TechLevel
Flag: | TechLevel |
File(s): | Rules(md).ini, Maps |
Values: | signed integers |
Default: | -1 (255 on TechnoTypes) |
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 | 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 units even if given in TaskForces. Buildings case is covered in the table above.
Additional note
The hack that Westwood used to make battle bunkers in YR stay owned when empty and not evict infantry when damaged is tied to Techlevel= ; if the techlevel is -1, the building will be treated as a normal civilian building. If the techlevel is anything besides -1, it will be treated with battle bunker logic
Bugs/Side-Effects/Unexpected Limitations
If TechnoTypes with tag TechLevel=-1 and our BuildingTypes has SecretLab=yes tags and unlocks those TechnoTypes TechLevel=-1 . When we make a purchase TechnoTypes TechLevel=-1 mentioned above. The download will only stop at 50%.