Code: Select all
TurretName,experienceLevel,unitLimit,applyExpBonus
CommandTurret1,1,6,YES
CommandTurret1,2,8,YES
CommandTurret1,3,10,YES
CommandTurret1,4,12,YES
CommandTurret1,5,14,YES
CommandTurret1,6,16,YES
CommandTurret1,7,18,YES
CommandTurret1,8,20,YES
CommandTurret1,9,22,YES
CommandTurret2,1,6,YES
CommandTurret2,2,8,YES
CommandTurret2,3,10,YES
CommandTurret2,4,12,YES
CommandTurret2,5,14,YES
CommandTurret2,6,16,YES
CommandTurret2,7,18,YES
CommandTurret2,8,20,YES
CommandTurret2,9,22,YES
CommandTurret3,1,6,YES
CommandTurret3,2,8,YES
CommandTurret3,3,10,YES
CommandTurret3,4,12,YES
CommandTurret3,5,14,YES
CommandTurret3,6,16,YES
CommandTurret3,7,18,YES
CommandTurret3,8,20,YES
CommandTurret3,9,22,YES
CommandTurret4,1,6,YES
CommandTurret4,2,8,YES
CommandTurret4,3,10,YES
CommandTurret4,4,12,YES
CommandTurret4,5,14,YES
CommandTurret4,6,16,YES
CommandTurret4,7,18,YES
CommandTurret4,8,20,YES
CommandTurret4,9,22,YES
Also, we could add a new .txt file, called prcomponent.txt, to the stats folder in order to determine what structures need to be present in order to be able to build the component in question. Here would be an example of what the file would look like in base.wz:
Code: Select all
ComponentName,structureName
CommandTurret1,A0ComDroidControl
CommandTurret2,A0ComDroidControl
CommandTurret3,A0ComDroidControl
CommandTurret4,A0ComDroidControl