a secret lab option to modify all of your units on the battlefield

Bug #896251 reported by falaka21
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Incomplete
Wishlist
Unassigned

Bug Description

when you got that building , all of your units will be improved a little more.
but when that buildind is destroyed or captured by the enemy, your units will become normal again.

[CASUPERLAB]
Is.Modifier=yes (Maybe not necessary)
Modifies.Armor= %? (float) (units will have more armor , like upgraded.)
Modifies.FirePower= %?(float)(units fire will make more damage,like upgraded.)
Modifies.Speed= %? (float)(units move a bit faster,like upgraded.)
Modifies.RateOfFire= %? (float)(units will fire a bit quicker,like upgraded.)
Modifies.Experience= %? (float)(units will gain veterancy a bit quicker,like upgraded.)

and units have determinant tag

[APOC]
Can.BeModified=yes/no

[GI]
Can.BeModified=yes/no

Revision history for this message
falaka21 (falaka21) wrote :

I know.. For this feature ; at first , "Upgrade SuperWeapon" must be implemented.. (I can hear Ren says "Not again!" :) Anyway...

Because they are in the same way a little .But I know something else.This is one of the hardest thing about coding that "a building can effect all the battlefield"

and I have to say something else...The Issue 000255 "Attribute modifiers on weapons." is about a little that I said ,too...

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

The Upgrade SW wouldn't help, because it works differently. It will use the unit specific settings (just like upgrade crates). If the modifiers here are to affect all units of a type, a global system is needed.

Revision history for this message
Renegade (renegade) wrote :

Is this on our pseudo-mental "list of stuff to do"?
If so, somebody set this to "invalid" and update the blueprint.
If not, somebody set this to "won't fix" and the blueprint to "obsolete".

Changed in ares:
status: New → Incomplete
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