Well, I already use Bounty.Modifier 0.0 as turning it off, and that's the default. I don't see a reason why it should be moved to the victim's side.
Also, Pillage.AsCost, Pillage.AsDamage... I'd like to keep the boolean. It's easier to check that one. Pillage and Bounty are in two different hooks after all. However, if I implement Bounty.CostMultiplier (maybe even Bounty.PillageMultiplier), then the boolean isn't needed, true.
The first build will contain 1045's system, then I go implement your suggestions into it.
OTOH. I have added checks for Armory, Hospital and Slave Miner logics. Can anybody mentions another place where the unit kills another unintentionally?
Also, when this is committed, somebody please do a Temporal Pillager. I smell a glorious bug, but I don't want to add a check until I'm not sure.
Well, I already use Bounty.Modifier 0.0 as turning it off, and that's the default. I don't see a reason why it should be moved to the victim's side.
Also, Pillage.AsCost, Pillage.AsDamage... I'd like to keep the boolean. It's easier to check that one. Pillage and Bounty are in two different hooks after all. However, if I implement Bounty. CostMultiplier (maybe even Bounty. PillageMultipli er), then the boolean isn't needed, true.
The first build will contain 1045's system, then I go implement your suggestions into it.
OTOH. I have added checks for Armory, Hospital and Slave Miner logics. Can anybody mentions another place where the unit kills another unintentionally?
Also, when this is committed, somebody please do a Temporal Pillager. I smell a glorious bug, but I don't want to add a check until I'm not sure.