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Have the game distinguish a damaged pad from a destroyed one #426

@peyre

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@peyre

When a pad is damaged or destroyed, the game doesn't distinguish between the two except when it's first announced: instead it has a Data->P[plr].LaunchFacility[pad] equal to the cost to repair/rebuild the pad, and that's how various screens know whether the pad is operational. Consequently these buildings would show a pad as DAMAGED if the value is over 1, except the launch pad screen would show it as DESTROYED. We don't want to have the various buildings showing an inconsistent status, even though it's really just esthetic. For the time being I've changed the launch pad to show DAMAGED instead, figuring it's better to call a destroyed pad "damaged" than a damaged pad "destroyed". But it would be a nice extra if the game would keep track of that and reflect it in these screens. Perhaps it could have a boolean value of Data->P[plr].LaunchFacilityDestoyed[pad] or something like that.

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    EnhancementA request for a game enhancement.LaterNot something we'll probably get to soonLow PriorityNot crucial to take care of right away

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