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prerequisites fullfilment by capturing certain houses buildings
This specification was automatically generated from a feature request imported into Ares's LaunchPad bugtracker. If you are interested in fleshing out this feature, please update this page.
This logic was most likely used for Tiberian Sun's Construction Yard. As you know - there was one GACNST for both sides, however when GDI player captured GACNST which belonged to Nod player, he would receive new technology even when it was basically the same building.
With all prerequisite systems we have I wasn't really able to think of a workaround for this - I'm planning 3 subsides for every side and each of those subsides would have their own equipment. However, I don't want to give seperate factories for each subside, or even worse - seperate CYs because that would clutter the sidebar.
I don't want to provide each subside with a specific building because that method has it's own drawbacks ex. (that building is destroyed, subside can't even build it's basic but unique tank!).
So, for example if there are two following units - one is Confederation's unique basic tank and the other one is Russia's:
[HTNK] Owner=Russians Prerequisite=NAWEAP
[BTNK] Owner=Confederation Prerequisite=NAWEAP
The Russians would have to capture a NAWEAP owned by Confederation to aquire BTNK. Such logic would require a global enabler though, because it shouldn't be considered as basic logic in original YR - I'm pretty sure it would cause some issues.
Of course, I'm posting this request as something for eventual far future development because it was not a part of DFD and may be vetted by others. However, I think it would become useful for mods with unique subsides.
The feature will be coded with three flags.
[TechnoType]FactoryOwners= list of houses whose factories can build this object.
[TechnoType]FactoryOwners.Forbidden= list of houses whose factories can't build this object.
[Building]FactoryOwners.HaveAllPlans= if this building gets captured, all that house's objects became available to the capturer. This would be a permanent effect for the rest of the game. Default value is no.
All buildings built would have their original owner, which can't be changed. This also means that if Country A gets Country B's stuff, builds a new object, it would say A as factoryowner, even if being tied to having B as prerequisite. This also means that preplaced neutral-owned stuff will have neutral as factoryowner.
HaveAllPlans would be a way to get B's stuff without keeping his buildings.
If FactoryOwners are not set, they are ignored. AI ignores FactoryOwners on buildings, but not on units.
- Original request by Speeder/speederyr
- Imported request at LaunchPad
- Blueprint meta-data at LaunchPad