Suicide Units don't fire if not accompanied by non suicide units



  • Example - Domination 1914 No Man's Land. Has Gas suicide unit that on attack suicides. If you have a gas only attack, all that happens is all the gas you send dies without dealing damage. This seems like a bug

    Any known workaround?


  • Moderators

    @scallen1 I'm moving this to mapmaking, as definitely it isn't a bug report.

    The reason why gas in NML doesn't do anything but getting captured if alone is because it is an infrastructure. The main reason (that I know, since I talked extensively with Imbaked during the making of Domination NML) why it is an infrastructure stems from the fact that it is not wanted for it to suicide on defence, neither to be taken as casualty. I assume you can make a feature request for a property that gives priority to the suicide ability over the infrastructure characteristic, so that suicidal infrastructures will suicide rather than getting captured, if alone. I think such a behaviour may generally have a good use in representing shells in more operational level maps.


  • Moderators

    @scallen1 said in Suicide Units don't fire if not accompanied by non suicide units:

    Any known workaround?

    You could have triggers keeping switching off and on the infrastructure option before combat move and after combat resolution, but this is a hack.



  • @cernel Thank you. I'm trying to create suicide units I'd like to use on their own and this info helps