It's not what they prevent, but what new "Armor Script" all these give access to, when upgraded. The only thing these "Upgrades" do is change what "Armor Script" your Units/Structures use. Thus, allowing you to give each "Weapon Type" a certain allowable percentage of damage to inflict on your guys. Of course now that I think about it, sadly you'd have to give your guys the upgrades, not the structure. DAMN. You could still have the upgrade buttons from your bunker though...
Upgrade_ChinaAircraftArmor . . . (My bad, this one actually just upgrades Max Health to MIGs through a Behavior = MaxHealthUpgrade ModuleTag)
Upgrade_AmericaDroneArmor . . . (Upgrades Drones to use different Armor Script)
Upgrade_AmericaCompositeArmor . . . (Upgrades Crusader & Paladin to use "UpgradedTankArmor")
Upgrade_AmericaChemicalSuits . . . (Upgrades Infantry to use "ChemSuitHumanArmor")
Upgrade_GLAFortifiedStructure . . . (Upgrades GLA Structures to use "GLAUpgradedStructureArmor" & "GLAUpgradedStructureArmorTough")
P h e n o X
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