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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    [Patch 3831] Executor: Missile Carrier can't launch tactical nuclear bomb #Endgame Prime v737

    Scheduled Pinned Locked Moved Game Issues and Gameplay questions
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    • nomadsN Offline
      nomads
      last edited by nomads

      This unit functions normally in fa patch v3829, but encounters issues in v3831.

      Executor_Missile Carrier X.jpg

      SC04.jpg

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      • nomadsN Offline
        nomads
        last edited by nomads

        1.gif

        2.gif

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        • N Offline
          Nomander Balance Team
          last edited by

          This is due to the fix intended to prevent silo weapons from firing projectiles when they have no ammo.
          The unit's NukeMissile weapon has CountedProjectile = true, MaxProjectileStorage = nil, and the unit is missing the SILO category.
          The fix thinks that only CountedProjectile is needed for a weapon to work with ammo, but upon further investigation the engine won't let a unit build ammo if it doesn't have the category, and the projectile max storage amount also needs to be set so that the engine knows there's space to fit the ammo, since it won't default to something reasonable like 1.
          I will change the fix to check if a unit is a valid silo unit, but the mod should also fix its unit (CYBMISSCAR) to not have CountedProjectile = true on a non-silo weapon.

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          • nomadsN Offline
            nomads @Nomander
            last edited by

            @Nomander Thank you for your kind response. I suggest not setting such rigorous program logic for this enjoyable mod. It would be better to set a switch to give players the choice,
            or to strictly restrict it only for the ranked match mode. This way, it maintains both rigor and fun.

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