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Truchses

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It activates transports, but aren't they activated anyway? I did not find the tech in the CORE tech tree. I think the transports are activated anyway, so the command is useless, and also the tech. And probably the CORE team already removed it because of this. Can somebody confirm this or knows the difference?
 

jdrou

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Crazyhorse said:
Isn' t so that you can build transports but without that tech you can't load troops on them or carry out an assault from them?
No, without that tech you can't build transports. If you don't play many minors you may not notice since all major and most minor coastal countries start with the tech in vanilla HoI.
 

Truchses

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HOI is not that refined to make such a difference in unloading. The tech could only be about the ability to build transports or not. The command was not in the tech filie format text. According to that it should not exist and transports should be producable without activation. But thanks jdrou for the clarification that this is not true, that the transports are deactivated from begin on, and have to be deactivated by this command. The name of this tech matches, as it does only denote the procedure of transportation of combat units, but not amphibious assaults.
 

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My understanding is that the AI can build transports even if it does not have the tech.

This is likely related to subroutines for replacing lost convoy points -- I know there was an earlier bug (fixed last year) that had the AI building gigantic quantities of transports because instead of replacing 20 lost convoy points with one new transport, it was set at 1:1. Oops.

But humans can't access this particular method of building transports, so if you have a minor that lacks the tech, you still can't do it. I think that's good as it restrains the "conquer the world using Costa Rica" type players.
 

jdrou

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Math Guy said:
My understanding is that the AI can build transports even if it does not have the tech.

This is likely related to subroutines for replacing lost convoy points -- I know there was an earlier bug (fixed last year) that had the AI building gigantic quantities of transports because instead of replacing 20 lost convoy points with one new transport, it was set at 1:1. Oops.

But humans can't access this particular method of building transports, so if you have a minor that lacks the tech, you still can't do it. I think that's good as it restrains the "conquer the world using Costa Rica" type players.
My testing indicates this affects other unit types too. If you set infantry = no in a country's 'allowed' section of a savegame or scenario the AI can still build inf but human can't. Seems like AI just ignores this parameter for at least some units.