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Denniss

CORE developer
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Jun 15, 2005
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Units in production have a strange format in savegames.
Code:
	division_development = { 
		id = { type = 4712 id = 2298 } 
		name = "Bismarck" 
		progress = 0.0000 
		location = 300 
		cost = 8.4108 
		date = { 
			year = 1937 
			month = july 
			day = 26 
			hour = 0 
			} 
		manpower = 2.6000 
		close_when_finished = yes 
		waitingforclosure = no 
		retooling_time = 76.0000 
		total_progress = 0.0000 
		size = 1 
		done = 0 
		days = 490 
		days_for_first = 490 
		gearing_bonus = 0.0000 
		type = battleship 
		extra = naval_anti_air_l 
		extra = naval_anti_air_l 
		extra1 = naval_radar_l 
		extra2 = naval_fire_controll_l 
		extra3 = naval_sa_l 
		extra4 = naval_spotter_l 
		model = 3 
		brigade_model = 1 
		brigade_model1 = 0 
		brigade_model2 = 0 
		brigade_model3 = 1 
		brigade_model4 = 0 
		}
Note it uses two times the value extra (regardless of production with or without attached brigades), then extra1 to extra4, brigade model (without anything else), then brigade_model1 to brigade_model4.

The same construct is used for land, naval and air units in production.
Existing air and naval units use extra1 to extra5 and corresponding brigade_model1 to brigade_model5.
For whatever reasond land units do only use extra and brigade_model.

Is there a specific reason to use two (duplicate) extra in production (instead of using extra1 to extra5) and for not using extra1 to 5 on land units (even if not more than one land unit brigade is supported?

May this be a reason for slow saving times as unit data has to be translated from one format into another one ?
 
Upvote 0
Something taken over from Armageddon: Techteams are always saved with two endyears.

AI attachment preferences are saved in a very long single line/row in the savegame, I suggest to save these country-specific informations only if settings are present in AI files or in AI switch files.