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D2K - Concrete Doesn't Gives Buildable Area #5931
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AFAIK this is intentional. If concrete gave buildable area then you could build anywhere easily. |
I used them for build barracks and capture building system at normal D2K. It is very useful against AI. |
I consider it an exploit in the original game such as base walking with sandbags in Tiberian Dawn. |
I think this warrants at least further discussion. This behaviour is part of the core d2k gameplay (they even refer to it in the game's readme.txt), and we are aiming for d2k to be faithful to this. Generalizing our adjacency logic to allow mods to define alternative behaviour is also good for the general flexibility of the engine / common RTS code. |
I consider destructible concrete a hard prerequisite here. Also building your own concrete over enemy concrete. |
That was not the case in original. |
Did the original force you to destroy it before you can put your own there? |
You can place own buildings on enemy concrete. Just not more concrete on already concreted area,which is an effective way to prevent capture-building, place-cconcrete, build-barracks, capture-more style basepush i often use against AI in original game. |
OK, so...
Sounds a bit odd, but OK. Did I sum it up correctly? |
Yes. |
I wonder how we could implement this. At the moment the concrete actor |
The concrete layer should grant buildable area from the cells that are owned. |
Related: #18853. |
Does capturing a building give you ownership of the concrete underneath it? |
No it did not. You had to build a concrete yourself to be able to place buildings to enemy bases later after capturing stuff. |
Concrete isn't giving buildable area like there;
Edit (by @penev92):
Intended behaviour:
Prerequisites:
CustomTerrain
"layer" to support ownership and HP per cell.The text was updated successfully, but these errors were encountered: