Open Shin-Aska opened 4 years ago
Tbh, not sure if pausing the Airforce HQ isn't a bugfix over the original; will have to think about that. (Doesn't it look a bit weird when that doesn't pause but the Spy Sat does?)
From what I originally understood, if the animation pauses, it is a visual indicator that you can't use it. However, Westwood is inconsistent on this rule because Ore purifier for example, has its animation paused but the passive effect still remains in effect regardless.
For the airforce command, I think they didn't let it pause because you can still use the aircrafts? But then again this could also be one of the inconsistencies too.
So what do people think about slowing down animations on structures whose effects get slowed down on low power to reflect it? (like production structures) This isn't specific to this PR and would affect a bunch more structures and even may not be a bad thing to extend to other mods, btw.
Why slow down instead of stopping?
To better reflect what happens to the underlying effect - some structures stop working (radar) and some slow down (production). So we can stop the animation on some and slow down the animation on others to make that clear. I think it could be a nice bit of polish.
Ok that makes sense to me. (As long as it does look good ingame, 👍 )
So what do people think about slowing down animations on structures whose effects get slowed down on low power to reflect it? (like production structures) This isn't specific to this PR and would affect a bunch more structures and even may not be a bad thing to extend to other mods, btw.
Hi!
Sounds good to me as well, I'll try to apply the changes tonight or tomorrow.
@penev92 and @abcdefg30 i reverted changes 2 and 3 to what it originally was and as for 1, I made some changes base on the discussion where if player is in LOWPOWER state, then it will slow down the fans.
I'll need to test, but the way it is set up looks correct. On a side note, would you be willing to do this for other production structures that have idle (or production) animations?
Sure, I just need to know which structures need this implementation.
Actually taking a quick look I can't spot any other candidates.
Modified the following rules:
Changed constructions yard and airforce command to not pause the animation when it is on low power (This is how it works on the original game) Changed the ore purifier to halt on animation when it is on low power (This is how it works on the original game)
This pull request is related to the issue filed in #727