#High-rise building destruction

15 messages · Page 1 of 1 (latest)

feral rapids
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There is a Descriptor_District_HLM_District, which by default has KillWhenDamagesReachMax set to false, which means that it can`t be destroyed, However there is a destruction animation when damage reaches max.
After this, this district still have terrain set to building, not a ruin.
Question is whether it is intended (bulding terrain after destruction), and whether it can be changed.
I suggest adding additional property, which decides, what terrain effect building will have, after reaching its maximum damage. It such case it wont break vanilla gameplay, and will give modders more flexibility.
Thanks

feral rapids
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up

lofty storm
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tag_Small_District, 15 health points.
◦ tag_Mid_District, 45 health points.
◦ tag_Big_District, 60 health points.
◦ tag_HLM_District, 90 health points and will stay garrisonable even when destroyed. Designed
for tallest buildings of urban maps.
Basically a tool for the map maker to decide if he wants one building that can't be destroyed and keeps the building cover/damage mitigation modifiers

feral rapids
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like we can make it destroyable even now, but mostly their destroyed version is not falling to the ground, like other ruins, so it can confuse players (building is staying while not proving LoS block)

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so i suggested an additional setting, which regulates the terrain effect change upon bulding damage reaching its maximum

lofty storm
feral rapids
feral rapids
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puff

feral rapids
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puff

soft lantern
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Hi !

I'm not sure about what you want here. Do yo want to have the possibility to change the terrain type when the building HP is zero ? Both when KillWhenDamagesReachMax is True and False ?
What are you trying to achieve here ?

If I understand correctly, you want to be able to change the terrain under the building without killing the district, when the building reaches max damage ?

feral rapids
# soft lantern Hi ! I'm not sure about what you want here. Do yo want to have the possibility ...

Yes, you understood correctly! In this way it wont break vanilla behaviour while giving more flex there.

From the gameplay perspective reasoning i suggested this, because most of the high-rise districts, cant be destroyed(in terms of code).
If we even set them to be destroyable, its faulty, because they dont have totally destroyed model for the Ruin state. So like giant building become penetrable by vision which looks really bad(second attached image). And as a result better left it to be garrisonable, while changing terrain type

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not an obstacle for a LOS