Units in production have a strange format in savegames.
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 ?
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
}
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 ?
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