EMP on factory/barracks

Bug #896001 reported by YR M0ddEr
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Fix Committed
Wishlist
AlexB

Bug Description

Lets say I have one war factory. Then a chrono leg. hold his beam on my war factory, then I wont be able to buy any vehicles. Same happends with barracks.
I think it should also be happening the same to a war facotry/barracks if it is affected by EMP.

Another case:
If I have many war factories my vehicles will be built faster, but if one of those get EMP, I wont be getting this extra build speed from that disabled war factory.

Revision history for this message
cranium (cranium) wrote :

I like the idea of allowing War Factories to be EMP'd since these type of buildings do use power and mechanical parts, but not so much the Barracks. I dont see how emp would effect the production of infantry. Cyborgs maybe but not normal infantry.

Revision history for this message
Professor_Tesla (professor-tesla) wrote :

Agreed. That makes sense.

Revision history for this message
Untrue (untrue) wrote :

This should be applied on airports and naval yards too.

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

yeah, forget about barracks lol
war factory, naval yard air airports

Revision history for this message
AlliedG (alliedg) wrote :

Well default should be no on any structure with Factory= (including construction yards) with the player deciding like Power= + value structures.

In regards to barracks, even basic infantry using high tech equipment, radar, sensors or tracking systems on say rockets, etc.

Also I doubt a training facility would be able to fully train a soldier if their communications, equipment is fried.

Revision history for this message
Bug Importer (bug-importer) wrote :

Code related to this issue has just been checked in!
Author: AlexB
Location: trunk, r973
Commit contains DLL: Yes
Revision comment:
Fixed issue #1348: TogglePower does not allow powering down buildings that aren't yours.
Fixed issue #1389: EMP disables factories.
Fixed issue #1413: Iron Curtain effects on warheads will not abort if an object with 0% verses is encountered.
Fixed issue #1428: EMP does not deselect units any longer.
Fixed issue #1437: Occupier infantry now get notified a building has been warped away.
Fixed issue #1443: Animate the MultiEngineer damage cursor.
Related to issue #856: Harvesters will stop to play the ore gathering animation if under EMP. Issues bug:1389 and bug:1428 solved.
Related to issue #1401: Reworked the last fix to not interfere with radar jammers.

Updated the manual to explain The First Decade users don't need to copy any files.
SVN: http://svn.renegadeprojects.com/Ares/973

Revision history for this message
Graion Dilach (graiondilach) wrote :

Tested, confirmed as working.

Factories are defaulted to ImmuneToEMP=yes, this should be noted.

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

There are hundreds of tags that don't change the default value for ImmuneToEMP, but I can see why a note might be helpful. Also, the SpySat could be mentioned also... Anything else?

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

The thing I explained in the "Another case:" is not fixed.

Revision history for this message
Rogan (pdrogan) wrote :

It's working properly... I think...

Wouldn't it be better to just put things in production on hold or like how it stops production when you don't have
enough credits rather than just disabling the units the factory provides?
Hearing NCO every time the EMP wears off from a lone factory ticks me off a bit.

YR M0ddEr: Isn't that natural?

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

It now does the same Temporal weapons do. They don't change the factory build multipliers either, IIRC. And for me the CLEG causes NCO to be played also. Maybe the problem lies deeper in the code...

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

Nobody have one war factory in a skirmish game anyway. So this is useless, on unit factories. This also works on construction yard, which is very good.
Enemy could EMP my war factory all day, as long as it dont do any damage I wont mind it, becuse its harmless.

Revision history for this message
Bug Importer (bug-importer) wrote :

Code related to this issue has just been checked in!
Author: AlexB
Location: trunk, r974
Commit contains DLL: Yes
Revision comment:
Related to issue #1443, related to issue #1453: MultiEngineer should work now even if [General] has been defined in a game mode INI or map file without restating EngineerCaptureLevel.
Related to issue #1389: Manual updated to mention EMP defaults for SpySats and factories.
SVN: http://svn.renegadeprojects.com/Ares/974

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

Manual fix looks good.
Are you going to fix the build time multipliers?

AlexB (alexander-b)
Changed in ares:
milestone: none → 0.b
status: In Progress → Fix Committed
To post a comment you must log in.
This report contains Public information  
Everyone can see this information.

Other bug subscribers

Related blueprints

Remote bug watches

Bug watches keep track of this bug in other bug trackers.