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Does tech level increases internally?


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#1 Boneve de Neco

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Posted 21 June 2014 - 05:24 PM

Hi all,

 

I've modified complements to upgrade as the tech level advances. So, for example, a MC40 that spawns a Z-95Mk1 squadron at tech level 1 would spawn a Z-95Mk2 in tech level 2 (note that the MC40 was not upgraded itself). I did this using <Starting_Spawned_Units_Tech_N> tags, where 0<= N <=4 for rebels and 1<= N <=5 for empire (due to how each tech level is represented for each faction). While playing, I researched a lot of stuff, but didn't see tech level advancing. From the tech trees xml files, I understood that after researching a set of units, it would advance to the next tech level (or era, as in the manual). So, does the tech level actually increases internally?

 

Thanks.



#2 evilbobthebob

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Posted 21 June 2014 - 05:50 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.


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#3 Boneve de Neco

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Posted 21 June 2014 - 06:17 PM

I did some testing, and they seem to work. I started a campaign on tech level 3, built a Venator I (did make sure it wasn't Venator II or II etc..) and it is spawning TIE Bomber x2 squadrons, instead of TIE Targeter squadrons it should spawn on tech 1. Also, all Empire complements are <Starting_Spawned_Units_Tech_1> onwards, and they are being spawned, no problems. The problem is, I started a campaign on level 1, researched all units from era 1, but didn't see the tech level increasing to 2.



#4 evilbobthebob

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Posted 21 June 2014 - 06:30 PM

There may be some problems with the tech level increase. It's interesting that you say the tech level tags work though, I'll have to look into that myself.


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#5 Fregge

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Posted 22 June 2014 - 12:53 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


Edited by Fregge, 22 June 2014 - 04:49 PM.


#6 evilbobthebob

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Posted 22 June 2014 - 02:03 PM

Thanks for providing that info. That changes things somewhat. Of course we can't fully link complements to research but that's a step towards it.


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#7 Boneve de Neco

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Posted 22 June 2014 - 03:24 PM

While reading the tech tree files, I see that I misunderstood what the "End_Tech_N" events do, which is not advance the tech level. Actually, there are no events that advance the tech level, so I added my own, for example:

<Event Name="R_Advance_To_Tech_2">
		<Event_Type>STORY_TRIGGER</Event_Type>
		<Reward_Type>SET_TECH_LEVEL</Reward_Type>
		<Reward_Param1>Rebel</Reward_Param1>
		<Reward_Param2>1</Reward_Param2>
		<Prereq>
			R_Upgrade_Ardent_class_MC30_Frigate,
			R_Upgrade_CC_7700_Frigate,
			R_Upgrade_Heavy_Tracker,
			R_Upgrade_Independence_class_MC120_Star_Cruiser,
			R_Upgrade_Liberty_class_MC80_Star_Cruiser,
			R_Upgrade_Marauder_class_Corvette,
			R_Upgrade_MCF_1_Modular_Conveyor,
			R_Upgrade_Quasar_Fire_class_Bulk_Cruiser,
			R_Upgrade_R_41_Starchaser,
			R_Upgrade_Reef_Home_class_MC80_Star_Cruiser,
			R_Upgrade_SpecForce_Infiltrator,
			R_Upgrade_T2_A_Repulsortank,
			R_Upgrade_T4_A_Heavy_Tank,
			R_Upgrade_T_65A_X_wing_Starfighter,
			R_Upgrade_YT_1300_Light_Freighter
		</Prereq>
	</Event>
	
	<Event Name="R_Advance_To_Tech_3">
		<Event_Type>STORY_TRIGGER</Event_Type>
		<Reward_Type>SET_TECH_LEVEL</Reward_Type>
		<Reward_Param1>Rebel</Reward_Param1>
		<Reward_Param2>2</Reward_Param2>
		<Prereq>
			R_Advance_To_Tech_2,
			R_Upgrade_Bulwark_class_Battlecruiser,
			R_Upgrade_B_wing_Assault_Starfighter_Prototype,
			R_Upgrade_CC_9600_Frigate,
			R_Upgrade_Dodonna_class_Assault_Frigate,
			R_Upgrade_DP20_Gunship,
			R_Upgrade_Gamma_class_ATR_6_Assault_Transport,
			R_Upgrade_R_22_Spearhead,
			R_Upgrade_YT_2000_Light_Freighter
		</Prereq>
	</Event>

That is, when the rebels finish researching all itens from era 1, they advance to tech 2, which upgrades all complements and garrisons as well (using <Starting_Spawned_Units_Tech_?> tags). I like to think that, as their technology advances, older units are phased out and are used in guard duties, while the newer models spearhead assaults. So, Very late in the game, fully upgraded Y-Wings can be found in Golans and Carriers, while B-Wings and K-Wings are strong enough to operate in carrier-independent squadrons.



#8 evilbobthebob

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Posted 22 June 2014 - 04:17 PM

Smart plan. We may well implement something like this in the future ourselves.


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#9 a.fake.name

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Posted 22 June 2014 - 04:41 PM

This could be neat.


Playing PR when stoned is awesome

 


#10 skie9173

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Posted 22 June 2014 - 05:18 PM

I sense a great potential in this one...
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There is no passion, there is serenity. There is no death, there is the Force.

#11 johnchm.10

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Posted 22 June 2014 - 08:18 PM

This + defreezer will make for some awesomely long campaigns

#12 P.O._210877

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Posted 22 June 2014 - 10:41 PM

I've wanted to acheive something like this for a while now. I'm very glad to learn it is doable. Thanks for sharing! :thumbsupxd:


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
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#13 Boneve de Neco

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Posted 24 June 2014 - 02:06 AM

It makes me really happy to know I could contibute to the mod :smilehuh:. I don't even remember how FoC was before PR! Or my brain deliberately refuses to...



#14 Sûlherokhh

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Posted 01 July 2014 - 03:34 AM

Hi guys. Just to let you know, i recently added (to PR) the TL-Feature. I wanted the AI to increase it's TL in a bulk jump, using a timer.

 

It works, just so you know. :thumbsuphappy:


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#15 a.fake.name

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Posted 01 July 2014 - 04:07 AM

It makes me really happy to know I could contibute to the mod :smilehuh:. I don't even remember how FoC was before PR! Or my brain deliberately refuses to...

w/o mods, not even worth piracy.


Playing PR when stoned is awesome

 


#16 johnchm.10

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Posted 01 July 2014 - 08:49 AM

Hi guys. Just to let you know, i recently added (to PR) the TL-Feature. I wanted the AI to increase it's TL in a bulk jump, using a timer.
 
It works, just so you know. :thumbsuphappy:


What's a TL?

#17 megabalta

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Posted 01 July 2014 - 11:26 AM

Tech Level I guess.



#18 P.O._210877

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Posted 01 July 2014 - 04:53 PM

Hi guys. Just to let you know, i recently added (to PR) the TL-Feature. I wanted the AI to increase it's TL in a bulk jump, using a timer.

 

It works, just so you know. :thumbsuphappy:

 

Nice!!


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


#19 johnchm.10

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Posted 02 July 2014 - 04:00 AM

Ah. Internet high five!

#20 Sûlherokhh

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Posted 04 October 2014 - 03:37 AM

This + defreezer will make for some awesomely long campaigns

 

Offtopic but: What's this about the defreezer?


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