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Old December 12th, 2006, 01:47 PM
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Default Re: Different models for higher tech vehicle hulls

I don’t think research qualifies as generational though. If you think about it there is nothing that truly “phases” out per-say. Even when you complete research in one tech line it doesn’t phase out of the research screen, it just grays out. But that’s neither her nor there. I haven’t tested this for X files either, for vehicles sizes yes so it would stand to reason…
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Old December 12th, 2006, 01:54 PM

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Default Re: Different models for higher tech vehicle hulls

No, I meant doing research the same way as components.

If you give, say, Projectile Weapons this requirement:
Projectile Weapons < 5

it'll disappear from the tech screen when it hits 5.

Vehicle sizes act that same as components, though. :/
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Old December 12th, 2006, 03:05 PM
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Default Re: Different models for higher tech vehicle hulls

That gives me an idea to test...
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Old December 12th, 2006, 04:09 PM
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Default Re: Different models for higher tech vehicle hulls

And this example (for levels 2, 4, & 5) isn’t working in the components because?

DUC
Req 1: Projectile Weapons >2 AND <6
Req 2: Master Weapon Tech > 5

The Components.txt is read only once on load or because there are 2 Reqs?
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Old December 12th, 2006, 04:29 PM

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Default Re: Different models for higher tech vehicle hulls

The former. Do the "alltech" cheat- the DUC will most likely disappear.
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Old December 12th, 2006, 04:47 PM
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Default Re: Different models for higher tech vehicle hulls

So if the Req2 Master Weapon Tech could get cut out of our hypothetical DUC but still be kept at >5 all should work fine… has Aaron mentioned anything about that? I asked him if it could get fixed already. This would also work for this threads question/problem/idea. Or if Aaron could get the X file to take formulas...
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Old December 12th, 2006, 04:49 PM
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Default Re: Different models for higher tech vehicle hulls

P-D: You and I appear to have too much time on our hands. I know why I do; do you?
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