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Stahl-Opa

Marshall & Grossadmiral of Helvetia
72 Badges
Jun 16, 2011
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www.vmods.org
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I think it would add tons of (cold war) modding possibilities if you could fully mod nukes.

only with these 2 commands you could do magic. Especially since the AI do not know how to choose nuke-targets.

type = nuke_province data = [prov_id]

type = nuke_pool value = [+/-X]



A-Terrorism? Dirty bombs that come from nowhere? No problem, you can write an event for this.
Event for global nuclear holocaust? No problem, fire tons of Nuke with events.
Lost nukes? Just make an random event which removes some.
Tactical nuke? Make an decision which creates an +XX attack brigade at the cost of an Nuke.
Cuba-Crisis-Style events? Just "move" nuke from a country to another with "nuke_pool".
James Bond activated? Let the USSR suffer from Nuke-loss per event (or use nuke_province to simulate Golden Eye attack).


Sooooo many possibilities. All we need are these two commands :)
 
Upvote 0
Love these ideas, I would just point that there is a spy mission to remove nuke in the game which you can also trigger through event so lost nuke and james bond scenario can already be covered already :)
 
I would just point that there is a spy mission to remove nuke in the game which you can also trigger through event so lost nuke and james bond scenario can already be covered already
Mmh?
A dormant event in vanilla which could be used by modders? Or how do you mean that?
 
Mmh?
A dormant event in vanilla which could be used by modders? Or how do you mean that?
So, I dind't cheked it out myself, but it seems there is an command you can trigger with events which executes spy missions.

And if there is a spy mission to remove nukes, you can write an event which executes this mission and voila, -1 nuke for Country X
 
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