I can see per-building settings being also useful, but I can't think of a way to implement them without too much hassle. But still worth doing in the future.
I'd like to see this looked at too, I don't know if it's as simple as having an occupyweapon that the game calls, and derives range and stuff from the weapon not the building.
I don't know the code behind the logic, but couldn't it be made to just skip a particular occupant if that occupant's weapons cannot engage the target of the (first) occupant to engage said target? (IE skip a sniper when the target is a vehicle)
...
Now that I think about it, it would be a hassle to implement.
Though I think the best (but most complicated) way to fix this would be if an occupant with a different weapon comes up- the garrison reacquires a target.
Garrison order:
4 normal GI- Target a conscript 4 cells away
1 elite GI- New weapon, may re-acquire a new conscript 5 cells away
3 GGI - New weapon, re-acquires a Kirov 10 cells away
2 Sniper - New weapon, re-acquires a Boris 10 cells away lazing the structure
I've heard (or read, rather) from DCoder in chat, and it apparently wouldn't be easy to do this. But I would like to see it done if it can be. It always annoyed me how all occupants in an occupied building had the same range.
"isn't that already possible? i remember allowing infantry units to occupy UC-buildings and there is a rulesmd.ini-flag which defines the weapon used by this unit in UC."
All UC weapons are limited to a universal range - damage/warhead/projectile can be altered though.
Opentopped on a building would do everything rather nicely, if its possible. Still voting in favor of this.
I can see per-building settings being also useful, but I can't think of a way to implement them without too much hassle. But still worth doing in the future.