That would need to be hardcoded and would just tip the iceberg of what could really be possible with the nuke system. What I want to see done is units being defined with kamakazi attack AIs that can't be player altered (AI can only be set at factory). That way I could make the nukes do so much more than they currently can, like multi staged warheads and different ammounts of armor against the currently someonewhat overpowered antinuke. Non "weapon" nukes would even be possessable while they harrow down for the final blast, which would just be cool beyond all other cool.Neuralize wrote:Idea: When building units are set to guard a super weapon, they help build it inside the silo. Or, at the very least, create a tag that applies to silo-like weapons allowing them, or not allowing them to have their weapon helped with.
Player Weapons
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