchange-inline">-</del>between<del class="diffchange diffchange-inline">.</del> <del class="diffchange diffchange-inline">It</del> is either 9 or 20. <del class="diffchange diffchange-inline">''(Needs</del> <del class="diffchange diffchange-inline">testing:</del> <del class="diffchange diffchange-inline">Can</del> <del class="diffchange diffchange-inline">the</del> <del class="diffchange diffchange-inline">amount</del> of <del class="diffchange diffchange-inline">sunlight</del> <del class="diffchange diffchange-inline">on</del> <del class="diffchange diffchange-inline">the</del> <del class="diffchange diffchange-inline">Geoscape</del> <del class="diffchange diffchange-inline">somehow</del> <del class="diffchange diffchange-inline">be</del> <del class="diffchange diffchange-inline">used</del> <del class="diffchange diffchange-inline">to</del> <del class="diffchange diffchange-inline">accurately determine if</del> you<del class="diffchange diffchange-inline">'ll</del> <del class="diffchange diffchange-inline">wind</del> <del class="diffchange diffchange-inline">up</del> <del class="diffchange diffchange-inline">with</del> <del class="diffchange diffchange-inline">full</del> <del class="diffchange diffchange-inline">night or not? Oceans seem to have</del> the <del class="diffchange diffchange-inline">clearest</del> <del class="diffchange diffchange-inline">delineation...</del> <del class="diffchange diffchange-inline">can</del> <del class="diffchange diffchange-inline">they</del> <del class="diffchange diffchange-inline">be</del> <del class="diffchange diffchange-inline">accurately</del> <del class="diffchange diffchange-inline">used</del> <del class="diffchange diffchange-inline">as</del> <del class="diffchange diffchange-inline">"longitudinal</del> <del class="diffchange diffchange-inline">indicators"?</del> <del class="diffchange diffchange-inline">- [[User:MikeTheRed|MTR]])</del></div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Although dusk or dawn battlescapes <ins class="diffchange diffchange-inline">use</ins> <ins class="diffchange diffchange-inline">a</ins> <ins class="diffchange diffchange-inline">darker</ins> <ins class="diffchange diffchange-inline">palette</ins> <ins class="diffchange diffchange-inline">than</ins> <ins class="diffchange diffchange-inline">full</ins> <ins class="diffchange diffchange-inline">daylight</ins>, there is no visual range in<ins class="diffchange diffchange-inline"> </ins>between <ins class="diffchange diffchange-inline">day and night: it</ins> is either 9 or 20. <ins class="diffchange diffchange-inline">The</ins> <ins class="diffchange diffchange-inline">[[geoscape]]</ins> <ins class="diffchange diffchange-inline">displays</ins> <ins class="diffchange diffchange-inline">a</ins> <ins class="diffchange diffchange-inline">band</ins> of <ins class="diffchange diffchange-inline">dusk/dawn</ins> <ins class="diffchange diffchange-inline">between</ins> <ins class="diffchange diffchange-inline">day</ins> <ins class="diffchange diffchange-inline">and</ins> <ins class="diffchange diffchange-inline">night</ins> <ins class="diffchange diffchange-inline">areas;</ins> <ins class="diffchange diffchange-inline">when</ins> <ins class="diffchange diffchange-inline">entering</ins> <ins class="diffchange diffchange-inline">combat,</ins> you <ins class="diffchange diffchange-inline">will</ins> <ins class="diffchange diffchange-inline">get</ins> <ins class="diffchange diffchange-inline">daytime</ins> <ins class="diffchange diffchange-inline">visibility</ins> <ins class="diffchange diffchange-inline">in</ins> the <ins class="diffchange diffchange-inline">lighter</ins> <ins class="diffchange diffchange-inline">half</ins> <ins class="diffchange diffchange-inline">of</ins> <ins class="diffchange diffchange-inline">this</ins> <ins class="diffchange diffchange-inline">band</ins> <ins class="diffchange diffchange-inline">and</ins> <ins class="diffchange diffchange-inline">night</ins> <ins class="diffchange diffchange-inline">in</ins> <ins class="diffchange diffchange-inline">the</ins> <ins class="diffchange diffchange-inline">darker</ins> <ins class="diffchange diffchange-inline">half.</ins></div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>''I tried some time ago to create a check between GEOSCAPE.EXE and TACTICAL.EXE (for automatic night/day uniform camouflage change). Unfortunately, MISSDAT directory doesn't have BGLOB.DAT file (which stores ambient light value), and I went out of ideas. Probably it is calculated from battle time and coordinates. --Quantifier</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Note that visual range and lighting rules ignore elevation levels. If you can see 9 (or 20) when both you and your visual target are on the ground, you will also be able to see them when you're flying 4 stories high and they're on the ground 9 (or 20) tiles away, ignoring vertical distance. Elevation differences do not add to distance for vision and lighting.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Note that visual range and lighting rules ignore elevation levels. If you can see 9 (or 20) when both you and your visual target are on the ground, you will also be able to see them when you're flying 4 stories high and they're on the ground 9 (or 20) tiles away, ignoring vertical distance. Elevation differences do not add to distance for vision and lighting.</div></td>
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</table>Ethereal Cerealhttps://www.ufopaedia.org/index.php?title=Night_Missions&diff=28345&oldid=prevBomb Bloke: MCD/TERRAIN link corrections in progress...2010-06-27T08:01:11Z<p>MCD/TERRAIN link corrections in progress...</p>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Ones that were checked (street lamp and liquid containers) were found to also illuminate aliens within 9 tiles of them, even though these two object types cast very different light. (The street lamp casts a lot of light; the containers only cast a little.) Thus it is presumed that '''all''' light sources give the ability to visualize aliens up to 9 tiles away, regardless of how much light they appear to cast.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Ones that were checked (street lamp and liquid containers) were found to also illuminate aliens within 9 tiles of them, even though these two object types cast very different light. (The street lamp casts a lot of light; the containers only cast a little.) Thus it is presumed that '''all''' light sources give the ability to visualize aliens up to 9 tiles away, regardless of how much light they appear to cast.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>See byte 58 of the [[<del class="diffchange diffchange-inline">TERRAIN|</del>MCD]] file structure for more info on lighting data.</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>See byte 58 of the [[MCD]] file structure for more info on lighting data.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div><br clear="all"></div></td>
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</table>Bomb Blokehttps://www.ufopaedia.org/index.php?title=Night_Missions&diff=22838&oldid=prevZombie: /* Flares */ Removing signature.2009-09-23T02:29:29Z<p><span dir="auto"><span class="autocomment">Flares: </span> Removing signature.</span></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 02:29, 23 September 2009</td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Key advantages to flares are that they never "burn out", and they can be picked up and re-thrown, including as part of a [[grenade relay]]. Leapfrogging flares reduces this important count against your [[Known_Bugs#80-item_Limit|80 item limit]]. Usually one throws them to the places they want to walk to, or which will reveal the most "around corners", but read onward for the most efficient throwing patterns. A key disadvantage of flares is that they are always destroyed by any explosion they're caught within; indeed, they have the weakest [[Explosions#Object_Destruction|explosion resistance]] of any item in the game. So you might think twice before fragging an alien revealed by a flare - or you might very well not!</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Key advantages to flares are that they never "burn out", and they can be picked up and re-thrown, including as part of a [[grenade relay]]. Leapfrogging flares reduces this important count against your [[Known_Bugs#80-item_Limit|80 item limit]]. Usually one throws them to the places they want to walk to, or which will reveal the most "around corners", but read onward for the most efficient throwing patterns. A key disadvantage of flares is that they are always destroyed by any explosion they're caught within; indeed, they have the weakest [[Explosions#Object_Destruction|explosion resistance]] of any item in the game. So you might think twice before fragging an alien revealed by a flare - or you might very well not!</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Flares cause a circle of light of effective radius 9 (not counting ground-zero tile), diameter 19 (including GZ). Graphically radius is 15, but at the edge there is not enough light to reveal enemies. They cast the exact same amount/pattern of light as Personal Lighting (below). In real life, something seen in very dim light would probably only be visible to the closest person, but this is not the case in X-COM. If anyone can see an alien, everyone can (as long as they have [[Line of sight]]). (In fact, even if NO ONE can currently see an alien, but someone spotted him during the turn, everyone can see him. Very important for sniping purposes<del class="diffchange diffchange-inline"> [[User:Jasonred|Jasonred]] 05:54, 28 February 2009 (CST))</del> I guess everyone's in radio contact.</div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Flares cause a circle of light of effective radius 9 (not counting ground-zero tile), diameter 19 (including GZ). Graphically radius is 15, but at the edge there is not enough light to reveal enemies. They cast the exact same amount/pattern of light as Personal Lighting (below). In real life, something seen in very dim light would probably only be visible to the closest person, but this is not the case in X-COM. If anyone can see an alien, everyone can (as long as they have [[Line of sight]]). (In fact, even if NO ONE can currently see an alien, but someone spotted him during the turn, everyone can see him. Very important for sniping purposes<ins class="diffchange diffchange-inline">.</ins> I guess everyone's in radio contact.</div></td>
</tr>
<tr>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
</tr>
<tr>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Due to the fact that both soldiers and flares have radius 9 light patterns, flares should be thrown approx. 18 tiles away (laterally; less for diagonally) for complete coverage. Of course, this doesn't take into account that you will be moving, etc. Likewise, flares should be about 18 tiles away from each other. A hexagon of flares around a soldier will cause almost complete coverage out to approximately 27 tiles -- further than your visual range.</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Due to the fact that both soldiers and flares have radius 9 light patterns, flares should be thrown approx. 18 tiles away (laterally; less for diagonally) for complete coverage. Of course, this doesn't take into account that you will be moving, etc. Likewise, flares should be about 18 tiles away from each other. A hexagon of flares around a soldier will cause almost complete coverage out to approximately 27 tiles -- further than your visual range.</div></td>
</tr>
</table>Zombiehttps://www.ufopaedia.org/index.php?title=Night_Missions&diff=22217&oldid=prevHajo: /* Flares */2009-08-10T12:54:41Z<p><span dir="auto"><span class="autocomment">Flares</span></span></p>
<table class="diff diff-contentalign-left diff-editfont-monospace" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 12:54, 10 August 2009</td>
</tr><tr>
<td colspan="2" class="diff-lineno">Line 27:</td>
<td colspan="2" class="diff-lineno">Line 27:</td>
</tr>
<tr>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>It is possible to see the outline of an alien against a light backdrop if you get lucky, even though no one can "officially" see him (and get the glowing red number). This can happen if, e.g., the alien is elevated. The edge of a lit area (9 tiles from a flare or soldier) is extremely dim, making it impossible to see an alien just in front of an edge. But an elevated alien is in profile against farther, less-dim parts of the illuminated area. It can also happen in situations where an alien is just off to the side of a well-lit area, due to light being blocked from hitting his tile by, e.g., the corner of a building.</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>It is possible to see the outline of an alien against a light backdrop if you get lucky, even though no one can "officially" see him (and get the glowing red number). This can happen if, e.g., the alien is elevated. The edge of a lit area (9 tiles from a flare or soldier) is extremely dim, making it impossible to see an alien just in front of an edge. But an elevated alien is in profile against farther, less-dim parts of the illuminated area. It can also happen in situations where an alien is just off to the side of a well-lit area, due to light being blocked from hitting his tile by, e.g., the corner of a building.</div></td>
</tr>
<tr>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
</tr>
<tr>
<td class="diff-marker">−</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Using the [[Throwing_Accuracy#Throwing_Distance|throwing formula]] vs. flare [[Item_Weight|weight]] of 3, the weakest soldier ([[Strength|STR]] 20) can throw a flare approx. 17 tiles, and the strongest soldier (STR 70) can throw it approx. 58 tiles - all the way across even the largest map (except diagonally). BUT, as pointed out by NKF, there is an unfortunate limit on how high an object can go before its arc intercepts the fourth-level "ceiling", which causes the confusing/annoying "Unable to throw here!" message even when the route is obviously clear. Ceiling interception appears to make the actual maximum throwing distance approx. 35 tiles. ''(More testing needed, pls.)'' <del class="diffchange diffchange-inline">Unfortunately, the stronger you are, a greater percentage of your possible distance gets clipped, but even fairly weak soldiers may see some clipping. ''(THAT'S why we often get this frustrating message when trying to throw flares as far as we can!)</del></div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Using the [[Throwing_Accuracy#Throwing_Distance|throwing formula]] vs. flare [[Item_Weight|weight]] of 3, the weakest soldier ([[Strength|STR]] 20) can throw a flare approx. 17 tiles, and the strongest soldier (STR 70) can throw it approx. 58 tiles - all the way across even the largest map (except diagonally). BUT, as pointed out by NKF, there is an unfortunate limit on how high an object can go before its arc intercepts the fourth-level "ceiling", which causes the confusing/annoying "Unable to throw here!" message even when the route is obviously clear. Ceiling interception appears to make the actual maximum throwing distance approx. 35 tiles. ''(More testing needed, pls.)'' </div></td>
</tr>
<tr>
<td colspan="2" class="diff-empty"> </td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><br></div></td>
</tr>
<tr>
<td colspan="2" class="diff-empty"> </td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Unfortunately, the stronger you are, a greater percentage of your possible distance gets clipped, but even fairly weak soldiers may see some clipping. ''(THAT'S why we often get this frustrating message when trying to throw flares as far as we can!)</div></td>
</tr>
<tr>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
</tr>
<tr>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>As a parlor game: Flares illuminate 269 tiles (see inset). </div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>As a parlor game: Flares illuminate 269 tiles (see inset). </div></td>
</tr>
</table>Hajohttps://www.ufopaedia.org/index.php?title=Night_Missions&diff=22216&oldid=prevHajo: /* Flares */2009-08-10T12:53:24Z<p><span dir="auto"><span class="autocomment">Flares</span></span></p>
<table class="diff diff-contentalign-left diff-editfont-monospace" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 12:53, 10 August 2009</td>
</tr><tr>
<td colspan="2" class="diff-lineno">Line 27:</td>
<td colspan="2" class="diff-lineno">Line 27:</td>
</tr>
<tr>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>It is possible to see the outline of an alien against a light backdrop if you get lucky, even though no one can "officially" see him (and get the glowing red number). This can happen if, e.g., the alien is elevated. The edge of a lit area (9 tiles from a flare or soldier) is extremely dim, making it impossible to see an alien just in front of an edge. But an elevated alien is in profile against farther, less-dim parts of the illuminated area. It can also happen in situations where an alien is just off to the side of a well-lit area, due to light being blocked from hitting his tile by, e.g., the corner of a building.</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>It is possible to see the outline of an alien against a light backdrop if you get lucky, even though no one can "officially" see him (and get the glowing red number). This can happen if, e.g., the alien is elevated. The edge of a lit area (9 tiles from a flare or soldier) is extremely dim, making it impossible to see an alien just in front of an edge. But an elevated alien is in profile against farther, less-dim parts of the illuminated area. It can also happen in situations where an alien is just off to the side of a well-lit area, due to light being blocked from hitting his tile by, e.g., the corner of a building.</div></td>
</tr>
<tr>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
</tr>
<tr>
<td class="diff-marker">−</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Using the [[Throwing_Accuracy#Throwing_Distance|throwing formula]] vs. flare [[Item_Weight|weight]] of 3, the weakest soldier ([[Strength|STR]] 20) can throw a flare approx. 17 tiles, and the strongest soldier (STR 70) can throw it approx. 58 tiles - all the way across even the largest map (except diagonally). BUT, as pointed out by NKF, there is an unfortunate limit on how high an object can go before its arc intercepts the fourth-level "ceiling", which causes the confusing/annoying "Unable to throw here!" message even when the route is obviously clear. Ceiling interception appears to make the actual maximum throwing distance approx. 35 tiles. ''(More testing needed, pls.)'' Unfortunately, the stronger you are, <del class="diffchange diffchange-inline">the</del> <del class="diffchange diffchange-inline">more a</del> <del class="diffchange diffchange-inline">percent</del> of your possible distance gets clipped, but even fairly weak soldiers may see some clipping. ''(THAT'S why we often get this frustrating message when trying to throw flares as far as we can!)</div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Using the [[Throwing_Accuracy#Throwing_Distance|throwing formula]] vs. flare [[Item_Weight|weight]] of 3, the weakest soldier ([[Strength|STR]] 20) can throw a flare approx. 17 tiles, and the strongest soldier (STR 70) can throw it approx. 58 tiles - all the way across even the largest map (except diagonally). BUT, as pointed out by NKF, there is an unfortunate limit on how high an object can go before its arc intercepts the fourth-level "ceiling", which causes the confusing/annoying "Unable to throw here!" message even when the route is obviously clear. Ceiling interception appears to make the actual maximum throwing distance approx. 35 tiles. ''(More testing needed, pls.)'' Unfortunately, the stronger you are, <ins class="diffchange diffchange-inline">a</ins> <ins class="diffchange diffchange-inline">greater</ins> <ins class="diffchange diffchange-inline">percentage</ins> of your possible distance gets clipped, but even fairly weak soldiers may see some clipping. ''(THAT'S why we often get this frustrating message when trying to throw flares as far as we can!)</div></td>
</tr>
<tr>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
</tr>
<tr>
<td colspan="2" class="diff-empty"> </td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>As a parlor game: Flares illuminate 269 tiles (see inset). </div></td>
</tr>
<tr>
<td class="diff-marker">−</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>As a parlor game: Flares illuminate 269 tiles (see inset). Small maps (4x4 [[Module|tilesets]] for small and medium scouts) have 1,600 tiles and would need 5.9 flares to totally cover them, using the extremely simple (and unrealistic) math of 1600/269. Large maps (5x5) have 2,500 tiles and would need 9.3 flares to totally cover them. This does not take into account any issues of properly joining/overlapping the patterns, etc., nor that your soldiers or other sources produce light. Anyway, there it is.</div></td>
<td colspan="2" class="diff-empty"> </td>
</tr>
<tr>
<td colspan="2" class="diff-empty"> </td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Small maps (4x4 [[Module|tilesets]] for small and medium scouts) have 1,600 tiles and would need 5.9 flares to totally cover them, using the extremely simple (and unrealistic) math of 1600/269. </div></td>
</tr>
<tr>
<td colspan="2" class="diff-empty"> </td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Large maps (5x5) have 2,500 tiles and would need 9.3 flares to totally cover them. </div></td>
</tr>
<tr>
<td colspan="2" class="diff-empty"> </td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>This does not take into account any issues of properly joining/overlapping the patterns, etc., nor that your soldiers or other sources produce light. </div></td>
</tr>
<tr>
<td colspan="2" class="diff-empty"> </td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Anyway, there it is.</div></td>
</tr>
<tr>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>(Using the information from [http://www.stetson.edu/~efriedma/circovsqu/ here] we can show that a small map would require 9-10 flares for full coverage, a large map 15-16. So now you know.)</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>(Using the information from [http://www.stetson.edu/~efriedma/circovsqu/ here] we can show that a small map would require 9-10 flares for full coverage, a large map 15-16. So now you know.)</div></td>
</tr>
<tr>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
</tr>
<tr>
<td class="diff-marker">−</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>For what it's worth, flares that are dropped or picked up do not change their light status until the start of the next turn. <del class="diffchange diffchange-inline">To wit: If you drop a flare and walk away, it does not give illumination until the next turn. (Not that it matters, since your soldier had the same range-9 lighting as the flare when he was standing there.) And if you pick up a flare and walk away, its lighting remains behind until next turn. Conversely, if flares are [[Throwing Accuracy|thrown]], they do immediately light up their area.</del></div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>For what it's worth, flares that are dropped or picked up do not change their light status until the start of the next turn. </div></td>
</tr>
<tr>
<td colspan="2" class="diff-empty"> </td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>To wit: If you drop a flare and walk away, it does not give illumination until the next turn. (Not that it matters, since your soldier had the same range-9 lighting as the flare when he was standing there.) </div></td>
</tr>
<tr>
<td colspan="2" class="diff-empty"> </td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>And if you pick up a flare and walk away, its lighting remains behind until next turn. </div></td>
</tr>
<tr>
<td colspan="2" class="diff-empty"> </td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Conversely, if flares are [[Throwing Accuracy|thrown]], they do immediately light up their area.</div></td>
</tr>
<tr>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
</tr>
<tr>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Personal lighting ==</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Personal lighting ==</div></td>
</tr>
</table>Hajohttps://www.ufopaedia.org/index.php?title=Night_Missions&diff=20456&oldid=prevJasonred: Someone said so, I shall double check once I get psi in my current game.2009-03-15T12:39:43Z<p>Someone said so, I shall double check once I get psi in my current game.</p>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In full daylight, every unit in the game can see up to 20 tiles away (counting from zero where the unit is standing), not counting obstructions to [[Line of sight]].</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In full daylight, every unit in the game can see up to 20 tiles away (counting from zero where the unit is standing), not counting obstructions to [[Line of sight]].</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>At night, your <del class="diffchange diffchange-inline">units</del> cannot see enemies that stand in dark places. Personal light carried by soldiers illuminates enemies up to 9 tiles away, ''but aliens can still see 20''. '''Aliens always see the full 20''' (and night missions can end in disaster!) Anything you do to improve lighting only affects ''you''. Your flares do not make you more obvious to aliens, etc. - aliens can always see just fine.</div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>At night, your <ins class="diffchange diffchange-inline">agents and tanks</ins> cannot see enemies that stand in dark places. Personal light carried by soldiers illuminates enemies up to 9 tiles away, ''but aliens can still see 20''. '''Aliens always see the full 20''' (and night missions can end in disaster!) Anything you do to improve lighting only affects ''you''. Your flares do not make you more obvious to aliens, etc. - aliens can always see just fine<ins class="diffchange diffchange-inline">. Aliens under X-com mind control can see 20 tiles away</ins>.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Although dusk or dawn battlescapes clearly have light levels intermediate between day and night, there is no visual range in-between. It is either 9 or 20. ''(Needs testing: Can the amount of sunlight on the Geoscape somehow be used to accurately determine if you'll wind up with full night or not? Oceans seem to have the clearest delineation... can they be accurately used as "longitudinal indicators"? - [[User:MikeTheRed|MTR]])</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Although dusk or dawn battlescapes clearly have light levels intermediate between day and night, there is no visual range in-between. It is either 9 or 20. ''(Needs testing: Can the amount of sunlight on the Geoscape somehow be used to accurately determine if you'll wind up with full night or not? Oceans seem to have the clearest delineation... can they be accurately used as "longitudinal indicators"? - [[User:MikeTheRed|MTR]])</div></td>
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</table>Jasonredhttps://www.ufopaedia.org/index.php?title=Night_Missions&diff=19805&oldid=prevJasonred: /* Flares */2009-02-28T11:54:02Z<p><span dir="auto"><span class="autocomment">Flares</span></span></p>
<table class="diff diff-contentalign-left diff-editfont-monospace" data-mw="interface">
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Key advantages to flares are that they never "burn out", and they can be picked up and re-thrown, including as part of a [[grenade relay]]. Leapfrogging flares reduces this important count against your [[Known_Bugs#80-item_Limit|80 item limit]]. Usually one throws them to the places they want to walk to, or which will reveal the most "around corners", but read onward for the most efficient throwing patterns. A key disadvantage of flares is that they are always destroyed by any explosion they're caught within; indeed, they have the weakest [[Explosions#Object_Destruction|explosion resistance]] of any item in the game. So you might think twice before fragging an alien revealed by a flare - or you might very well not!</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Key advantages to flares are that they never "burn out", and they can be picked up and re-thrown, including as part of a [[grenade relay]]. Leapfrogging flares reduces this important count against your [[Known_Bugs#80-item_Limit|80 item limit]]. Usually one throws them to the places they want to walk to, or which will reveal the most "around corners", but read onward for the most efficient throwing patterns. A key disadvantage of flares is that they are always destroyed by any explosion they're caught within; indeed, they have the weakest [[Explosions#Object_Destruction|explosion resistance]] of any item in the game. So you might think twice before fragging an alien revealed by a flare - or you might very well not!</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td class="diff-marker">−</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Flares cause a circle of light of effective radius 9 (not counting ground-zero tile), diameter 19 (including GZ). Graphically radius is 15, but at the edge there is not enough light to reveal enemies. They cast the exact same amount/pattern of light as Personal Lighting (below). In real life, something seen in very dim light would probably only be visible to the closest person, but this is not the case in X-COM. If anyone can see an alien, everyone can (as long as they have [[Line of sight]]). I guess everyone's in radio contact.</div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Flares cause a circle of light of effective radius 9 (not counting ground-zero tile), diameter 19 (including GZ). Graphically radius is 15, but at the edge there is not enough light to reveal enemies. They cast the exact same amount/pattern of light as Personal Lighting (below). In real life, something seen in very dim light would probably only be visible to the closest person, but this is not the case in X-COM. If anyone can see an alien, everyone can (as long as they have [[Line of sight]]).<ins class="diffchange diffchange-inline"> (In fact, even if NO ONE can currently see an alien, but someone spotted him during the turn, everyone can see him. Very important for sniping purposes [[User:Jasonred|Jasonred]] 05:54, 28 February 2009 (CST))</ins> I guess everyone's in radio contact.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Due to the fact that both soldiers and flares have radius 9 light patterns, flares should be thrown approx. 18 tiles away (laterally; less for diagonally) for complete coverage. Of course, this doesn't take into account that you will be moving, etc. Likewise, flares should be about 18 tiles away from each other. A hexagon of flares around a soldier will cause almost complete coverage out to approximately 27 tiles -- further than your visual range.</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Due to the fact that both soldiers and flares have radius 9 light patterns, flares should be thrown approx. 18 tiles away (laterally; less for diagonally) for complete coverage. Of course, this doesn't take into account that you will be moving, etc. Likewise, flares should be about 18 tiles away from each other. A hexagon of flares around a soldier will cause almost complete coverage out to approximately 27 tiles -- further than your visual range.</div></td>
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</table>Jasonredhttps://www.ufopaedia.org/index.php?title=Night_Missions&diff=18395&oldid=prevZombie: /* Incendiaries */ Relinking.2008-12-18T00:12:22Z<p><span dir="auto"><span class="autocomment">Incendiaries: </span> Relinking.</span></p>
<table class="diff diff-contentalign-left diff-editfont-monospace" data-mw="interface">
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Pattern around map tile on fire is identical to those of flares and personal light.</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Pattern around map tile on fire is identical to those of flares and personal light.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td class="diff-marker">−</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Load up the [[Auto<del class="diffchange diffchange-inline"> </del>Cannon]] with Incendiary before starting the mission. Use on snap-shot to light up the depths of the map, further than flares can be thrown. Give the soldier a back-up pistol. Incendiary ammo is also available for the [[Heavy Cannon]] and [[Rocket Launcher]], but the Auto Cannon's fast shot makes it best for the mission - a soldier can still use his pistol the same turn. Incendiary rounds detonated into the canopy of a forest will still cast light on the ground but without the troublesome fires which hinder movement.</div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Load up the [[Auto<ins class="diffchange diffchange-inline">-</ins>Cannon]] with Incendiary before starting the mission. Use on snap-shot to light up the depths of the map, further than flares can be thrown. Give the soldier a back-up pistol. Incendiary ammo is also available for the [[Heavy Cannon]] and [[Rocket Launcher]], but the Auto Cannon's fast shot makes it best for the mission - a soldier can still use his pistol the same turn. Incendiary rounds detonated into the canopy of a forest will still cast light on the ground but without the troublesome fires which hinder movement.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Enemy units on fire do not provide any light.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Enemy units on fire do not provide any light.</div></td>
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</table>Zombiehttps://www.ufopaedia.org/index.php?title=Night_Missions&diff=17528&oldid=prevPatashu: /* Flares */2008-11-09T04:43:34Z<p><span dir="auto"><span class="autocomment">Flares</span></span></p>
<table class="diff diff-contentalign-left diff-editfont-monospace" data-mw="interface">
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 04:43, 9 November 2008</td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>As a parlor game: Flares illuminate 269 tiles (see inset). Small maps (4x4 [[Module|tilesets]] for small and medium scouts) have 1,600 tiles and would need 5.9 flares to totally cover them, using the extremely simple (and unrealistic) math of 1600/269. Large maps (5x5) have 2,500 tiles and would need 9.3 flares to totally cover them. This does not take into account any issues of properly joining/overlapping the patterns, etc., nor that your soldiers or other sources produce light. Anyway, there it is.</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>As a parlor game: Flares illuminate 269 tiles (see inset). Small maps (4x4 [[Module|tilesets]] for small and medium scouts) have 1,600 tiles and would need 5.9 flares to totally cover them, using the extremely simple (and unrealistic) math of 1600/269. Large maps (5x5) have 2,500 tiles and would need 9.3 flares to totally cover them. This does not take into account any issues of properly joining/overlapping the patterns, etc., nor that your soldiers or other sources produce light. Anyway, there it is.</div></td>
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<tr>
<td colspan="2" class="diff-empty"> </td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>(Using the information from [http://www.stetson.edu/~efriedma/circovsqu/ here] we can show that a small map would require 9-10 flares for full coverage, a large map 15-16. So now you know.)</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
</tr>
<tr>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>For what it's worth, flares that are dropped or picked up do not change their light status until the start of the next turn. To wit: If you drop a flare and walk away, it does not give illumination until the next turn. (Not that it matters, since your soldier had the same range-9 lighting as the flare when he was standing there.) And if you pick up a flare and walk away, its lighting remains behind until next turn. Conversely, if flares are [[Throwing Accuracy|thrown]], they do immediately light up their area.</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>For what it's worth, flares that are dropped or picked up do not change their light status until the start of the next turn. To wit: If you drop a flare and walk away, it does not give illumination until the next turn. (Not that it matters, since your soldier had the same range-9 lighting as the flare when he was standing there.) And if you pick up a flare and walk away, its lighting remains behind until next turn. Conversely, if flares are [[Throwing Accuracy|thrown]], they do immediately light up their area.</div></td>
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</table>Patashu