https://www.ufopaedia.org/index.php?title=Talk:Time_Units&feed=atom&action=historyTalk:Time Units - Revision history2024-03-29T09:58:11ZRevision history for this page on the wikiMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Talk:Time_Units&diff=18840&oldid=prevZombie: Talk:TU moved to Talk:Time Units: This is the correct name given in-game. Abbreviations should link to the full name.2009-01-02T03:36:06Z<p><a href="/index.php/Talk:TU" class="mw-redirect" title="Talk:TU">Talk:TU</a> moved to <a href="/index.php/Talk:Time_Units" title="Talk:Time Units">Talk:Time Units</a>: This is the correct name given in-game. Abbreviations should link to the full name.</p>
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</td></tr></table>Zombiehttps://www.ufopaedia.org/index.php?title=Talk:Time_Units&diff=11814&oldid=prevZaimoni at 03:17, 4 June 20072007-06-04T03:17:18Z<p></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>: It's still a 33% chance of getting any of the three outcomes. You have 1/3 of a chance to get nothing and a re-roll, a 1/3 chance to get 1, and a 1/3 chance of getting 2 points. There is a 50% of getting either one of the two outcomes 2/3rds of the time though. It's still: (2/3) / (1/2) = 33.33..%. -[[User:NKF|NKF]]</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>: It's still a 33% chance of getting any of the three outcomes. You have 1/3 of a chance to get nothing and a re-roll, a 1/3 chance to get 1, and a 1/3 chance of getting 2 points. There is a 50% of getting either one of the two outcomes 2/3rds of the time though. It's still: (2/3) / (1/2) = 33.33..%. -[[User:NKF|NKF]]</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>: As long as you're clear on "ultimate result" (pretending rerolls are the next roll) and "this time only", yes: the 1/3 chance of reroll should be removed when estimating the ultimate result. However, it's a lot less confusing to focus on the "this time only", as that is what you see directly. -- [[User:Zaimoni|Zaimoni]] 22:18 CDT June 3 2007</div></td>
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</table>Zaimonihttps://www.ufopaedia.org/index.php?title=Talk:Time_Units&diff=11811&oldid=prevNKF at 22:44, 3 June 20072007-06-03T22:44:07Z<p></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>While you have a 33% chance of breaking cap in a single combat with 79 TUs, shouldn't it be mentioned that over the course of several battles, you will break the cap 50% of the time, not 33%? Think about it. If you roll a 0, the next battle you'll roll again. And eventually, you'll roll either a 1 or a 2, thus giving you a 50% chance of overflowing cap. [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:31, 2 June 2007 (PDT)</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>While you have a 33% chance of breaking cap in a single combat with 79 TUs, shouldn't it be mentioned that over the course of several battles, you will break the cap 50% of the time, not 33%? Think about it. If you roll a 0, the next battle you'll roll again. And eventually, you'll roll either a 1 or a 2, thus giving you a 50% chance of overflowing cap. [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:31, 2 June 2007 (PDT)</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>: It's still a 33% chance of getting any of the three outcomes. You have 1/3 of a chance to get nothing and a re-roll, a 1/3 chance to get 1, and a 1/3 chance of getting 2 points. There is a 50% of getting either one of the two outcomes 2/3rds of the time though. It's still: (2/3) / (1/2) = 33.33..%. -[[User:NKF|NKF]]</div></td>
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</table>NKFhttps://www.ufopaedia.org/index.php?title=Talk:Time_Units&diff=11807&oldid=prevArrow Quivershaft: Cap overflow percentage in question2007-06-03T01:31:50Z<p>Cap overflow percentage in question</p>
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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;"></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>While you have a 33% chance of breaking cap in a single combat with 79 TUs, shouldn't it be mentioned that over the course of several battles, you will break the cap 50% of the time, not 33%? Think about it. If you roll a 0, the next battle you'll roll again. And eventually, you'll roll either a 1 or a 2, thus giving you a 50% chance of overflowing cap. [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:31, 2 June 2007 (PDT)</div></td>
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</table>Arrow Quivershafthttps://www.ufopaedia.org/index.php?title=Talk:Time_Units&diff=10160&oldid=prevMikeTheRed at 17:02, 26 February 20072007-02-26T17:02:21Z<p></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>Feel free to add this stuff to the page. I also just added a complete MCD database to the wiki, and put a link to the MCD page, on the TU page.</div></td>
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</table>MikeTheRedhttps://www.ufopaedia.org/index.php?title=Talk:Time_Units&diff=10159&oldid=prevMikeTheRed at 17:01, 26 February 20072007-02-26T17:01:35Z<p></p>
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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;"></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>Question: Is the TU usage for urban and rural items different? I see entries about broken urban fences, or Urban Garden Beds, but nothing for the rural equivalents.</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;"></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>Those all seem like valid comments to me, Sfnhltb. You're welcome to add to the page or fix any oversights. I think I fixed one or two. I'm not sure whether Danial took into account every possible combination of floor tile plus additional object (various plants, various broken things, etc.). </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>You've made some good points:</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>*Right, the diagonals are a glaring omission. Probly Dan (or whomever) wasn't thinking about something so basic.</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>*Good point about turning. It's actually an important tactical trick. All us vets probly long since figured it out, but the wiki's for basics, too.</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>Feel free to add this stuff to the page. I also just added a complete MCD database to the wiki, and put a link to the MCD page, on the TU page.</div></td>
</tr>
<tr>
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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: #a3d3ff; 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>- [[User:MikeTheRed|MikeTheRed]] 09:01, 26 February 2007 (PST)</div></td>
</tr>
<tr>
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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: #a3d3ff; 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;"></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>== Experience Cap Probabilities ==</div></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;"></td>
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<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>EthC, on second thought I'm thinking the chance of cap+1 for secondaries, is one third. Basically, three things can happen:</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>EthC, on second thought I'm thinking the chance of cap+1 for secondaries, is one third. Basically, three things can happen:</div></td>
</tr>
</table>MikeTheRedhttps://www.ufopaedia.org/index.php?title=Talk:Time_Units&diff=10155&oldid=prevZaimoni at 16:18, 26 February 20072007-02-26T16:18:01Z<p></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>--[[User:Sfnhltb|Sfnhltb]] 15:47, 25 February 2007 (PST)</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>--[[User:Sfnhltb|Sfnhltb]] 15:47, 25 February 2007 (PST)</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;"></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: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Ramps are weird, yes. What's happening there is that the first step off the ramp can either be into "air" (same level, <b>no</b> extra cost) or onto the ramp (one level down, extra cost as stated).</div></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: #a3d3ff; 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: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Soldiers without flying suits end up in the same position: on the ramp. Soldiers in flying suits...end up in mid air, and have to waste 8 TUs going down a level before doing the standard "debark at side".</div></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: #a3d3ff; 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: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>--[[User:Zaimoni|Zaimoni]] 09:33, 26 February 2007 (CST)</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;"></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>----</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>----</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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</table>Zaimonihttps://www.ufopaedia.org/index.php?title=Talk:Time_Units&diff=10154&oldid=prevSfnhltb at 23:54, 25 February 20072007-02-25T23:54:38Z<p></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 23:54, 25 February 2007</td>
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<td colspan="2" class="diff-lineno">Line 16:</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>I also got some oddities with raised terrain - the first layer seems to count as normal terrain, so you can walk over a one high hump, no matter how wide it is, at cost 4/6 all the way, its only when you move up to the second tier that the extra costs kick in and it starts costing 8/12. But then when you reach the whole next layer of the map, sometimes the top tier around that costs 4 again (but not always, couldnt work out the extra system).</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>I also got some oddities with raised terrain - the first layer seems to count as normal terrain, so you can walk over a one high hump, no matter how wide it is, at cost 4/6 all the way, its only when you move up to the second tier that the extra costs kick in and it starts costing 8/12. But then when you reach the whole next layer of the map, sometimes the top tier around that costs 4 again (but not always, couldnt work out the extra system).</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>Another item not noted is that turning costs 1 TU. But, if you move and it involves turns, you get any turns for free. So on standard terrain when facing orthagonally if you right click the square behind you, it costs 4 to turn. If you left click instead you will make the same 4 turns, then advance a square, and it still costs 4. This has saved my soldiers a number of times (as has generally knowing what each move will cost before I do it, when things get tight and you cant afford to be left holding a primed grenade with 1 less TU than it takes to throw, or standing adjacent to an armed alien with a stun rod that costs 1 or 2 TUs more than you now have remaining).</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>Another item not noted is that turning costs 1 TU<ins class="diffchange diffchange-inline"> (edit: it is mentioned it has a fixed cost that I see, but nowhere lists that cost)</ins>. But, if you move and it involves turns, you get any turns for free. So on standard terrain when facing orthagonally if you right click the square behind you, it costs 4 to turn. If you left click instead you will make the same 4 turns, then advance a square, and it still costs 4. This has saved my soldiers a number of times (as has generally knowing what each move will cost before I do it, when things get tight and you cant afford to be left holding a primed grenade with 1 less TU than it takes to throw, or standing adjacent to an armed alien with a stun rod that costs 1 or 2 TUs more than you now have remaining).</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>Would add this myself of course, but wondering because the data is apparently directly taken from the files so not sure if I have a different version or something?</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>Would add this myself of course, but wondering because the data is apparently directly taken from the files so not sure if I have a different version or something?</div></td>
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</table>Sfnhltbhttps://www.ufopaedia.org/index.php?title=Talk:Time_Units&diff=10153&oldid=prevSfnhltb at 23:47, 25 February 20072007-02-25T23:47:17Z<p></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>--[[User:Danial|Danial]] 15:52, 28 December 2005 (PST)</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>--[[User:Danial|Danial]] 15:52, 28 December 2005 (PST)</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>----</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;"></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>Was doing some testing earlier today on movement costs, and noted a few missing/differences. Firstly I guess there isnt anywhere I noticed on the page noting that diagonal movement costs 50% more (round down) than ortagonal moves.</div></td>
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<tr>
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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;"></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: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Specific terrains - rough/heather stuff on agricultural maps is 5/7 I think, didnt notice it in the short list of 5 cost.</div></td>
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<tr>
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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;"></td>
</tr>
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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: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Skyranger ramp was a weird one in my testing, lateral moves were 8 as suggested in your list, but the move to the first step down coming out costs 4, the next step costs 12, then the last step 8 (plus 50% if moving diagonally again, so 18 if you had stepped out to the first layer then move diagonally across the ramp. Of course taking a dive of the side is always preferred - should just be able to tell the engineers to remove the ramp entirely because it makes it more difficult to get off the ship! </div></td>
</tr>
<tr>
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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: #a3d3ff; vertical-align: top; white-space: pre-wrap;"></td>
</tr>
<tr>
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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: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Moving between the ramp and gear of the Skyranger also cost 12, when you would expect 6 for basic terrain - if you are moving to hide beneath the front gear its quicker by 2 to go the outside route I believe (although more risky I guess).</div></td>
</tr>
<tr>
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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: #a3d3ff; 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>I also got some oddities with raised terrain - the first layer seems to count as normal terrain, so you can walk over a one high hump, no matter how wide it is, at cost 4/6 all the way, its only when you move up to the second tier that the extra costs kick in and it starts costing 8/12. But then when you reach the whole next layer of the map, sometimes the top tier around that costs 4 again (but not always, couldnt work out the extra system).</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;"></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>Another item not noted is that turning costs 1 TU. But, if you move and it involves turns, you get any turns for free. So on standard terrain when facing orthagonally if you right click the square behind you, it costs 4 to turn. If you left click instead you will make the same 4 turns, then advance a square, and it still costs 4. This has saved my soldiers a number of times (as has generally knowing what each move will cost before I do it, when things get tight and you cant afford to be left holding a primed grenade with 1 less TU than it takes to throw, or standing adjacent to an armed alien with a stun rod that costs 1 or 2 TUs more than you now have remaining).</div></td>
</tr>
<tr>
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</table>Sfnhltbhttps://www.ufopaedia.org/index.php?title=Talk:Time_Units&diff=6865&oldid=prevMikeTheRed at 03:41, 20 May 20062006-05-20T03:41:21Z<p></p>
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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>Hiya NKF, long time no type! I seem to recall I made tons of suggestions - about what ''you'' might do, lol. We've all agreed that whoever gets around to doing any particular bit of work can make the call, if nobody else is having an opinion. Assuming they're competent (and based on what I've seen, that definitely includes you, Eth). I might rework some of the linkage ''under'' the main headings, but overall the main menu itself is fine for me. Eth, we (and esp. me) talked a lot about what the main headings should be, and I made a big point that the main page should not be an exhaustive dictionary of XCOM. It should be a place with a minimal number of headings (it used to be cluttered) that serves two audiences: newbies and the hardcore. All big/important pages should be within 1 or 2 links deep off the main page. (This does not count more esoteric pages, like my kill modelling.) In this way, newbies can quickly find overviews or details... and the hardcore can readily get to the nuance/reference pages they might want, like Damage, Reaction Triggers, whatever. In this view that I had, things like BS Overview or BS Combat would have things like Damage, Explosions, Triggers, Experience set in a more obvious place. Right now they are here and there, stuck under Mission Overviews or whatever.</div></td>
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