Multiple Superweapons on one structure

Bug #896023 reported by AlliedG
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Wishlist
AlexB

Bug Description

Current logic is restricted to

SuperWeapon=
SuperWeapon2=

I would like to see something like

SuperWeapon.Type=Super1Special,Super2Special,Super3Special

This way could simulate generals powers where multiple abilities are called from the command center.

Revision history for this message
modder666 (modder666) wrote :

I would use this extensively in my own mod. Right now, I can only assign two superweapons per building, which leaves me pretty limited on how to structure additional superweapons while keeping original buildings from being disabled by the "Superweapons" checkbox in the skirmish screen.

Strong support for this feature.

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

I like to see this to. Strong support!

Revision history for this message
mevitar (mevitar) wrote :

Just saying that SWs from upgrades are treated separately from the ones on the base structure. So it's already possible now if you use building upgrades (with 2 superweapons possible per upgrade).

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

Thats a good idea mevitar. There are work arounds, and also workarounds in other ways, becuse if that, I dont think it would be wise for the coder to work on something that can be done with workarounds. so I am now against this.

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

AuxBuilding can be used as well to trick the game. However I still supports this.

Revision history for this message
WoRmINaToR (worminator) wrote :

and mevitar's workaround actually works better because you then have the option to require the player to purchase these SWs as upgrades, similar to how the player had to purchase their support powers with generals points in generals, as opposed to having all your SWs by default on the command center.

Of course, I have no idea how this would interact with the usual Con Yard undeploy-into-MCV logic which regardless is usually seen in most YR mods. My guess would be that the building loses all upgrades and doesn't get them back, so that would be rather unfair.

Revision history for this message
Mig Eater (mig-eater) wrote :

I could really use this in D-day, was thinking about posting a request like this myself.

Revision history for this message
WoRmINaToR (worminator) wrote :

unless there is a limitation in allowing lots of SW-holding upgrades on a building at once, I see little need for this, personally. I see little reason for a building to come ready-made with more than 2 SW's, but I can certainly see the sense in having a building be upgradeable to hold more SWs.

Revision history for this message
Mig Eater (mig-eater) wrote :

My problem is that I have different games modes with different superweapons on the same building building. Then I have a game mode that adds all the superweapons etc, but I cant...

I'd prefer to keep things consistent & not have the player build one building in one game mode then have to build the same building & then upgrade it to get the same superweapon in other.

Revision history for this message
Marshall (m-edward) wrote :

How many SWs? If you have, say, 4 in total then you can put 2 on the building and the other 2 on every other building, but give them an AuxBuilding of your 'real' SW building. That should do the trick.

It's a very specific case you describe that, I must agree with Worminator, isn't generally useful enough to be considered above other, more useful features.

Revision history for this message
WoRmINaToR (worminator) wrote :

I will give him credit though, it IS a viable usage case...

AlexB (alexander-b)
Changed in ares:
assignee: nobody → AlexB (alexander-b)
milestone: none → 0.9
status: New → Fix Committed
Revision history for this message
mevitar (mevitar) wrote :

Multiple super weapons on a structure work properly, also including spy effects.

AlexB (alexander-b)
Changed in ares:
status: Fix Committed → Fix Released
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