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tnevolin
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thinker-doer
Modifications to a SMACX Thinker mod to highlight more game features
GNU General Public License v2.0
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Fix Readme typos
#57
pianoslum
closed
3 years ago
1
Fanatic Attack bonus is overpowered
#56
bvanevery
closed
3 years ago
5
Alien Offense and Defense are overpowered
#55
bvanevery
closed
3 years ago
2
University is crippled
#54
bvanevery
closed
3 years ago
2
remove useless predefined units
#53
bvanevery
closed
3 years ago
6
Faction should stick to their SE preference even if it is not discovered
#52
tnevolin
closed
2 years ago
7
Framing actions against Pactmates carry no consequences
#51
nevill-spb
closed
3 years ago
3
mindworms double spawn too early
#50
bvanevery
closed
3 years ago
13
eliminate fungal towers from landing sites
#49
bvanevery
closed
3 years ago
5
Knowledge obsoletes University
#48
bvanevery
closed
3 years ago
13
Group terraforming
#47
tnevolin
closed
3 years ago
1
Group move to
#46
tnevolin
closed
3 years ago
1
Right click long range fire from sea transport
#45
tnevolin
closed
3 years ago
1
Right click unload air transport
#44
tnevolin
closed
3 years ago
1
Sensor detect range 4 on land and 8 on sea
#43
tnevolin
closed
3 years ago
1
Display human readable text for ability cost in workshop
#42
tnevolin
closed
3 years ago
1
Return ability to build sensors to AI formers
#41
tnevolin
closed
3 years ago
1
Air defender scrambles before declaring a war
#40
tnevolin
closed
3 years ago
1
Naval attack and bombardment problems
#39
tnevolin
closed
3 years ago
1
Display TALENT in SE screen as an icon similar to other effects
#38
tnevolin
closed
3 years ago
1
Decrease native stack collateral damage
#37
tnevolin
closed
3 years ago
1
Retooling function interacts poorly with INDUSTRY mineral scaling
#36
nevill-spb
closed
3 years ago
1
Sea probe expelled from other faction territory could be sent in land base
#35
tnevolin
closed
3 years ago
1
Update getHurryCost function to handle both vanilla and flat logic
#34
tnevolin
closed
3 years ago
1
Correct penalizing for switching between categories
#33
tnevolin
closed
3 years ago
1
Modified hurry cost
#32
tnevolin
closed
3 years ago
1
Regular combat units morale structures should not give morale boost to probe teams
#31
tnevolin
closed
3 years ago
1
AI Diplomacy bugs
#30
nevill-spb
closed
3 years ago
4
Is it possible to treat Pact Brother/Governor status as temporary infiltration?
#29
nevill-spb
closed
3 years ago
3
Is it possible to make infiltration status expire?
#28
nevill-spb
closed
3 years ago
7
New prototype costs are inconsistent
#27
nevill-spb
closed
3 years ago
2
Tap into unit design proposal for better design
#26
tnevolin
closed
3 years ago
1
Evaluate and suggest defensive facilities for base production
#25
tnevolin
closed
3 years ago
1
Control sea explorers
#24
tnevolin
closed
3 years ago
0
Ability costs
#23
nevill-spb
closed
3 years ago
4
Provide additional hurry information
#22
nevill-spb
closed
3 years ago
1
Enforce SE choice preference for AI factions
#21
tnevolin
closed
3 years ago
5
Adding minerals to accumulated minerals should ignore INDUSTRY rating
#20
tnevolin
closed
3 years ago
1
Enhance base location search algorithm
#19
tnevolin
closed
3 years ago
2
Rework probe team success rates
#18
tnevolin
closed
3 years ago
3
Teach AI to populate bunkers with defensive units
#17
tnevolin
closed
2 years ago
4
Teach AI to build bunkers near the border
#16
tnevolin
closed
2 years ago
6
Teach AI to strengthen up border bases
#15
tnevolin
closed
1 year ago
1
#148 - removed custom factions
#14
tnevolin
closed
4 years ago
0
Feature/#12
#13
tnevolin
closed
4 years ago
0
Prototype cost formula
#12
tnevolin
closed
4 years ago
0
AI should evaluate neighbor threat and build defensive units and structures accordingly
#11
tnevolin
closed
1 year ago
5
Brood Pit should give +1 POLICE
#10
tnevolin
closed
3 years ago
1
Thinker AI transport doesn't pick up land colony from sea base
#9
tnevolin
closed
1 year ago
1
Make AI clean up spots for future bases outside of existing bases radius
#8
tnevolin
closed
1 year ago
1
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