Use by 6AUG45

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Chieftain
Joined
Jan 17, 2010
Messages
90
Location
RTP,NC
The first atomic bombs had a low shelf life - 48 hours after assembly, a team of specialists had to recharge the batteries powering the electronic components (and there were only seven such teams as late as 1949). Even more modern designs have a life measured in decades.

How would you do this in Test of Time? I suspect once the initial tech is researched, you can delay giving a second tech that "upgrades" the atomic bomber to a conventional plane using Leo's. If you removed the upgrading tech, could you pull this trick once more using the CityProduction trigger (as techumseh does in Sea Lion)?
 
I'd use lua to either delete the unit after a set period to convert it to a different unit after a period, or to require a "specialist" unit to arm the weapon each turn before it can be used.
 
I'd use lua to either delete the unit after a set period to convert it to a different unit after a period, or to require a "specialist" unit to arm the weapon each turn before it can be used.

Actually, the Atomic Bomb issue in a WW2 scenario brings up a question. When I get around to revising my old Empire of the Rising Sun (one of the very top in my priority list to do), was planning, since it's from a Japanese PoV perspective, to have the U.S. Player build "the Bomb" using the Spaceship mechanics, and start building at a certain point in 1945. However, I learned, at the time, that AI's don't like building Spaceships unless the human player starts one first, and, even so, victory is not declared by building one in a scenario that uses objectives. Do you have any suggestions, while we're on the general topic?
 
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