Nuke Authoirisation

The sequel of the legendary wargame with a complete graphics and interface overhaul, major new gameplay and design features such as full naval combat modelling, improved supply handling, numerous increases to scenario parameters to better support large scenarios, and integrated PBEM++.
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alwaysdime
Posts: 238
Joined: Tue Apr 28, 2009 8:39 pm
Location: USA

Nuke Authoirisation

Post by alwaysdime »

I want to fire my Air Staff Assistant for authorizing the release of nukes in an air strike. Seems to me like the AI should not have the authorization to do so. That order should come from me. Can this get looked at. Maybe add an option to "Allow Nukes" for the Air Staff Assistant.
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JiminyJickers
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RE: Nuke Authoirisation

Post by JiminyJickers »

Judgement day has come, Air Staff Assistant aka Skynet has decided to release the nukes!

Definitely don't want the Assistant authorising nukes, haha.
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Curtis Lemay
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RE: Nuke Authoirisation

Post by Curtis Lemay »

Are you sure that Nukes weren't already authorized in the scenario?
My TOAW web site:

Bob Cross's TOAW Site
alwaysdime
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Joined: Tue Apr 28, 2009 8:39 pm
Location: USA

RE: Nuke Authoirisation

Post by alwaysdime »

The scenario is Fulda 55 2.0 and I am playing as Soviets. I restarted to check and "Our forces are not using nuclear weapons" is displayed in the situation Briefing. I had not enabled anything in Theater Options. Is it possible some event that I missed triggered it? Of course its possible but regardless I think the use of nukes should be totally up to the player and the AI should never plan or launch an attack. Maybe its just me.
alwaysdime
Posts: 238
Joined: Tue Apr 28, 2009 8:39 pm
Location: USA

RE: Nuke Authoirisation

Post by alwaysdime »

On the positive side NATA has just 1 air unit left since their airports were what got nuked. At least it was an efficient attack by Skynet.
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Shadrach
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RE: Nuke Authoirisation

Post by Shadrach »

Nukes yield more.
[8D]
OUW (Order of the Upgrade Wars)
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