Inflict Bombing Damage On Capture
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@hepps That the idea similar to how whenCapturedChangesInto works. I think the question is should whenCapturedChangesInto and whenCapturedSetBombingDamage be able to work together? I think if you apply them in that order than I could make it work at least for most cases.
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@redrum Yes. But what I was asking is.... If you just eliminated the "whenCapturedChangesinto".
Because if you set a unit to "isinfrastructure" then the unit is capturable...
What I'm asking is would the engine automatically change a unit into the damaged version of itself if .... "whenCapturedSetBombingDamage" is applied.
The reason I ask is that if you want a unit to turn into something (or somethings) else... then you probably don't need to apply damage to those.
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@hepps Yeah, it would make sure to change to the _hit image if necessary and disable if bombing damage is reaches max operational damage.
I was thinking more along the lines if say you wanted a Factory to change into 2 materials and have those materials start with an amount of bombing damage. Essentially, whether we should in some way support using both "whenCapturedChangesInto" and "whenCapturedSetBombingDamage" on the same unit.
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@redrum Well I hadn't pondered a combination effect. Not sure why you would want to do both at the same time. Feel like if you wanted something to be damaged.... it wouldn't then change into a different damaged unit or units.
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@hepps Yeah, I think just focusing on being able to inflict bombing damage on capture first.
The only remaining question I have is:
- Should the bombing damage amount be "set" or "added"? Example: I have a factory with 2 damage already that is then captured, should this property add say 5 more damage for a total of 7 damage or set the damage to 5?
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@redrum Additive for sure.
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@hepps Oooooooo moved to Feature Request.... and on that day the Grinch's pants grew 3 sizes more tight.

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@hepps And even added to the list. If only the list didn't grow faster than things were checked off...
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@redrum To quote what a somewhat wise man said to me not to long ago...
"All depends how dedicated you are and how late you are willing to stay up :)"
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@prastle As does the rich tapestry that is our game experience.
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Thinking the new property should be called: whenCapturedSustainsDamage
Alternatives:
damagedWhenCaptured
whenCapturedAddsDamage
whenCapturedTakesDamage
whenCapturedReceivesDamage -
@redrum "Sustains" is the clearest wording that cannot really be misinterpreted as meaning anything else.
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