TechLevel Rules Feature

Bug #896358 reported by Linglin
This bug report is a duplicate of:  Bug #895970: Tech Level Slider. Edit Remove
6
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Bug Description

Title says all.
Example:
1.Chrono Miner doesn't have chrono ablity until TechLevel is 6
2.You can't use Spy Plane until Tech Level is 5

Revision history for this message
AlexB (alexander-b) wrote :

The SW tech level thing would be easy to do, but it's not that useful now. In multiplayer there are no techlevels, thus it isn't effective. In singleplayer missions it would be easier to just remove the SW setting from a building in the mission file.

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Graion Dilach (graiondilach) wrote :

Resolved as duplicate.

Revision history for this message
WoRmINaToR (worminator) wrote :

While this issue isn't technically a duplicate of #1358, the same basic effect can be achieved through clever (ab)use of the tech level slider and game modes.

Personally, I like using game modes to disable tech levels anyways, as it gives the modder more direct control over exactly what gets disabled without having to re-check every single units' tech level, but that is neither here nor there...

To be fair though, if Linglin wants to come back and give a good reason why this feature needs to be implemented, he ought to be free to do so.

Revision history for this message
Linglin (linglin) wrote :

I think it's well to expand the techlevel rules.

there is the code example:
[Generals]
BuildupTime=.1
TechLevel5.BuildupTime=.5

[YuriCountry]
TechLevel2.VeteranUnits=LTNK

[NASAM]
Cost=1000
TechLevel6.Cost=1500
TechLevel3.Cost=2000

[105mm]
Damage=75
Burst=2
TechLevel8.Burst=1
TechLevel4.Damage=50

If the techlevel is higher than 3,4,6,8,the rules use its own
if the techlevel is 4,5,6,[NASAM]'s cost changed to 1500
And it's the same logic as unit/weapon/SW/aircraft/enginerules(such as oremine growthrate,orevaule,etc) TechLevel Rules and so on
Also the code Techlevelnumber.TechLevel is not allowed
This logic can used on artmd.ini

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

Hahahahaha. No.

Revision history for this message
Krozalid (krozalid) wrote :

What D said. It looks so fucking complicated.

Revision history for this message
Steel Mirage (steel-mirage) wrote :

While I would say that it sounds like a good idea, I have to agree with D on this: the shit to pay ratio is just not in our favor.

Besides, there has to be a less byzantine method for tech levels and prices than that. How does the industrial plant work to reduce the price of units? If that wouldn't be too complicated, could that be applied in multiple layers at the whim of the modder?

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