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Does tech level increases internally?


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#21 P.O._210877

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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.


If it's hard then it's worth doing.

 


- Alcor, Alcor pardonne-moi mais je ne veux pas que tu meurs. Je ne veux
pas que la planète bleue soit mise à feu et à sang par ces monstres. Je
me battrai pour les empêcher de détruire ce qui est devenue ma Terre.
Goldorak m'aidera. Au besoin, j'irai jusqu'au camp de la Lune Noire
puisque c'est là que Véga et ses monstres ont établi leur base. Et je la
détruirai.

 

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#22 Sûlherokhh

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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.


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#23 P.O._210877

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Posted 05 October 2014 - 05:40 AM

Thrawn's Revenge is where it came from, so it should still be  available on their site.


If it's hard then it's worth doing.

 


- Alcor, Alcor pardonne-moi mais je ne veux pas que tu meurs. Je ne veux
pas que la planète bleue soit mise à feu et à sang par ces monstres. Je
me battrai pour les empêcher de détruire ce qui est devenue ma Terre.
Goldorak m'aidera. Au besoin, j'irai jusqu'au camp de la Lune Noire
puisque c'est là que Véga et ses monstres ont établi leur base. Et je la
détruirai.

 

Actarus


#24 Aizen Teppa

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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.



#25 Sûlherokhh

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Posted 05 October 2014 - 08:44 PM

This - Is - Awesome. :santah:

Thank you guys.


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Axed Head and A.I. Coder for S.E.E. and ... stuff

".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."


#26 P.O._210877

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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 :thumbsupcool:  


If it's hard then it's worth doing.

 


- Alcor, Alcor pardonne-moi mais je ne veux pas que tu meurs. Je ne veux
pas que la planète bleue soit mise à feu et à sang par ces monstres. Je
me battrai pour les empêcher de détruire ce qui est devenue ma Terre.
Goldorak m'aidera. Au besoin, j'irai jusqu'au camp de la Lune Noire
puisque c'est là que Véga et ses monstres ont établi leur base. Et je la
détruirai.

 

Actarus


#27 Boneve de Neco

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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.



#28 Guest_Hyrum_Solo_*

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Posted 23 December 2015 - 07:52 PM

Please implement this!



#29 Ghostrider

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Posted 24 December 2015 - 08:16 AM

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. 





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