>how often do civilians actually get stunned?
As long as there exists a chance that aliens stun a single civilian, it's good enough cause for concern.
>You have yet to show that establishing who stunned a civilian is a relevant concern
I've already explained that it's a relevant concern because it would punish players who don't use that exploit. Should those players be punished regardless? Maybe. Perhaps a solution would be to write a function for dynamic score based on how damaged/stunned a civilian is at the end of the mission, regardless of who did it. But then, players could use destun items to destun stunned civilians to further game such a solution, so you'd need a counter to a counter to a counter...
Anyway, my position remains at "preserving vanilla behavior if the player isn't abusing the exploit", tho any solution would be better than no solution I suppose.
>using "unrealistic" would invalidate ~90 of the game mechanics.
Not that kind of unrealistic. Unrealistic based on the established game mechanics. I guess a better word would be "inconsistent". Generally it's good game design for game elements to behave in a predictable manner.
>squad tactics / medkits
Irrelevant.
>You only need to change two entries
You forgot "painImmune" in your mod. And no, it's way more complicated than that. Some mods use many different units as civilians. And in different roles. The same unit can sometimes be a civilian, other times an enemy. It would be complicated and with high maintenance cost. Also, any new modder that comes along would be oblivious of the problem and of the solution.
Essentially, this is a problem with the game, not a problem with any mod. So a solution that involves modding is at best a dirty hack.
>something that is pointless for anybody but you
You really need to tone down your personal incredulity. So far no major mod authors have given an opinion on the matter.
>you either have no idea what you're talking about or you're simply delusional
In the
AIModule::setupPatrol() you have code where, in base defense missions, aliens seek out base modules to destroy. This code could be reused so that aliens would seek out tiles with stunned civilians on them to attack.
A more complicated solution would involve modifying
AIModule::selectNearestTarget() so that if no valid visible targets are found, the function does a 2nd pass (so a low priority) over stunned civilians and returns the nearest one valid (visible, attackable, hostile unit has rifle, etc). Of course, other places in the class expect _aggroTarget to be a standing unit, so several other modifications would be required.
>If you simply can't refrain from stunning every last civilian while playing vanilla
I'm neither playing vanilla, nor have problems refraining from stunning civilians. But I'm worried about other players being unable to refrain from doing so, so I want to help them