re: unit definitions are parsed at stage load, not on wave spawn
Counted the definition objects at three points in Stage 02 -- just after take-off, ~12 min into combat, and after GAME OVER: 14 objects, same 14 IDs each time. Capturing a stage therefore costs one load and one snapshot; the mission does not have to be played or survived.
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@@ -219,4 +219,10 @@ tutorial adds its own units; `unit_runtime.py` unions any number of snapshots
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and re-solves, and more units directly promote the 🟡 bindings to ✅ by adding
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and re-solves, and more units directly promote the 🟡 bindings to ✅ by adding
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distinct values.
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distinct values.
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**A stage's whole unit set is parsed at load, not as waves spawn** — checked by
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counting the definition objects at three points in Stage 02: immediately after
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take-off, ~12 minutes in mid-combat, and after GAME OVER. 14 objects, the same
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14 IDs, every time. So capturing a stage costs one load and one snapshot; there
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is no need to play it, and no need to survive it.
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Stages captured so far: `Ttrl` (BASIC CONTROLS), Stage 02.
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Stages captured so far: `Ttrl` (BASIC CONTROLS), Stage 02.
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