Post by JagdFlanker on Jan 20, 2022 7:55:21 GMT -6
so i really enjoy the Ultrarandom Tech 1.1 mod, but last game i played i started thinking maybe getting any tech at any time was a little TOO random, and thought what might be fun is to instead just move up tech availability to half of what it was (so a tech that becomes available in 1950 becomes available in 1925, etc)
i'm not finished modding it into what i'm looking for (ultra-random, just delayed availability), but i think some people might be interested in what i have so far
this mod is for all the aircraft haters
All non-aircraft related tech is available twice as fast - i only changed the year available, everything else like the chance of researching the tech is stock
for example tech available in 1910 is now available in 1905, and 1950 tech is available in 1925. the last non-air tech 'Improved missile guidance systems'(1957) is available in 1928, while the last air tech 'Reliable ASM' is available in 1955
i didn't consider airships to be aircraft so airship tech also comes in early - aircraft carrying airships are also moved up to 1911 which may be before you even develop aircraft, but why not
any air related tech (mainly 'Naval aviation heavier than air', and 'Shipboard aircraft operation') remains unchanged from the base game.
any ground or ship based AA or missile tech becomes available early like the rest, but any air-related weapon tech availability (like ASMs) remains unchanged from the base game
so if you play at 50% research rate theoretically the Battleship Era should progress as normal but aircraft will develop later on
if you play at 100% research rate you get pretty vicious early game where tech is popping up like mad, and a much longer end-game where all ship tech is likely developed by about 1930 but aircraft tech still takes to near the end to finish
of course having the tech available to research and having the budget to research it are 2 separate things - i tested it on super large fleets at 100% research and researching was fast, but this may not be the case with smaller fleet sized games and smaller budgets
and of course if you go with slow aircraft development and 50% research rate that should really push airpower to the rear of the game
Instructions:
the ResearchAreas2 file usually goes in C:\NWS\Rule the Waves 2\Data
backup your old ResearchAreas2 file since official game updates do not like different files.
have fun!
i'm not finished modding it into what i'm looking for (ultra-random, just delayed availability), but i think some people might be interested in what i have so far
Details:
this mod is for all the aircraft haters
All non-aircraft related tech is available twice as fast - i only changed the year available, everything else like the chance of researching the tech is stock
for example tech available in 1910 is now available in 1905, and 1950 tech is available in 1925. the last non-air tech 'Improved missile guidance systems'(1957) is available in 1928, while the last air tech 'Reliable ASM' is available in 1955
i didn't consider airships to be aircraft so airship tech also comes in early - aircraft carrying airships are also moved up to 1911 which may be before you even develop aircraft, but why not
any air related tech (mainly 'Naval aviation heavier than air', and 'Shipboard aircraft operation') remains unchanged from the base game.
any ground or ship based AA or missile tech becomes available early like the rest, but any air-related weapon tech availability (like ASMs) remains unchanged from the base game
so if you play at 50% research rate theoretically the Battleship Era should progress as normal but aircraft will develop later on
if you play at 100% research rate you get pretty vicious early game where tech is popping up like mad, and a much longer end-game where all ship tech is likely developed by about 1930 but aircraft tech still takes to near the end to finish
of course having the tech available to research and having the budget to research it are 2 separate things - i tested it on super large fleets at 100% research and researching was fast, but this may not be the case with smaller fleet sized games and smaller budgets
and of course if you go with slow aircraft development and 50% research rate that should really push airpower to the rear of the game
Instructions:
the ResearchAreas2 file usually goes in C:\NWS\Rule the Waves 2\Data
backup your old ResearchAreas2 file since official game updates do not like different files.
have fun!