11.07.2010, 21:11:34
#292 would be cool, especially if mods reinstate the pavement idea. Whereas 928 seems like a really bad way to do towed items like artillery or trailers (just swallow the objections and do them as 1 unit...)
#525 would be interesting, it'd allow (for example) one stealth for... spies, say. Another stealth for submarines, a third for vehicles, a fourth for aircraft and a fith used so that infatry can only be spotted within the sight= radius of players units. It ould potentially be used in lieu of Fog of war (especially if an option were given to not display the stealth effect on a per unit/stealth type basis) by stealthing all units in one type of stealth, giving all units the relevant sensorsight equal to their sight= and still allow other 'stealth' units on top that were harder to detect.
#242 on the other hand... Is #242, an annoying micromanagement intensive perversion of aircraft logic... The only thing that coul possibly of any real use in the issue is the suggestion "Well, what would make sense is having a "Fuel=" tag... ...[for] any unit (with corresponding PipScale=Fuel), which would run out by moving the unit.... ...add "UnitRefuel=yes" ... ...reload units that have run out of fuel, or have indeed all the settings of the Reload logic... ...as well " which deserves filing later as a seperate request.
#525 would be interesting, it'd allow (for example) one stealth for... spies, say. Another stealth for submarines, a third for vehicles, a fourth for aircraft and a fith used so that infatry can only be spotted within the sight= radius of players units. It ould potentially be used in lieu of Fog of war (especially if an option were given to not display the stealth effect on a per unit/stealth type basis) by stealthing all units in one type of stealth, giving all units the relevant sensorsight equal to their sight= and still allow other 'stealth' units on top that were harder to detect.
#242 on the other hand... Is #242, an annoying micromanagement intensive perversion of aircraft logic... The only thing that coul possibly of any real use in the issue is the suggestion "Well, what would make sense is having a "Fuel=" tag... ...[for] any unit (with corresponding PipScale=Fuel), which would run out by moving the unit.... ...add "UnitRefuel=yes" ... ...reload units that have run out of fuel, or have indeed all the settings of the Reload logic... ...as well " which deserves filing later as a seperate request.