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
I think it's well to expand the techlevel rules.
there is the code example: BuildupTime= .5
[Generals]
BuildupTime=.1
TechLevel5.
[YuriCountry] VeteranUnits= LTNK
TechLevel2.
[NASAM] Cost=1500 Cost=2000
Cost=1000
TechLevel6.
TechLevel3.
[105mm] Damage= 50
Damage=75
Burst=2
TechLevel8.Burst=1
TechLevel4.
If the techlevel is higher than 3,4,6,8,the rules use its own SW/aircraft/ enginerules( such as oremine growthrate, orevaule, etc) TechLevel Rules and so on .TechLevel is not allowed
if the techlevel is 4,5,6,[NASAM]'s cost changed to 1500
And it's the same logic as unit/weapon/
Also the code Techlevelnumber
This logic can used on artmd.ini