SACU lives matter

This is a SIM mod idea for someone else to implement.

SACUs are biologicals, why would they suicide if their ACU is dead? I suggest that a player who has lost their ACU and has SACUs does not lose the game, but this happens: The unit limit goes down to 0, but each SACU gives 200 limit (until the proper limit is reached), and the last remaining SACU is always visible to the enemy.

I think the SACU limit should be unit_limit/10. Will also make all these never-used SACU upgrades usable after reducing their cost (probably by 30%), because you won't be able to have a lot of them anyway. And no presets.

This also needs to spam you with SpAwN mOrE OveRlORds if you are below the cap.

Building SACUs is Only Desire!

My UI Mods

I also think spamming SACUs should be illegal lore-wise: We have robots to fight, not people. How about 10 SACU limit?

Hows about shut up and eat my RAS bot's.

DONT BELIVE BH HE IS LIEING

*updated the 1st post

Note: after paying 3k mass for a large factory to build an SACU, most players don't want to leave the factory idle.

Possible fix: let the factory build T1-T3 land units (possibly with increased build power, possibly requiring a land HQ).

Or: just let land factories build SACUs (possibly via a T4 HQ upgrade).

I mean, I already have the code for this somewhere. What should the cap be?

Wars of Glory: FAF reimagined. Now casting (somewhat) regularly!

Discord link in the Mod Vault description!

@vanifica unit_limit/10 if possible. If not, just 10.

@melanol Check the mod vault for the mod "Cap SCU Production." It limits it to 10.

(FYI, I don't like the spammable SCU mechanic, either for the reasons you described, which is why WoG limits you to 1 at a time).

Wars of Glory: FAF reimagined. Now casting (somewhat) regularly!

Discord link in the Mod Vault description!

@vanifica Can you add the rest of the functionality described in the 1st post? You can also name the complete (or almost complete) mod "SACU lives matter", if you want.