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PowersUpBuilding
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| Flag: | PowersUpBuilding |
| File(s): | rules(md).ini |
| Values: | Strings: Normal text. (Limited to: BuildingTypes (Generally)) |
| Default: | none |
| Applicable to: | BuildingTypes (upgrades) |
Specify which parent building this upgrade can be installed on.
Notes
When the upgrade's PowersUpToLevel equals -1, the maximum number of installations is determined by the parent building's Upgrades=; otherwise, it can only be installed once.
Whenever upgrades are installed, the parent building's HP is immediately restored to full.
Once an upgrade is installed, the parent building is considered already upgraded and thus can no longer be upgraded through the experience point system.
Bugs/Side-Effects/Unexpected Limitations
Before Ares, upgrades did not appear to work as prerequisites – if you had the upgrade, you still didn’t satisfy the prerequisite. In fact, only the most recently constructed BuildingType would be checked to see if it had the upgrade.
- With Ares, all upgrades on all BuildingTypes are eligible to satisfy any prerequisite logic that a normal BuildingType can.
- In addition, upgrades can now satisfy a super weapon's AuxBuilding.
- New in version 0.1.
References
- Starting from Phobos Build#1, building upgrades placeable on ally or enemy buildings and one upgrade can now be applied to multiple different types of buildings. Refer to Phobos documentation.
- Starting from Phobos Build#25, [AITriggerTypes] can recognize building upgrades
- Starting from Phobos Build#35, allow altering of SpySat status via building upgrades.
- Starting from Phobos Build#46, allowed Ares' SW.AuxBuildings and SW.NegBuildings to count building upgrades.