Openra: Tiberian Sun / incorrect Power Turbine building

Created on 18 Mar 2019  路  5Comments  路  Source: OpenRA/OpenRA

In original Tiberian Sun game, the GDI power plant had 2 slots for building "power turbine". It works by having two separate spaces on each of which you can add the turbine.

Problem

The problem now is that I can "build" another power turbine on top of an already existing one. The overall energy production won't increase, but instead the building slot and associated money is just lost.

Expected

It'd be nice if "power turbine" would not be allowed to build on a place where a power turbine has already being built.

P.S. I'm testing on "bleed" branch, a3325277d919a27e65c63f1a580458931e8004f5

Tiberian Sun

Most helpful comment

IMO the best solution from a usability perspective would be to allow plugs to be placed on any cell in the building footprint, but prioritize a specific slot if it was selected specifically.

This could be implemented by changing Pluggable to define a footprint instead of an offset, with different symbol types for blocked / accepted / priority. When a plug is placed it can filter all pluggables based on the footprint, ordered by priority/accepted.

This is beside the point of the actual bug, however - it shouldn't be possible to "lose" a plug by placing it in the wrong position.

All 5 comments

How about allowing placement on any slot and autmaticaly filling the next available slot (as long as there are free slots available)?

That's how the GDI powerplant worked in TS, but I actually enjoy picking which slot upgrades go onto. I could see a scenario in a custom mod where permutations and placement of upgrades on a building matters. These options aren't mutually exclusive, you could use one as a default behavior and have a property to define the other pattern.

Just to be clear -- the last two comments discuss how to fix the problem, but the problem is indeed there.

IMO the best solution from a usability perspective would be to allow plugs to be placed on any cell in the building footprint, but prioritize a specific slot if it was selected specifically.

This could be implemented by changing Pluggable to define a footprint instead of an offset, with different symbol types for blocked / accepted / priority. When a plug is placed it can filter all pluggables based on the footprint, ordered by priority/accepted.

This is beside the point of the actual bug, however - it shouldn't be possible to "lose" a plug by placing it in the wrong position.

Thanks! :+1:

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