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Rashmeister

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In two of my games, as Japan and France, the name for the battleships in the starting que don't match the real ones and the "JAP_1936.txt" file .

Ex. the Kongo-class BB of Japan in the que should be named "Hiei" but gets the name "Yamato" when it's done.
 
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Sleight of Hand

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This is a good point, although remember you can manually rename ships should you wish.

I think it would be good if ships could be named whilst in the construction queue, such as:

Code:
# BB: Richelieu class ("Richelieu", 15-Jul 1940)
    add_equipment_production = {
        equipment = {
            type = battleship_2
            creator = "FRA"
            unit_name = "Richelieu"
        }
        requested_factories = 2
        progress = 0.25
        amount = 1
    }

Or, for multiple ships in serial production:

Code:
# DD: Le Hardi variant (x6) ("Le Hardi" "Fleuret" "Epée" "Casque" "Lansquenet" "Mameluk")
    add_equipment_production = {
        equipment = {
            type = destroyer_2
            creator = "FRA"
            version_name = "Le Hardi Class"
            unit_name = "Le Hardi"
            unit_name = "Fleuret"
            unit_name = "Epée"
            unit_name = "Casque"
            unit_name = "Lansquenet"
            unit_name = "Mameluk"
        }
        requested_factories = 5
        progress = 0.9
        amount = 6
    }

So, in this example, each of the 6 queued ships would be assigned a name from the list, from top to bottom.

These are examples from the French 1939 scenario; all I've added is the 'unit_name' lines, which seems like something that could be added in a patch. :)
 
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Rashmeister

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Yeah, I have renamed my battleship, but I wonder if this means I have to rename every following ship, because I'm synced out of the name list^^

Code:
### Ongoing Naval Production Jan 1 1936 ###
        add_equipment_production = {                # "Hiei"
            equipment = {
                type = battleship_2
                creator = "JAP"
            }
            requested_factories = 1
            progress = 0.2
            amount = 1
        }
        add_equipment_production = {                # "Soryu"
            equipment = {
                type = carrier_2

                creator = "JAP"
            }
            requested_factories = 1
            progress = 0.66

            amount = 1
        }
        add_equipment_production = {                # "Suzuya"
            equipment = {
                type = heavy_cruiser_2

                creator = "JAP"
            }
            requested_factories = 1
            progress = 0.2
            amount = 1

Great idea! I thought that #"Hiei" was the name part in the code. Because it worked for both "Soryu" and "Suzuya". That might have been because they where entire new, not a re-build.
 

Sleight of Hand

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If something is hashed out (#) then the game can't read it. That text is just there for anyone reading the files.

For the game to actually assign a specific name (rather than one picked from a list) it would need to be in speech marks and part of the game code. This is probably something that needs to be added in a patch. I doubt it would work now, although you could try adding name = "Hiei" under creator = "JAP" and see if it works.
 

potski

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I don't think that option is available in the game files, as you can't name a ship while in the production queue. Might be neat, but currently there is a bit of a random element to it possibly. But check if it just takes the names in order, and the order in the name file needs swapping to match the historical order.
 
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It does take the names in order. However the correct name for the Japanese Kongo-class is under BC, not BB as it is ingame.

Code:
}
    battle_cruiser = {
        prefix = ""
        generic = { "Jun'yosenkan" }
        unique = {
            "Kongo" "Hiei" "Haruna" "Kirishima" "Amagi" "Tsukuba" "Ikoma" "Ibuki" "Kurama" "Akagi" "Atago" "Takao"
            # Fictional
            "Iwaki" "Iwate" "Asahi" "Zao" "Iide" "Azuma" "Bandai" "Nasu" "Makihata" "Tanigawa" "Takatsuma" "Hotaka"
            "Asama" "Tsukuba" "Hotaka" "Jonen" "Norikura" "Tateshina" "Mizugaki" "Tanzawa" "Ena" "Shiomi" "Akaishi"
            "Omine" "Ishizuchi" "Aso" "Kaimon" "Waga" "Kurikoma" "Moriyoshi" "Sumon" "Hakkai" "Iwasuge" "Myogi" "Buko"
            "Hakuseki" "Ashitaka" "Osuzu" "Ichifusa" "Yufu" "Unzen" "Ariake" "Iizuma"
        }
    }
    battleship = {
        prefix = ""
        generic = { "Senkan" }
        unique = {
            "Yamato" "Musashi" "Tosa" "Kii" "Owari" "Iwami" "Sagami" "Suwo" "Hizen" "Tango" "Iki"
            # Captured/Converted/Older Models
            "Fuso" "Yamashiro" "Ise" "Hyuga" "Nagato" "Mutsu" "Kaga" "Shinano"
            # Fictional
            "Dewa" "Hitachi" "Noto" "Hida" "Mino" "Mikawa" "Suruga" "Kai" "Izumi" "Kawachi" "Iga" "Tanba" "Sanuki" "Awa" "Satsuma"
            "Osumi" "Aki" "Settsu" "Tajima" "Iyo" "Omi"
 
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potski

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@Axe99 will know. It was probably on his list of issues ;)

There is already an open issue with the devs about whether it should be a BC or BB. Looks like they left the variant for release as a BB, but the name as BC by mistake. I'll add that to the open issue.
 

Axe99

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Haha, I hadn't got as far as Hiei coming out with the wrong name, but I had noticed the names for the Kongos under the BCs instead of the BBs (and popped a thread up about it, although I hadn't got around to testing it in-game, wanted to post before I forgot). I agree that if Hiei is a BB, then then the four Kongo names should be in the BB slot - but I also think if Hood is a BC, then the four Kongos should be BCs as well (and they'll be that way in the basic mod I'm putting together - I couldn't live with m'self putting in a naval mod and calling them BCs).

If it helps, I used the Kii class (planned but scuppered because of the Washington Treaty) for my 1936 BBs, with the description

"The Kii class were to be Japan's first true fast battleships. More heavily armoured than contemporary battlecruisers, but similarly as fast. They weren't built due to the Washington Naval Treaty of 1922, and when Japan did recommence battleship construction, they opted for the super-heavy Yamato class."

Kongo became my BC, with the description:

"The Kongo class were built for the IJN just before World War I as battlecruisers, and were heavily modernized in the late 1930s. While they were reclassified as first rate fast battleships, their capabilities were still those of a heavily armoured battlecruiser, rather than a modern battlehip."

It is an ongoing point of debate, but I'm going with functional definitions of ships, rather than what particular navies called ships at the time.
 
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potski

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Axe99

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Hood is a BC in the game.

Cheers and aye, that's why I've modded the Kongos to BCs (as if we take the Hoods and Kongos out of the BC line, there really aren't many left at all unless we're doing a WW1 scenario!)
 

Rashmeister

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I should mention thet I saw this problem as France also. They also only have 3 Battleships at the 1936 scenario, Lorraine, Bretagne and Provence. (and these are of the Courbet-class ingame, not Bretagne-class as it should.)

They are lacking the actual Courbet-class ships, "Courbet", "Jean Bart" and "Paris"

And furthermore France should have a BC, Dunkerque, in the starting production screen (Which they dont even have the tech for as it looks now and it's actually a BB in the file.) And that one gets named "Richelieu" obviously.

Code:
}
    # BC: Dunkerque (Comm. 16-Apr, 1937)
    add_equipment_production = {
        equipment = {
            type = battleship_1
            creator = "FRA"
        }
        requested_factories = 1
        progress = 0.20
        amount = 1
 

Havebeard

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@Sleight of Hand
Code:
add_equipment_production = {
equipment = {
type = destroyer_2
creator = "FRA"
version_name = "Le Hardi Class"
unit_name = "Le Hardi"
unit_name = "Fleuret"
unit_name = "Epée"
unit_name = "Casque"
unit_name = "Lansquenet"
unit_name = "Mameluk"
}
requested_factories = 5
progress = 0.9
amount = 6
}
This part?

Looks doable, but not super simple 30min fix.
Have you made a feature wishlist yet?
 
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@Sleight of Hand
Code:
add_equipment_production = {
equipment = {
type = destroyer_2
creator = "FRA"
version_name = "Le Hardi Class"
unit_name = "Le Hardi"
unit_name = "Fleuret"
unit_name = "Epée"
unit_name = "Casque"
unit_name = "Lansquenet"
unit_name = "Mameluk"
}
requested_factories = 5
progress = 0.9
amount = 6
}
This part?
Yep. That would be great if possible! :)

I know it's a separate issue (and an AI one), but it'd also be good if the AI actually finished building what was in its starting construction queues.

No, but I am going to send @SteelVolt some AI issues to look at, as I've spent quite a bit of time improving the national focuses that are directly related to wars being declared.

My main feature 'wish' is probably this: https://forum.paradoxplaza.com/foru...f-lend-lease-and-expeditionary-forces.944900/
 
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