akd
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Posts: 126
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Post by akd on Aug 14, 2019 8:17:30 GMT -6
Trying to build a somewhat accurate legacy fleet for the US in 1900, but I'm running into some missing tech that is creating barriers to historical designs. I figured out how to change the dock size and the starting gun calibers available, but not sure what to change to have certain technologies available from the start. For example, I'd like to have USS New York (ACR-2) in my starting fleet, but I can't give her 6x 8-inch guns because the tech for single-gun wing turrets of greater than 7-inch caliber is not available. Specifically, the error given is:
"Error: Building nation (USA) has not the technology for single wing turrets for main battery guns > 7 inches! "
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Post by seawolf on Aug 14, 2019 8:29:04 GMT -6
Scroll down in the game file until you see technologies It should look like this
Research0Advantage=0 Research0Prio=2 Research0ResearchPoints=11867 Research0TSL=4 Research0CurrentLevel=14 Research0Level0=1 Research0Level1=1 Research0Level2=1 Research0Level3=1 Research0Level4=1 Research0Level5=1 Research0Level6=1 Research0Level7=1 Research0Level8=1 Research0Level9=1 Research0Level10=1 Research0Level11=1 Research0Level12=1 Research0Level13=1 Research0Level14=0 Research0Level15=0 Research0Level16=0 Research0Level17=0 Research0Level18=0 Research0Level19=0 Research0Level20=0 Research0Level21=0 Research0Level22=0 Research0Level23=0 Research0Level24=0 Research0Level25=0 Research0Level26=0 Research1Advantage=0 Research1Prio=2 Research1ResearchPoints=160657 Research1TSL=36 Research1CurrentLevel=11 Research1Level0=1 Research1Level1=1 Research1Level2=1 Research1Level3=1 Research1Level4=1 Research1Level5=1 Research1Level6=1
The technologies are actually listed by name in the researchareas2 file in the data folder Simply change 0 to 1 on the technologies you want
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akd
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Posts: 126
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Post by akd on Aug 14, 2019 8:33:21 GMT -6
Where do I find the game file for building a legacy fleet? If I'm building a legacy fleet, there does not seem to be any way to create a save until I am done. The most I can do is save individual ship files then copy and paste them out of the game save file to another location so I can reopen them if I start a new game, otherwise everything is lost and there is nothing to modify unless you progress past building the legacy fleet to starting turn and make a save.
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Post by seawolf on Aug 14, 2019 8:41:50 GMT -6
When I make my legacy starts I'm basically pasting in a ship roster.
You can't make changes during legacy fleet construction sadly
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akd
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Posts: 126
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Post by akd on Aug 14, 2019 9:17:53 GMT -6
I wonder if simply allowing creation of a save during legacy fleet build would get around that? Seems like you should be able to save during that phase regardless. Building a large legacy fleet from scratch is hardly a single game session task. Before I realized I could copy and back-up completed designs in another, I lost several hours of work due to simply not being able to alt-tab back to the game and having to force quit the application.
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Post by JagdFlanker on Aug 14, 2019 10:32:09 GMT -6
I lost several hours of work due to simply not being able to alt-tab back to the game and having to force quit the application. in case you were not aware, if you can't alt-tab back in the game that means the game likely got minimized to an icon on the bottom left of the screen - however if your windows display setting is set to more than 100% display scale, that icon will be off-screen
to access that icon you have to go to windows settings/system and set the scaling to 100%, maximize the game again, then put the scaling back to where it was
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Post by aeson on Aug 14, 2019 11:37:48 GMT -6
- Create the design you want in a save file that has the technology to do it (1900 start with auto-generated legacy fleet and modified tech in the game file, for example). - If the design has not completed the 'Design Study' phase, find the design in the save file, open it with a text editor, and change 'Ready=0' to 'Ready=1.' - Optionally copy the design to somewhere that you can find it easily and won't accidentally overwrite/delete it (e.g. desktop). - Create a new game with the option to manually build the legacy fleet set. Note - if you did not copy the design to some other location, do not overwrite the save file in which you created the design. - Copy the design into the save folder for your new game while the game is running, without exiting the legacy construction phase; if necessary, change the file extension to the appropriate extension for that save game (file extension for a player ship design should be *.#0d, where # is the Arabic numeral corresponding to the save slot; e.g. in slot 4 a player ship design is *.40d).
You should now be able to build the design as long as it fits within an available dock size. If you cannot build ships of the appropriate size domestically but can do so overseas, open the design file, look for BuildingNation=0, and change the number after the equal sign to the number corresponding to a power which can build ships of that size. If no power in the game has a dock large enough to build the ship that you want, you'll either have to make the ship smaller, mod a power's nation definition to give it a sufficiently-large initial dock size for what you want to build prior to starting a new game, or edit the ship into the save state manually.
Building nation numbers are in the order shown below, with the actual nation represented by the number being whichever power has its flag in that position under the 'Tension levels' graph in the main game window in your game:
Example: Note that some technologies can cause problems when you try to refit a design that uses them prior to developing them yourself:
You can also use this method to build normally-illegal designs (e.g. an unarmored cruiser or a very large armored destroyer) if you edit the design file to have the statistics that you want, but be aware that it is likely that the game will not let you use the in-game designer to create the refit designs or may try to force a reclassification as part of the refit.
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akd
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Posts: 126
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Post by akd on Aug 14, 2019 13:44:37 GMT -6
Thanks, think I'm getting closer now. What are the numbers I'm looking for and how do they related to the game file? In ResearchAreas, I find:
Heavy secondary battery;1900;Y;70;5;68;Enables secondary guns heavier than 7 inches in casemates or single turrets Medium wing turrets;1901;Y;90;6;69;Enables secondary wing double turrets up to 10 inches calibre Main battery Wing turrets;1904;Y;80;10;71;Enables main battery wing turrets on ships
In ResearchAreas2, I find:
Heavy secondary battery;1900;Y;70;5;601;Enables secondary guns heavier than 7 inches in casemates or single turrets Medium wing turrets;1901;Y;90;6;602;Enables secondary wing double turrets up to 10 inches calibre Main battery Wing turrets;1904;Y;80;10;604;Enables main battery wing turrets on ships
Also, what tech is this error tied to?
Error: Building nation (USA) has not developed secondary double turrets for guns heavier than 6 in!
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Post by seawolf on Aug 14, 2019 13:57:55 GMT -6
Should be turret development
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akd
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Posts: 126
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Post by akd on Aug 15, 2019 13:50:49 GMT -6
Thanks for all the tips. I was able to put together a reasonable approximation of Texas using them: And Baltimore also: Both not recognized as possible designs otherwise.
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akd
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Posts: 126
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Post by akd on Aug 21, 2019 14:21:49 GMT -6
Can anyone tell me what these values do in the ship files?
OSpeed=25 OBelt=5
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Post by dorn on Aug 21, 2019 17:15:30 GMT -6
Can anyone tell me what these values do in the ship files? OSpeed=25 OBelt=5 Not completely sure but I think it is used in intelligence reports.
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akd
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Posts: 126
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Post by akd on Aug 21, 2019 21:59:11 GMT -6
Hrm...to make these “illegal” designs, you sometimes have to push the speed or the belt up along with displacement to get it to a point where the design is recognized as valid and you can save, then dial back the displacement and armor / speed in the ship file to get what you want, but I don’t know if the values that go into Ospeed and Obelt are based on these “temporary” values and should be changed as well. If it is just used for intel, then I suppose it does not matter for the player’s nation, unless the AI somehow takes this into account in its own decisions.
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Post by BLDoom on Aug 27, 2019 13:28:56 GMT -6
I may be late to this discussion but how does one edit major nation .dat files? I also wish to edit starting gun quality and research affinity.
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Post by aeson on Aug 27, 2019 13:41:00 GMT -6
I may be late to this discussion but how does one edit major nation .dat files? I also wish to edit starting gun quality and research affinity. All of the files other than the *.lyr files are just text files; you can open and edit them with a text editor such as NotePad or NotePad++. Starting gun quality is set by the lines Guns#=*, where # indicates the gun caliber and * is the quality of the gun at game start (anything other than -2/-1/0/1 should be unavailable in play, and -2 might only have defined range and penetration data for 13").
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