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Acceleration Zones owned by a player speed up enemy units but not friendly or allied ones #151

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Joshua-Leibold opened this issue Apr 2, 2024 · 0 comments

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@Joshua-Leibold
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Joshua-Leibold commented Apr 2, 2024

My guess is that since Inhibitor Zones were invented before Acceleration Zones, when they created Acceleration zones they copy-pasted the Inhibitor Zone effects which (correctly) apply its buff on enemy units and not friendly/allied ones which is logic that doesn't apply to Acceleration Zones due to the buff having a positive effect

<CEffectEnumArea id="AccelerationZoneFlyingLargeSearch">
    <SearchFilters value="-;Enemy,Missile,Stasis,Dead,Hidden"/>
</CEffectEnumArea>
<CEffectEnumArea id="AccelerationZoneFlyingMediumSearch">
    <SearchFilters value="-;Enemy,Missile,Stasis,Dead,Hidden"/>
</CEffectEnumArea>
<CEffectEnumArea id="AccelerationZoneFlyingSmallSearch">
    <SearchFilters value="-;Enemy,Missile,Stasis,Dead,Hidden"/>
</CEffectEnumArea>
<CEffectEnumArea id="AccelerationZoneLargeSearch">
    <SearchFilters value="-;Enemy,Missile,Stasis,Dead,Hidden"/>
</CEffectEnumArea>
<CEffectEnumArea id="AccelerationZoneMediumSearch">
    <SearchFilters value="-;Enemy,Missile,Stasis,Dead,Hidden"/>
</CEffectEnumArea>
<CEffectEnumArea id="AccelerationZoneSmallSearch">
    <SearchFilters value="-;Enemy,Missile,Stasis,Dead,Hidden"/>
</CEffectEnumArea>

XML to exclude enemies from the positive buff and allow the player and allies to receive it

Does not affect melee 1v1 insofar as the current rule of no starting units for either player stands

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