pasmon79 Posted September 7, 2021 Share Posted September 7, 2021 (edited) If the in-game variables retain their values even after transitioning to next level, why does it need to stow variables relating to research like "Status.Tech.Unlock_"? Edited September 7, 2021 by pasmon79 Link to comment Share on other sites More sharing options...
qmjs Posted September 8, 2021 Share Posted September 8, 2021 Most variables are reset at the beginning of a new level. The stow process allows a limited number of resources and tech to be carries over through the NextMap. variables used in ActionId="NextSandboxRound". I believe it was done this way to simplify the process of starting a new game (at any level) and advancing to another breakdown level without making them entirely separate. Link to comment Share on other sites More sharing options...
pasmon79 Posted September 9, 2021 Author Share Posted September 9, 2021 (edited) It appears that stockpile food and Unlocked techs are reset by "exe". It makes sense because variables related to "NextMap....." do get carried over to next level. Unlocked techs should have been reset by a simple command in "game files" instead of an exe. Edited September 9, 2021 by pasmon79 Link to comment Share on other sites More sharing options...
qmjs Posted September 9, 2021 Share Posted September 9, 2021 There is a lot that doesn't make a whole lot of sense about how they did things. Link to comment Share on other sites More sharing options...
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