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ExpSpread

Divisor that turns an exploding object's collateral damage into the radius of its death blast.

Specification
Applies to
global rules
File
rules.ini
Section
[CombatDamage]
Value
floating point
When omitted
.5

ExpSpread sets how wide the death blast of an exploding object reaches. A larger value makes a smaller blast.

An object explodes as it dies if its type sets Explodes=yes or it has earned the explodes ability. The blast is centered on the object. An object that falls from the air and dies on water does not explode.

The blast’s strength is the object’s collateral damage: its full Strength multiplied by its CollateralDamageCoefficient. Damage the object had already taken does not reduce it. A structure adds the Tiberium it stores: the amount of each Tiberium type multiplied by that type’s Power. A full refinery therefore explodes harder than an empty one.

The blast uses the warhead of the object’s primary weapon: Primary, or Elite once the object is elite and Elite is set. A weapon that an upgrade supplies in that slot takes priority on a structure. An object with no weapon in that slot has no blast: no cell is damaged, and no explosion animation or flash appears.

The radius in cells is the collateral damage divided by 100, rounded down, then divided by ExpSpread. The result is held between one lepton and three cells. Collateral damage below 100 therefore gives the smallest blast.

Set ExpSpread above 0. A negative value gives the smallest blast, and 0 gives an undefined radius.

The blast damages a square of cells centered on the object’s cell. The square reaches the radius, rounded up to whole cells, in each direction: 3×3 cells at the smallest and 7×7 at the largest.

The blast’s damage is the collateral damage multiplied by the radius rounded down to whole cells, and never less than the collateral damage itself. A radius between whole cells therefore reaches the next ring of cells but deals the damage of the smaller whole radius, as the example below shows.

rules.ini
[CombatDamage]
ExpSpread=.7

With this value, an object with 150 collateral damage has a radius of about 1.4 cells. Its blast covers 5×5 cells with a damage of 150. At ExpSpread=.5, the radius is exactly 2 cells: the blast covers the same 5×5 cells with a damage of 300.