<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[[Patch 3831]  Executor: Missile Carrier can&#x27;t launch tactical nuclear bomb   #Endgame Prime v737]]></title><description><![CDATA[<p dir="auto">This unit functions normally in fa patch v3829, but encounters issues in v3831.</p>
<p dir="auto"><img src="/assets/uploads/files/1772892459415-executor_missile-carrier-x-resized.jpg" alt="Executor_Missile Carrier X.jpg" class=" img-fluid img-markdown" /></p>
<p dir="auto"><img src="/assets/uploads/files/1772892477166-sc04-resized.jpg" alt="SC04.jpg" class=" img-fluid img-markdown" /></p>
]]></description><link>https://forum.faforever.com/topic/9962/patch-3831-executor-missile-carrier-can-t-launch-tactical-nuclear-bomb-endgame-prime-v737</link><generator>RSS for Node</generator><lastBuildDate>Fri, 05 Jun 2026 11:19:10 GMT</lastBuildDate><atom:link href="https://forum.faforever.com/topic/9962.rss" rel="self" type="application/rss+xml"/><pubDate>Sat, 07 Mar 2026 14:08:05 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to [Patch 3831]  Executor: Missile Carrier can&#x27;t launch tactical nuclear bomb   #Endgame Prime v737 on Sun, 08 Mar 2026 09:57:00 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/nomander" aria-label="Profile: Nomander">@<bdi>Nomander</bdi></a> 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,<br />
or to strictly restrict it only for the ranked match mode. This way, it maintains both rigor and fun.</p>
]]></description><link>https://forum.faforever.com/post/72135</link><guid isPermaLink="true">https://forum.faforever.com/post/72135</guid><dc:creator><![CDATA[nomads]]></dc:creator><pubDate>Sun, 08 Mar 2026 09:57:00 GMT</pubDate></item><item><title><![CDATA[Reply to [Patch 3831]  Executor: Missile Carrier can&#x27;t launch tactical nuclear bomb   #Endgame Prime v737 on Sun, 08 Mar 2026 04:01:36 GMT]]></title><description><![CDATA[<p dir="auto">This is due to the fix intended to prevent silo weapons from firing projectiles when they have no ammo.<br />
The unit's NukeMissile weapon has <code>CountedProjectile = true</code>, <code>MaxProjectileStorage = nil</code>, and the unit is missing the <code>SILO</code> category.<br />
The fix thinks that only <code>CountedProjectile</code> 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.<br />
I will change the fix to check if a unit is a valid silo unit, but the mod should also fix its unit (<code>CYBMISSCAR</code>) to not have <code>CountedProjectile = true</code> on a non-silo weapon.</p>
]]></description><link>https://forum.faforever.com/post/72127</link><guid isPermaLink="true">https://forum.faforever.com/post/72127</guid><dc:creator><![CDATA[Nomander]]></dc:creator><pubDate>Sun, 08 Mar 2026 04:01:36 GMT</pubDate></item><item><title><![CDATA[Reply to [Patch 3831]  Executor: Missile Carrier can&#x27;t launch tactical nuclear bomb   #Endgame Prime v737 on Sun, 08 Mar 2026 03:03:53 GMT]]></title><description><![CDATA[<p dir="auto"><img src="/assets/uploads/files/1772939002986-1.gif" alt="1.gif" class=" img-fluid img-markdown" /></p>
<p dir="auto"><img src="/assets/uploads/files/1772939002995-2.gif" alt="2.gif" class=" img-fluid img-markdown" /></p>
]]></description><link>https://forum.faforever.com/post/72125</link><guid isPermaLink="true">https://forum.faforever.com/post/72125</guid><dc:creator><![CDATA[nomads]]></dc:creator><pubDate>Sun, 08 Mar 2026 03:03:53 GMT</pubDate></item></channel></rss>