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

Change History (1)

comment:1 by Imarok, 5 years ago

Component: UI & SimulationSimulation

Move tickets to Simulation as UI & Simulation got some sub components.

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