Opened 8 years ago
Last modified 5 years ago
#4283 new defect
Foundations being affected by techs
Reported by: | elexis | Owned by: | |
---|---|---|---|
Priority: | Should Have | Milestone: | Backlog |
Component: | Simulation | Keywords: | |
Cc: | Patch: |
Description
Since the TemplateLodaer
copies all classes of the Identity
component when constructing the foundation
variation of the template, the foundation will be affected by techs.
Most tech's are not affected, since the TemplateLoader
only copies these components:
AIProxy Armour BuildRestrictions Cost Decay Fogging Footprint Health Identity Market Obstruction OverlayRenderer Ownership Position RallyPoint RallyPointRenderer Selectable Sound StatusBars Visibility Vision VisualActor
Many of these components are not affected by techs, only few are:
Vision Range: Build a tower, upgrade the tower range (which also increases vision range), then tower foundations will have 8m vision range instead of 0m. This bug was discovered in #4279. This doesn't work for the outpost as that multiplies the vision range instead of adding a constant.
Armor: is not affected, it is apparently the only place in the code where the component checks whether it is a foundation (in GetArmourStrengths
) before calling ApplyValueModificationsToEntity
.
Health:
MaxHitpoints
are affected, but probably should. For example the seleucid hero gives an aura reducing the health of buildings, or the carthaginian triple walls civ bonus tech (the foundations should also take 3x as long to build).IdleRegenRate
is unused, but would be affected
Move tickets to
Simulation
asUI & Simulation
got some sub components.