tnevolin / thinker-doer

Modifications to a SMACX Thinker mod to highlight more game features
GNU General Public License v2.0
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ships do not have nerve gas available #62

Closed bvanevery closed 3 years ago

bvanevery commented 3 years ago

I've got nerve gas available for my land units just fine. I need to get rid of Usurper sea bases. I don't want to have to take care of those bastards.

tnevolin commented 3 years ago

Are you asking to give or not to give it to ships?

afwbkbc commented 3 years ago

tbh I always wondered why ships didn't have such option

bvanevery commented 3 years ago

Maybe they didn't like that winning an X artillery duel, will depopulate a base! Personally I think this is great / fantastic. Of course, my whole reason to use X weapons is to eXterminate bases that I don't want to micromanage. It may not be the best idea from a game balancing and difficulty standpoint, but it's a great idea from a finish the damn game standpoint.

You can still pull this trick with X land artillery, although of course you need Neural Grafting to make such a unit. With ships, since they're inherently both direct fire and artillery weapons, you can do it as soon as you get X weapons.

tnevolin commented 3 years ago

I don't have any opinion on that. Can enable it easily in alphax.txt.

bvanevery commented 3 years ago

Ships still don't have nerve gas available in version 252. I notice that the original game didn't make it available. In my mod, I've found it highly useful to allow it. Especially in WTP, there are a lot of bases to wipe out at sea.

tnevolin commented 3 years ago

I didn't do anything on that. The messages above seem to be some automatic notification about something else. This issue is still pending.

bvanevery commented 3 years ago

Yep that's why I pinged it. It's actually trivial to make the change. It's a question of willingness to make it.

tnevolin commented 3 years ago

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