AuxBuilding.Negative=/extended logic
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
Ares |
Fix Released
|
Wishlist
|
AlexB |
Bug Description
For those who have been following 0.2 progress, a recent bug was resolving where AuxBuilding= actually disables a superweapon from appearing.
E.g.
[SpyPlaneSpecial]
AuxBuilding=
Would disable spy plane super weapon of player when they built a SpySat Uplink.
My suggestion is that this feature be implemented and expanded upon so
1. Having x superweapon disables another superweapon from being active
2. Having x structure disables superweapon.
In terms of gameplay mechanics this could be used for
1. Replacing a SW with a upgraded variant e.g. default is a one plane airstrike - a upgrade on said structure removes one plane airstrike and grants 3 plane airstrike.
2. Superweapon jammer? - If any of x objects present on map disable x superweapons.
Changed in ares: | |
assignee: | nobody → AlexB (alexander-b) |
status: | New → Fix Committed |
milestone: | none → 0.9 |
Changed in ares: | |
status: | Fix Committed → Fix Released |
How about delaying SW timer instead if disabling it?