What game version/mod is that?
In DH Full interceptors and rocket interceptors are 2 different unit types that do not upgrade from one to the another on their own, but only if the player changes default upgrade path for each unit individually.
That can be disabled by removing this line from interceptor.txt:
upgrade = { type = rocket_interceptor upgrade_time_factor = 0.42 upgrade_cost_factor = 1.40 }
You can also remove this line from rocket_interceptor.txt:
upgrade = { type = interceptor upgrade_time_factor = 0.42 upgrade_cost_factor = 1.40 }
In DH Ligth/core there's no distinctive rocket_interceptor unit type, but those are incorporated into the regular interceptor models:
Code:
model = { # Advanced Interceptor - 4
cost = 16
buildtime = 150
defaultorganisation = 30
morale = 30
manpower = 1
maxspeed = 650
surfacedetectioncapability = 6
airdetectioncapability = 6
surfacedefence = 10
airdefence = 9
airattack = 15
strategicattack = 0
softattack = 2
hardattack = 2
navalattack = 1
range = 325
supplyconsumption = 1.1
fuelconsumption = 1.9
upgrade_time_factor = 0.5
upgrade_cost_factor = 1.0
}
model = { # Basic Rocket Interceptor - 5
cost = 20
buildtime = 150
defaultorganisation = 30
morale = 30
manpower = 1
maxspeed = 1000
surfacedetectioncapability = 5
airdetectioncapability = 6
surfacedefence = 16
airdefence = 13
airattack = 18
strategicattack = 0
softattack = 0
hardattack = 0
navalattack = 0
range = 150
supplyconsumption = 1.3
fuelconsumption = 2.2
upgrade_time_factor = 0.5
upgrade_cost_factor = 1.0
}
model = { # Improved Rocket Interceptor - 6
cost = 25
buildtime = 150
defaultorganisation = 30
morale = 30
manpower = 1
maxspeed = 1200
surfacedetectioncapability = 7
airdetectioncapability = 8
surfacedefence = 16
airdefence = 15
airattack = 20
strategicattack = 0
softattack = 0
hardattack = 0
navalattack = 0
range = 200
supplyconsumption = 1.5
fuelconsumption = 2.5
upgrade_time_factor = 0.5
upgrade_cost_factor = 1.0
}
model = { # Basic Turbojet Interceptor - 7
cost = 19
buildtime = 150
defaultorganisation = 30
morale = 30
manpower = 1
maxspeed = 900
surfacedetectioncapability = 7
airdetectioncapability = 7
surfacedefence = 16
airdefence = 16
airattack = 22
strategicattack = 0
softattack = 2
hardattack = 2
navalattack = 2
range = 350
supplyconsumption = 1.2
fuelconsumption = 2.1
upgrade_time_factor = 0.5
upgrade_cost_factor = 1.0
}
There's no simple way to "disable" those as more editing is involved and errors could be made along the way. Probably the fastest solution would be to edit techs that enable those models and comment-out lines that do so, effectively making those models unavailable for production and upgrade in new games.
secret_weapons_tech.txt:
Code:
# Basic Rocket Interceptor
application =
{ id = 7010
...
effects =
{ command = { type = new_model which = interceptor value = 5 }#REMOVE THAT LINE
}
}
# Improved Rocket Interceptor
application =
{ id = 7020
....
effects =
{ command = { type = new_model which = interceptor value = 6 } #REMOVE THAT LINE
}
}