Garrisonable Building Immunity to Assaulter (and Override)
Infantry with Assaulter=yes currently can clear all garrisonable buildings, whether they are civilian buildings or player-owned buildings such as Battle Bunkers.
A new tag (like ImmuneToAssault) for BuildingTypes preventing units with Assaulter=yes from using the Assaulter logic on them (instead behaving as if they did not have Assaulter, possibly defaulting to behavior such as shooting the building) would allow for making certain garrisons superior to others.
Conversely, there could also be a tag for InfantryTypes that bypasses assaulter immunity and allows Assaulter=yes to work even on otherwise immune buildings.
Whiteboard
Do you want something like
[BuildingType]
and
[InfantryType]
- or -
[TechnoType]
If assaulter infantry's level is eqal to or greater than the building's level, assaulting is allowed.
The Assaulter.Override tag could be added to the latter approach, if that one isn't versatile enough already. --AlexB
Both of those are more versatile than what I had in mind when I made this suggestion, which was merely for Assaulter.Override to override all BuildingTypes' Assaultable tag.
You could go with whichever one is easier to do, but the latter might be superior in function as it doesn't require listing a large number of buildings if that should ever be needed in a mod.
Override could be added as an advanced tool for bypassing the tiered levels Level would create, but I don't think it would be necessary, so for now just implementing Assaulter.Level sounds good unless it would be much more complicated than the other system. ~codyfun123
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15.286.681, Assaulter.Level= works both on structuers and infantry as it should, and structures with a value below 0 aren't assaultable -mevitar