AuxBuilding.Negative=/extended logic

Bug #896016 reported by AlliedG
12
This bug affects 2 people
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=GASPYSAT

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.

Revision history for this message
Untrue (untrue) wrote :

How about delaying SW timer instead if disabling it?

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

I just thought of it today, but it'd be also good for spare MCVs.

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

SW.AuxBuildings= and SW.NegBuildings= work properly.

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