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auxbuilding.negative extended logic
This specification was automatically generated from a feature request imported into Ares's LaunchPad bugtracker. If you are interested in fleshing out this feature, please update this page.
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
- Having x superweapon disables another superweapon from being active
- Having x structure disables superweapon.
In terms of gameplay mechanics this could be used for
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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.
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Superweapon jammer? - If any of x objects present on map disable x superweapons.
- This needs to be filled by a supporter/drafter of this specification.
- This needs to be filled by a supporter/drafter of this specification.
- Original request by AlliedG/alliedg
- Imported request at LaunchPad
- Blueprint meta-data at LaunchPad