TechDev.txt

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// =============================================================================
//	Technology Development
// =============================================================================



// ----------------------------------------------------------------------------------------------------------------------------------------------------------
//	Technology variable aliases
// ----------------------------------------------------------------------------------------------------------------------------------------------------------

macro "UpgradeMovementLevelTechLevel"		"_GL250"
macro "SiliconArmorUpgradeTechLevel"		"_GL249"
macro "EnergyShellTechLevel"			"_GL248"
macro "UpgradeIonDefensiveSheathTechLevel"	"_GL247"
macro "UpgradeEnergyConservationTechLevel"	"_GL246"
macro "UpgradeParalyticWeaponsTechLevel"	"_GL245"
macro "Scenario1To5Tech"				"_GL244"
macro "Scenario6To10Tech"				"_GL243"
macro "IntelligenceModuleTechCount"		"_GL242"
macro "MobilityModuleTechCount"			"_GL241"
macro "StructureModuleTechCount"			"_GL240"
macro "SubmarineModuleTechCount"		"_GL239"
macro "RegenerationModuleTechCount"		"_GL238"
macro "SuperTechModuleTechCount"		"_GL237"
macro "EnergyModuleTechCount"			"_GL236"



// ----------------------------------------------------------------------------------------------------------------------------------------------------------
//	Tech level flags scenario 1 to 5
// ----------------------------------------------------------------------------------------------------------------------------------------------------------

BiosonarTechnologyFlag 			= 0x00000001;
PolarizedPlasmaPulsarFlag 			= 0x00000002;
IonCassetteShellsFlag 			= 0x00000004;
HumanCipherKeyFlag				= 0x00000008;
GasShellLauncherFlag			= 0x00000010;
BHEShellsFlag				= 0x00000020;
DataIntrusionFlag				= 0x00000040;
DoublePlasmaTurretGunFlag			= 0x00000080;
LocalTeleportationFlag			= 0x00000100;
LocatorFlag					= 0x00000200;
TransformCoriumToEnergyFlag		= 0x00000400;
UpgradePPPulsarFireRateFlag		= 0x00000800;
TorpedoEvasionFlag				= 0x00001000;
BioAcidShellsFlag				= 0x00002000;
BioMineLauncherFlag				= 0x00004000;
JumpMineLauncherFlag			= 0x00008000;
SolitonOscillatorFlag				= 0x00010000;
EnemyCaptureFlag				= 0x00020000;
AntiSonarDispersionScreenFlag		= 0x00040000;
AcousticMinesFlag				= 0x00080000;
UpgradeGSLFireRateFlag			= 0x00100000;
TeleportationDetectionFlag			= 0x00200000;
IonReflectorFlag				= 0x00400000;
DataSecurityUpgradeFlag			= 0x00800000;
TeleportationGateFlag				= 0x01000000;
UpgradeEnergyAccumulatorFlag		= 0x02000000;
UpgradeDPTGunRangeFlag			= 0x04000000;
ParcherFlag					= 0x08000000;
HighRangeExplorerFlag			= 0x10000000;
UpgradeIonReflectorFlag			= 0x20000000;


// ----------------------------------------------------------------------------------------------------------------------------------------------------------
//	Tech level flags scenario 6 to 10
// ----------------------------------------------------------------------------------------------------------------------------------------------------------

AnnihilationTechnologyFlag			= 0x00000001;
NeuroParalysisShellsFlag			= 0x00000002;
UpgradeBioAcidShellsFlag			= 0x00000004;
EnergyTransmitterFlag			= 0x00000008;
EnemyCaptureUpgradeFlag			= 0x00000010;
UpgradeRegenerationSpeedFlag		= 0x00000020;
QuantumParalyzerFlag			= 0x00000040;
AntiStealthBiosonarFlag			= 0x00000080;
DepthAcousticMineDetectionFlag		= 0x00000100;
LaserSnareDetectionFlag			= 0x00000200;
MolecularRepairFacilityFlag			= 0x00000400;
BHEShellRangeUpgradeFlag			= 0x00000800;
IonFieldGeneratorFlag			= 0x00001000;
LaserReplenishSheathFlag			= 0x00002000;
IDTeleportationFlag				= 0x00004000;
UpgradeSiliconExtractorFlag			= 0x00008000;
AntiUltrasonicScreenFlag			= 0x00010000;
PsyShieldFlag					= 0x00020000;
GasLaserSatelliteFlag			= 0x00040000;
UpgradeCoriumCollectorFlag			= 0x00080000;
AntiMassWeaponsDefenseSystemFlag	= 0x00100000;
VacuumBombFlag				= 0x00200000;
UpgradeArsenalFlag				= 0x00400000;
EnergyShieldNeutralizationFlag		= 0x00800000;



// ----------------------------------------------------------------------------------------------------------------------------------------------------------
//	Reactivate previously researched technology
// ----------------------------------------------------------------------------------------------------------------------------------------------------------

Event( TRUE )

{
	// ----------------------------------------------------------------------------------------------------------------------------------------------------------
	//	Variable level technologies
	// ----------------------------------------------------------------------------------------------------------------------------------------------------------

	if( UpgradeMovementLevelTechLevel > 0 ) { 	_actTechSet( TTECH_SI_UPGRADE_MOVEMENT_LEVEL, UpgradeMovementLevelTechLevel ); }
	if( SiliconArmorUpgradeTechLevel > 0 ) { _actTechSet( TTECH_SI_SILICON_ARMOR_UPGRADE, SiliconArmorUpgradeTechLevel ); }	
	if( EnergyShellTechLevel > 0 ) { _actTechSet( TTECH_SI_ENERGY_SHELL, EnergyShellTechLevel ); }	
	if( UpgradeIonDefensiveSheathTechLevel > 0 ) { _actTechSet( TTECH_SI_UPGRADE_ION_DEFENSIVE_SHEATH,  UpgradeIonDefensiveSheathTechLevel ); }
	if( UpgradeEnergyConservationTechLevel > 0 ) { _actTechSet( TTECH_SI_UPGRADE_ENERGY_CONSERVATION,  UpgradeEnergyConservationTechLevel ); }
	if( UpgradeParalyticWeaponsTechLevel > 0 ) { _actTechSet( TTECH_SI_UPGRADE_PARALYTIC_WEAPONS,  UpgradeParalyticWeaponsTechLevel ); }

	// ----------------------------------------------------------------------------------------------------------------------------------------------------------
	//	Scenario 1 to 5 technologies
	// ----------------------------------------------------------------------------------------------------------------------------------------------------------

	if( Scenario1To5Tech & BiosonarTechnologyFlag ) { _actTechSet( TTECH_SI_BIOSONAR_TECHNOLOGY ); }
	if( Scenario1To5Tech & PolarizedPlasmaPulsarFlag ) { _actTechSet( TTECH_SI_POLARIZED_PLASMA_PULSAR ); }
	if( Scenario1To5Tech & IonCassetteShellsFlag ) { _actTechSet( TTECH_SI_ION_CASSETTE_SHELLS ); }
	if( Scenario1To5Tech & HumanCipherKeyFlag ) { _actTechSet( TTECH_SI_HUMAN_CIPHER_KEY ); }
	if( Scenario1To5Tech & GasShellLauncherFlag ) { _actTechSet( TTECH_SI_GAS_SHELL_LAUNCHER ); }
	if( Scenario1To5Tech & BHEShellsFlag ) { _actTechSet( TTECH_SI_BHE_SHELLS ); }
	if( Scenario1To5Tech & DataIntrusionFlag ) { _actTechSet( TTECH_SI_DATA_INTRUSION ); }
	if( Scenario1To5Tech & DoublePlasmaTurretGunFlag ) { _actTechSet( TTECH_SI_DOUBLE_PLASMA_TURRET_GUN ); }
	if( Scenario1To5Tech & LocalTeleportationFlag ) { _actTechSet( TTECH_SI_LOCAL_TELEPORTATION ); }
	if( Scenario1To5Tech & LocatorFlag ) { _actTechSet( TTECH_SI_LOCATOR ); }
	if( Scenario1To5Tech & TransformCoriumToEnergyFlag ) { _actTechSet( TTECH_SI_TRANSFORM_CORIUM_TO_ENERGY ); }
	if( Scenario1To5Tech & UpgradePPPulsarFireRateFlag ) { _actTechSet( TTECH_SI_UPGRADE_PP_PULSAR_FIRE_RATE ); }
	if( Scenario1To5Tech & TorpedoEvasionFlag ) { _actTechSet( TTECH_SI_TORPEDO_EVASION ); }
	if( Scenario1To5Tech & BioAcidShellsFlag ) { _actTechSet( TTECH_SI_BIO_ACID_SHELLS ); }
	if( Scenario1To5Tech & BioMineLauncherFlag ) { _actTechSet( TTECH_SI_BIO_MINE_LAUNCHER ); }
	if( Scenario1To5Tech & JumpMineLauncherFlag ) { _actTechSet( TTECH_SI_JUMP_MINE_LAUNCHER ); }
	if( Scenario1To5Tech & SolitonOscillatorFlag ) { _actTechSet( TTECH_SI_SOLITON_OSCILLATOR ); }
	if( Scenario1To5Tech & EnemyCaptureFlag ) { _actTechSet( TTECH_SI_ENEMY_CAPTURE ); }
	if( Scenario1To5Tech & AntiSonarDispersionScreenFlag ) { _actTechSet( TTECH_SI_ANTI_SONAR_DISPERSION_SCREEN ); }
	if( Scenario1To5Tech & AcousticMinesFlag ) { _actTechSet( TTECH_SI_ACOUSTIC_MINES ); }
	if( Scenario1To5Tech & UpgradeGSLFireRateFlag ) { _actTechSet( TTECH_SI_UPGRADE_GSL_FIRE_RATE ); }
	if( Scenario1To5Tech & TeleportationDetectionFlag ) { _actTechSet( TTECH_SI_TELEPORTATION_DETECTION ); }
	if( Scenario1To5Tech & IonReflectorFlag ) { _actTechSet( TTECH_SI_ION_REFLECTOR ); }
	if( Scenario1To5Tech & DataSecurityUpgradeFlag ) { _actTechSet( TTECH_SI_DATA_SECURITY_UPGRADE ); }
	if( Scenario1To5Tech & TeleportationGateFlag ) { _actTechSet( TTECH_SI_TELEPORTATION_GATE ); }
	if( Scenario1To5Tech & UpgradeEnergyAccumulatorFlag ) { _actTechSet( TTECH_SI_UPGRADE_ENERGY_ACCUMULATOR ); }
	if( Scenario1To5Tech & UpgradeDPTGunRangeFlag ) { _actTechSet( TTECH_SI_UPGRADE_DPT_GUN_RANGE ); }
	if( Scenario1To5Tech & ParcherFlag ) { _actTechSet( TTECH_SI_PARCHER ); }
	if( Scenario1To5Tech & HighRangeExplorerFlag ) { _actTechSet( TTECH_SI_HIGH_RANGE_EXPLORER ); }
	if( Scenario1To5Tech & UpgradeIonReflectorFlag ) { _actTechSet( TTECH_SI_UPGRADE_ION_REFLECTOR ); }

	// ----------------------------------------------------------------------------------------------------------------------------------------------------------
	//	Scenario 6 to 10 technologies
	// ----------------------------------------------------------------------------------------------------------------------------------------------------------

	if( Scenario6To10Tech & AnnihilationTechnologyFlag ) { _actTechSet( TTECH_SI_ANNIHILATION_TECHNOLOGY ); }
	if( Scenario6To10Tech & NeuroParalysisShellsFlag ) { _actTechSet( TTECH_SI_NEURO_PARALYSIS_SHELLS ); }
	if( Scenario6To10Tech & UpgradeBioAcidShellsFlag ) { _actTechSet( TTECH_SI_UPGRADE_BIO_ACID_SHELLS ); }
	if( Scenario6To10Tech & EnergyTransmitterFlag ) { _actTechSet( TTECH_SI_ENERGY_TRANSMITTER ); }
	if( Scenar...
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