It doesn't happen often in vanilla[...]
Thanks, rest is pretty much irrelevant because it's down to the mod authors. As for vanilla, out of 100 terror mission - how often do civilians actually get stunned? As for "larger mods" - how often out of 100 terror missions do civilians get stunned (
and not bleed to death subsequently) there?
As I wrote, I don't know how to mod or write a script that would give negative points for when player stuns a civilian.
You have yet to show that establishing who stunned a civilian is a relevant concern - or that this issue is relevant at all.
1. It's unrealistic that civilians would just magically be immune to stun damage and destun faster than all other units.
It literally is not because using "unrealistic" as an argument concerning the vanilla game, let alone mods like XCF would invalidate ~90 of the game mechanics. How "realistic" is it that X-COM is pretty much the only faction able to use squad tactics? Or the only faction able to use medkits, for that matter?
2. It's not practical for the mod authors, since it would require making special stun-resistant copies of all the existing civilian units.
How is that "not practical"? You literally only need to change two entries (damage modifiers and recovery) in the armor defintions, and this can be done as a sub-mod. You don't need to make copies of any units. This would take a max of 5 minutes even for larger mods. Instead you're asking people to waste their time - instead of yours, I take it - on something that is pointless for anybody but you, given the replies you've gotten. There is
no comparison between "modifying existing armor defintions" and "having to code new AI behaviour from scratch, including balancing and debugging". Sorry, but at this point you either have no idea what you're talking about or you're simply delusional.
3. Since this is a vanilla exploit, it makes more sense that the counter is implemented at a level where it can affect vanilla games as well.
Aliens not shooting ground objects
is intended behaviour. The point of OXC and OXCE is to preserve vanilla compatibility. Changing this means you're by definition not playing "vanilla X-COM".
Personal incredulity logical fallacy.
Not really, since you've yet to demonstrate that this is
a) "a problem" that needs to be "fixed"
b) the only way to "fix" this is by programming new AI behaviour (because changing armor definitions is impractical lol)
Nothing "personal" about this, given the rest of the replies.
"locking" mod options isn't really a thing. Mod authors don't get to decide what players are to consider balanced or fun
Yes, it is. And yes, they do.
battleInstantGrenade: false
->
battleInstantGrenade: true
No my man, it simply isn't. Mod authors don't get to decide how their mods are played. They literally have no control over that.
If you simply can't refrain from stunning every last civilian while playing vanilla, here's a handy mod for you. Let me assure you that this is quite a bit more...practical...than changing and balancing AI behaviour