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TechLevel

From ModEnc²
Revision as of 19:40, 31 July 2017 by en>TAK02 (A bit more info on TechLevel=-1)
Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: TechLevel
File(s): Rules(md).ini, Maps
Values: signed integers
Default: -1
Applicable to: MultiplayerDialogSettings () , InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes (rules(md).ini), Houses (maps)


On BuildingTypes

By constructing the building, the house's "technology level" is increased to this value, if necessary.

On Infantry/Vehicle/Aircraft Types

This flag specifies the "technology level" necessary to build this object.

In [MultiplayerDialogSettings]

This flag specifies the maximum TechLevel achievable in the game. In previous games, you could control this by means of another slider, like the one used for Starting Money or Game Speed. The effect of this limit is that only TechLevel values in the interval 0 - this value (inclusive) are considered "allowed", and all others are disabled.

On Houses

This flag specifies the starting tech level for this AI-controlled house.

Limitations of this system

TechLevel limitations
TechLevel Can be
Built by AI Built by Humans A Crate goodie A Secret Lab boon
-1
0 through the maximum
(set in MultiplayerDialogSettings)
above the maximum

TechLevel -2 and below are considered as buildable at any TechLevel.

And AI doesn't build techlevel -1 TechnoTypes unless explicitly stated it should. This can be done by using those units for TaskForces or setting AIBuildThis=yes for the building.