Multiple Superweapons on one structure

Registered by Renegade

Current logic is restricted to

SuperWeapon=
SuperWeapon2=

I would like to see something like

SuperWeapon.Type=Super1Special,Super2Special,Super3Special

This way could simulate generals powers where multiple abilities are called from the command center.

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

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[BuildingTypes]SuperWeapons= (list of SuperWeapons, defaults to none)
Comma separated list of SuperWeaponTypes which are all granted by this building. This list works like SuperWeapon3...N= would. The original tags SuperWeapon and SuperWeapon2 are still used.

All SWs adhere to required/forbidden house tags, as well as AuxBuilding, SW.AuxBuildings and SW.NegBuildings.

Only the original SuperWeapon= tag defines whether the building will be buildable if super weapons are disabled.
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15.20.733, works as specified, and all SW types seem to work fine under SuperWeapons= (including EMPulse); however, SW ranges don't work for SWs SuperWeapons= tag - mevitar

This issue should be fixed in the latest build 15.25.1254. -AlexB

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Can confirm that SW.RangeMinimum and SW.RangeMaximum work with SuperWeapons tag in 15.25.1254. -OmegaBolt

(?)

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