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Post by Emma on Nov 21, 2019 20:24:58 GMT -6
Is there a way to increase the technology research speed like crazy? I tried changing the research fund percentage and the research speed in the 'RTWGame' file and nothing seems to change no matter what numbers I put in there. Does anyone know if there is a way to do it? Much appreciated
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Post by tordenskjold on Nov 24, 2019 10:29:33 GMT -6
Nah, I don't think there is. If you look through the data file describing the possible technological achievements (this is ResearchAreas2.dat in the "Data" folder), you will notice that each technology is attributed with a year in which it should be common. So, the chance to have this tech earlier than that is actually quite dim. The only way to obtain technology ahead of its time is obviously to cheat by editing your save files.
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Post by dorn on Nov 24, 2019 10:45:57 GMT -6
Is there a way to increase the technology research speed like crazy? I tried changing the research fund percentage and the research speed in the 'RTWGame' file and nothing seems to change no matter what numbers I put in there. Does anyone know if there is a way to do it? Much appreciated May be there can be a way. In researcharea.dat (the right one for RTW2) there is how much RP is needed to research certain technologies. Try all numbers divided by two.
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Post by BathTubAdmiral on Nov 24, 2019 12:28:09 GMT -6
... and then edit the values in ResearchAreas2.dat which tordenskjold pointed out, and you should be totally successful in breaking the game (mechanics). Unless o.c. you somehow change build- and repairtimes etc as well ... I really wonder what the goal of this endeavour is?
I mean the whole point of the game is the "Dreadnought Race" - tech advance in shipbuilding and weapons that is way faster then the build times of the resulting vessels, making everything already obsolete when it is finished. What do you want to accomplish by making that discrepancy even greater?
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Post by Emma on Nov 24, 2019 23:10:07 GMT -6
... and then edit the values in ResearchAreas2.dat which tordenskjold pointed out, and you should be totally successful in breaking the game (mechanics). Unless o.c. you somehow change build- and repairtimes etc as well ... I really wonder what the goal of this endeavour is?
I mean the whole point of the game is the "Dreadnought Race" - tech advance in shipbuilding and weapons that is way faster then the build times of the resulting vessels, making everything already obsolete when it is finished. What do you want to accomplish by making that discrepancy even greater?
The only reason I asked about this is because I have noticed that it is impossible to have all the research areas maxed out by the 1955, hence there will always be research breakthroughs that I cannot use. For example as the USN I fail in every game to come up with dual purpose double mount 5 inch guns but it is a historic feature of US ships.
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Post by wlbjork on Nov 25, 2019 1:03:44 GMT -6
Some technologies are skipped - at random - as you progress through a playthrough (see the wikia for the chance). It's not impossible to skip 2 or 3 technologies at a time either, so without a tech sale or espionage event triggering, you lose access to that tech.
It seems that you would prefer an "all techs available" mode?
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Post by BathTubAdmiral on Nov 25, 2019 1:08:22 GMT -6
Maybe if you give the relevant techs and tech fields a boost by making them the US's bonus tech and research advantages (you can have 4 bonus techs, but at least 5 research advantages), and setting the date for the techs to 1900? (Though the later one might screw up the gameplay as well )
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Post by bcoopactual on Nov 25, 2019 10:54:59 GMT -6
Some technologies are skipped - at random - as you progress through a playthrough (see the wikia for the chance). It's not impossible to skip 2 or 3 technologies at a time either, so without a tech sale or espionage event triggering, you lose access to that tech. It seems that you would prefer an "all techs available" mode? This can be done if the OP is interested. Take the Research Areas 2 file in the Data folder and each tech has an entry like this: Supercharged diesels;1943;N;70;10;25;Reduces weight of diesel engines by 10% 1943 is the nominal date of discovery. if you are researching the tech before you get to that game year your RP rate in that one area is throttled until the year is reached or the tech is completed anyway. N means that the tech is not more likely to spread once it is researched by the first nation that completes it. If it had a Y then the chance for other nations to research it goes up once one nation "discovers" it. 70 is the percent chance you will research that tech when it is checked. 100 means that tech is always researched when the previous tech is completed. It will never be skipped. It's not a go/no-go check. Usually if there is time left in the game you will go back and research a previous tech that was skipped the first time so the game does usually re-perform the check multiple times a game. 10 is the multiple of "X" for the number of research points needed to complete the research. It was "X" = 20,000 RP in RTW1 but I haven't verified it's the same multiple in RTW2. 25 in this case is the Tech ID number used to assign bonus techs to various nations in the BNat file. So if the OP or someone else wanted to remove the chance for a specific tech to be skipped (or all of them for that matter) then they could make a copy of the Research Area file and modify the percent chance to 100 for the applicable techs. Save the original file somewhere else of course.
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