Comment 10 for bug 894881

Revision history for this message
AlexB (alexander-b) wrote :

Maybe some things to consider:

Affected buildings don't display the EMPulseSparkles animation, but stop playing their own animations. There is no clue showing a building is currently down. SHP units/buildings should dim like a disabled voxel.

When being short on power, buildings are toggled of while still playing some animations. EMP stops some of them: Even the flag on the Allied Weapons Factory stops in mid-air. This does not happen during normal power outage.

Factory=s are not be rendered unusable like by using the temporal on them. They can still kick out units.

Refineries are still usable, even if under EMP.

Yuri power plants stop playing animations (but never stop to produce power) => Artmd.ini [YAPOWR] ActiveAnimPowered doesn't exist (default=yes). PowerPlants should not be affected by EMP or stop to produce power.

Super weapons still charge even with EMP'd building.

Harvesters keep playing the "sucking(?) in ore" animation and sometimes won't recover. It seems other harvesters wait for a still paralyzed unit to dump ore at the refinery. Slave miners aren't affected by this.

EMP'd units can still turn their turrets (tested with War Miners).

Slave Miner can't be undeployed, but the slaves keep working. Is this intended?

Only buildings with WorkingSound= and NotWorkingSound= shut down acustically, this doesn't sound right ;-)

The Powered= tag is not honored. At least gattling gun, pillbox, and the robot control center (with all robot tanks) do shut down even if Powered=no. EMP should ignore every building that does not need power to function.