With compliments, as you upgrade the carrier vessel, the complements upgrade also. The speed of complement upgrade depends on the tech level of the carrier. Older carrier types uprgade the complements more slowly than modern carriers.
Replying to Does tech level increases internally?
Topic Summary
Ghostrider
Posted 24 December 2015 - 08:16 AM
Posted 23 December 2015 - 07:52 PM
Please implement this!
Boneve de Neco
Posted 23 December 2015 - 07:40 PM
What I have is like this:
Let's take a Star Destroyer with a complement of TIE fighters. The code for the first Star Destroyer level would have its complements like this:
<Starting_Spawned_Units_Tech_1>TIE_fighter_lvl1, 4</Starting_Spawned_Units_Tech_1>
<Starting_Spawned_Units_Tech_2>TIE_fighter_lvl2, 4</Starting_Spawned_Units_Tech_2>
<Starting_Spawned_Units_Tech_3>TIE_fighter_lvl3, 4</Starting_Spawned_Units_Tech_3>
<Starting_Spawned_Units_Tech_4>TIE_fighter_lvl4, 4</Starting_Spawned_Units_Tech_4>
<Starting_Spawned_Units_Tech_5>TIE_fighter_lvl5, 4</Starting_Spawned_Units_Tech_5>
So, with every tech level advance, complements are upgraded by 1 level. The code for the second Star Destroyer level looks like this:
<Starting_Spawned_Units_Tech_1>TIE_fighter_lvl2, 4</Starting_Spawned_Units_Tech_1>
<Starting_Spawned_Units_Tech_2>TIE_fighter_lvl3, 4</Starting_Spawned_Units_Tech_2>
<Starting_Spawned_Units_Tech_3>TIE_fighter_lvl4, 4</Starting_Spawned_Units_Tech_3>
<Starting_Spawned_Units_Tech_4>TIE_fighter_lvl5, 4</Starting_Spawned_Units_Tech_4>
<Starting_Spawned_Units_Tech_5>TIE_fighter_lvl6, 4</Starting_Spawned_Units_Tech_5>
In the end, upgrading the SD upgrades the complements by 1. Additionaly, advancing the tech level also upgrades complements by 1.
P.O._210877
Posted 04 June 2015 - 02:48 PM
The tech level is an internal value, yes. You can see this when you start a campaign at a different from default tech level. However, the tags you're trying to use don't work, I'm afraid. They're cut content.
Sorry to say, but you're wrong. The <Starting_Spawned_Units_Tech_?> and <Reserve_Spawned_Units_Tech_?> absolutely work. I've been using different garrisons for different tech levels for various classes of ships* for years in a personal mod and never experienced any problems.
You also don't need a specified garrison for every tech level. If you have only defined one for tech level 1 and one for tech level 5, than if you're in tech level 2-4, the garrison you defined for tech level 1 will be spawned.
However, the maximum tech level you can utilise is 5. If you're in a higher tech level, spawns doesn't work anymore.
BR, Fregge
edit:
* and buildings
OK, could someone explain to me, in a nutshell, how this would be implemented? Nothing fancy just an actual example and some descriptive explanation.
Thanks
Sûlherokhh
Posted 05 October 2014 - 08:44 PM
This - Is - Awesome.
Thank you guys.
Aizen Teppa
Posted 05 October 2014 - 08:19 AM
And Moddb has it too:
http://www.moddb.com...e-fixer-utility
DF tool is made for PR. With it's many, many upgrades unit count clogs the unit-counter at an alarming rate.
P.O._210877
Posted 05 October 2014 - 05:40 AM
Thrawn's Revenge is where it came from, so it should still be available on their site.
Sûlherokhh
Posted 04 October 2014 - 06:45 PM
Thanks, sounds pretty useful. Do you know where it is to be had? Couldn't find any reference to it.
P.O._210877
Posted 04 October 2014 - 08:54 AM
It unfreezes the game once you've encountered the inevitable unit-freeze bug. You basically apply this program to the appropriate saved game and voilà, your units are back on the job.
Sûlherokhh
Posted 04 October 2014 - 03:37 AM
This + defreezer will make for some awesomely long campaigns
Offtopic but: What's this about the defreezer?