AuxBuilding.Negative=/extended logic
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=
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
Related branches
Sprints
Whiteboard
[SuperWeapon]
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]
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