KMadCandy
giggling permanoob
You're welcome to do so, but that change [making plain old-fashioned destroyers not go obsolete] is outside of the range I'm looking at. I'm just trying to have the game match the majority of player's expectations so we get less complaints around here about why someone's SD didn't defend their stack of ships.
yeah i prolly shouldn't have opened that can of worms! i don't think that should go in the unofficial patch, that would be a change in rules. losing the ability to build normal destroyers when they have a function you might want to keep that the so-called upgrade can't perform is something i don't see any logic to, and i think is an oversight, and since i haven't seen anybody give a reason i see any sense to, i'll just mod my .xml to have them last forever. it'll take away part of my frustration and therefore add to my fun. but nope, this patch isn't the place for it i think
i tweak stuff like that if it annoys the snot out of me. sometimes i play with my events file that lets me not delay education so that quests don't go obsolete so early . i unauthorizedly altered your unofficial patch, am i in trouble? i keep the unadulterated set too, for when i want to pretend i'm normal, and always for games i directly compare to others (RB events, ALC shadows, LHC, and of course HoF), but some games that are just for fun i do whatever i freaking want. that's part of the fun of being a permanoob!
about execs: i think it's kind of exploit-y, but really awesome, that there's no prereq for making them other than having a branch of the corp in the city. an AI can be really behind, not even know corporation, but as soon as i give them a corp branch they can build execs. i say exploit-y since if they don't even understand the concept you'd think i'd have to invest my own gold to spread it around. but i ain't complaining. it matches the civilopedia, which gives no tech requirements at all for the unit.