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unmerged(3892)

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May 17, 2001
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Great work Stony Road with Tech Mod.

I hope to see Tech Mod (quickly) in 1.04.
Tankette and basic Tanks techs are a must.

Could I suggest Something ? (Yes...)

Infantry divisions get techs without upgrade which is not very historical, so increasing supply consumption of each tech would allow this :
- German army need less men but more supply for equipement, for example +0.1 for 81 mortar, +0.2 for 150mm gun, etc.
- Russian army had a lot of men but lacked supply at start of the war (41-42), so developping these techs leads to more supply consumption. Then USSR may choice to build more divisions and not research new techs.

What do you think of this ?
 

ggm

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good to hear your back

can't wait to see the changes you've done to carriers and supply.
when will you post your changes? so we can test.

ggm
 

TomTheHand

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Suggestions

I've really enjoyed the Tech Mod. It's fixed a ton of the complaints that I've had about the HoI tech tree. I have a couple of suggestions, if that's cool.

First off, this is more of a bug report... it may have been reported already, but the prerequisites of supersonic bombers are a little messed up. The prereq for supersonic bomber prototypes is intercontinental bombers and not supersonic engines and airframes. Supersonic engines and airframes are currently not a prereq for anything.

Second, I think that the supply and fuel consumption of late-model tanks should be tweaked a little. Specifically, Super-Heavy, Post-war Heavy, and Main Battle Tanks all have identical fuel and supply consumption. It would seem to me that Super-Heavy tanks should have very high fuel and supply consumption. The fuel/supply consumption of Post-war Heavy tanks is probably about where it should be. Main Battle Tanks should probably have reduced fuel/supply consumption, possibly in line with Advanced Medium Tanks. Right now Main Battle Tanks are an inefficient investment, as they're only a tiny bit faster than Post-War Heavies, significantly less well-armed, and less protected, with equal cost to support.

Third, I had a couple of ideas for new Carrier techs: Angled Flight Deck and Catapult. Both of these developments were very important post-war and were retrofitted to carriers from the war. Both were critical for the operation of jet aircraft off of carriers. I was thinking that after jet aircraft are researched, these techs become available for research. They increase attack and defense values to represent the incorporation of jet aircraft onto carriers. This increase would occur on upgrade for older carriers.

Again, love the TechMod. I'm refusing to upgrade to 1.04 on the grounds that I'll have to revert to the old tech tree.
 

ChadPeterson

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Feb 17, 2000
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Naval Tech Tree Changes

I am listing some changes to the Beta 6 that I am proposing.

# Activate Correct Battleships

application = { # Basic Battleship 12-inch.
id = 6107
command = { type = new_model which = battleship value = 8 }

application = { # Basic Battleship 14-Inch
id = 6108
command = { type = new_model which = battleship value = 10 }

application = { # Basic Battleship 14+ inch
id = 6738
command = { type = new_model which = battleship value = 11 }

# Add 14-inch gun as prereq

application = { # Great-War 14-inch Battleship
id = 6729
required = { 6722 6725 6451 }

# Add Greatwar techs as prereqs for basic

application = { # Basic Destroyer Propulsion
id = 6101
required = { 6720 }

application = { # Basic Cruiser Propulsion
id = 6102
required = { 6721 }

application = { # Basic Battleship Propulsion
id = 6103
required = { 6722 }

application = { # Basic CV Propulsion
id = 6104
required = { 6722 }

application = { # Basic Destroyer Hull
id = 6005
required = { 6723 }

application = { # Basic Cruiser Hull
id = 6006
required = { 6724 }

application = { # Basic BC Hull
id = 6742
required = { 6724 }

application = { # Basic BB Hull
id = 6007
required = { 6725 }

application = { # Basic CV Hull
id = 6008
required = { 6725 }

# 12-inch gun as prereq

application = { # Basic Battleship 12-inch.
id = 6107
required = { 6007 6103 6450 }

# Add missing prereqs for improved hulls
application = { # Improved Cruiser Hull
id = 6504
required = { 6006 }

application = { # Improved Battleship Hull
id = 6505
required = { 6007 }

application = { # Improved Carrier Hull
id = 6506
required = { 6008 }

# Add imp 14-inch as prereq

application = { # Basic Battleship 14+ inch
id = 6738
required = { 6007 6103 6453 }

# Add 5-inch gun as prereq.

application = { # Advanced Destroyer
id = 6805
required = { 6803 6804 14014 }

# Add gun and adv. Hull as prereqs

application = { # Nuclear Destroyer
id = 6457
required = { 6458 13503 14014 6804 }

application = { # Nuclear Cruiser
id = 6975
required = { 6972 14402 6705 }

# Add adv Hull as prereq

application = { # Nuclear Battleship 14+ Inch
id = 6974
required = { 6971 6453 6704 }

application = { # Nuclear Battleship 15-Inch
id = 6739
required = { 6971 6454 6704 }

application = { # Nuclear Battleship 16+ Inch
id = 6740
required = { 6971 6455 6704 }

application = { # Nuclear Battleship 18-Inch
id = 6741
required = { 6971 6456 6704 }

# Change description

application = { # Naval Gun: Improved 14-Inch
id = 6453
desc = "A very good gun with greater range, accuracy and killing power than the previous 14-Inch gun."

# Add old 16-inch gun as prereq.

application = { # Naval Battleship Gun Imp. 16-Inch
id = 6455
required = { 2873 6454 }
 

przy

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Love the techmod as well as a stoney road guys. Just wondering when the time frame will be for the next updated release of the techmod will be? THanks!!!
 

MKSheppard

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Re: Re: Beware the Tankette 70S, for it has sharp, SHARP TEETH!

Originally posted by Tambourmajor
This is the same with escort destroyers. I played the UK, had an "Open Seas Doctrine" naval minister, as well as naval assembly tech --> ZERO cost destroyers, i.e. an almost infinite pool of destroyers, convoy escorts etc. :p

Shep, you really need to tone this down a bit, or people like me will exploit this every game :D

Status:
Will be Fixed
 

unmerged(12397)

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Dec 5, 2002
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well the pictures in /gfx/interface/tech do all represent the different Tech IDs.. so i thought when adding a new tech (new ID) i just have to copy a new pic, named as this new ID ( e.g. 6717.bmp) in that folder....

but this does not work... it does still show the dummy.bmp file for the new tech entry.

what im doing wrong ?


aet
 

unmerged(12397)

Second Lieutenant
Dec 5, 2002
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Yea i think so...

I just have openend one of the already existent images with photoshop. Then i have just copied the new image with Cut and paste over the old one.. said "save as" .. put in the new username and thats it... same size, same layout.. same colors etc...


aet
 

unmerged(12397)

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Dec 5, 2002
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I just checked your "Cow attacks" (nice one!) ..

id = 8943 at nuclear_tech.txt

your added image at /gfx/interface/tech/8943.bmp

does NOT show up.... its the dummy.bmp which is shown at the tech sheet.... so you are facing the same problem it seems..



aet