Trivial Structure Damage

Registered by AlexB

Restore DamageDelay for trivial structure damage in low power situations. That's the feature where your buildings rot away slowly.

Global options for DamageDelay
[General]Degrade.Enabled= (bool, defaults to no)
Whether structures are damaged in intervals defined by DamageDelay when a player has low power.

[General]Degrade.Percentage= (double - percentage, defaults to [AudioVisual]ConditionYellow)
The health above which this building will continue to degrade during low power situations. Buildings with health equal to or below this will not degrade further.

[General]Degrade.AmountNormal= (int - hitpoints, defaults to 0)
The damage caused to buildings with Power equal to or greater than 0 in low power situations.

[General]Degrade.AmountConsumer= (int - hitpoints, defaults to 1)
The damage caused to buildings with Power less than 0 in low power situations.

DamageDelay settings on BuildingTypes
[BuildingType]Degrade.Percentage= (double - percentage, [General]Degrade.Percentage)
The percentage of health this building will degrade to in low power situations. A value of 1.0 will not make it degrade, a value of 0.0 will make it degrade till complete destruction.

[BuildingType]Degrade.Amount= (int - hitpoints, defaults to the global rules)
The amount of damage this building will receive each interval of DamageDelay in low power situations. A value of 0 will make this building not degrade.

Blueprint information

Status:
Complete
Approver:
AlexB
Priority:
Low
Drafter:
AlexB
Direction:
Approved
Assignee:
AlexB
Definition:
Approved
Series goal:
Accepted for 0.a
Implementation:
Implemented
Milestone target:
milestone icon 0.a
Started by
AlexB
Completed by
AlexB

Related branches

Sprints

Whiteboard

Implemented as specified.

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15.299.1385, no issues with either of the tags, although as it has been noted already, structures owned by civilian houses also receive damage if they are on low power - mevitar

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Thanks! I'm not sure what to do. The most obvious thing would be to exempt MultiplayPassive countries. Or, as requested on PPM, make this disableable for each country with a new tag. -AlexB

Added in RC2:
[House]Degrades= (boolean, defaults to no if MultiplayPassive=yes, to yes otherwise)
Whether Trivial Structure Damage is applied to this house. Only buildings owned by houses where this tag is enabled will degrade.

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15.361.1035, works correctly, although Degrades= doesn't actually work for houses, only for countries. Changing it per-house on a map doesn't change anything. But changing it per-country does change how houses are affected. - mevitar

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Degrades will be read from Country and House now. -AlexB

(?)

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