AuxBuilding.Negative=/extended logic

Registered by Renegade

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.

Blueprint information

Status:
Complete
Approver:
AlexB
Priority:
Medium
Drafter:
None
Direction:
Approved
Assignee:
AlexB
Definition:
Approved
Series goal:
Accepted for 0.9
Implementation:
Implemented
Milestone target:
milestone icon 0.9
Started by
AlexB
Completed by
AlexB

Related branches

Sprints

Whiteboard

[SuperWeapon]SW.AuxBuildings= (list of BuildingTypes, defaults to none)
Any of these buildings need to be owned by the player to be able to use this super weapon. Use this instead of AuxBuilding if you want to have multiple AuxBuildings.

[SuperWeapon]SW.NegBuildings= (list of BuildingTypes, defaults to none)
The super weapon becomes unavailable if a player owns any of these buildings.
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15.20.733, these tags work as specified - mevitar

(?)

Work Items

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