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Post by thenewteddy on May 24, 2023 15:58:38 GMT -6
I'd made a thread on this, for RTW1 back in 2019; am curious if what we learned at that time is still relevant; that being: TechQuirk= 0 = normal tech - confirmed for RTW3TechQuirk= 1 = [undetermined] - unconfirmed for RTW3TechQuirk= 2 = weak torpedos - unconfirmed for RTW3TechQuirk= 3 = single guns work best - unconfirmed for RTW3TechQuirk= 4 = weak shell penetration - unconfirmed for RTW3TechQuirk= 5 = weak engines - unconfirmed for RTW3TechQuirk= 6 = weak engines - confirmed for RTW3TechQuirk= 7 = [undetermined] - unconfirmed for RTW3TechQuirk= 8 = [undetermined] - unconfirmed for RTW3TechQuirk= 9 = [undetermined] - unconfirmed for RTW3I'm going to start looking into this, right now; but feedback is more than welcome.
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Post by cormallen on May 25, 2023 7:45:57 GMT -6
I believe six is nerfed aircraft? IIRC it shows up in the save file when you select that start option?
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Post by thenewteddy on May 25, 2023 13:41:34 GMT -6
I believe six is nerfed aircraft? IIRC it shows up in the save file when you select that start option? I got the values from the file; but I can't find the words explaining what they do.
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techquirks
May 25, 2023 14:54:03 GMT -6
via mobile
Post by cormallen on May 25, 2023 14:54:03 GMT -6
I believe six is nerfed aircraft? IIRC it shows up in the save file when you select that start option? I got the values from the file; but I can't find the words explaining what they do. The "Restricted aircraft development" option just delays heavier than air Craft until 1920s? (Oddly you still get seaplane Carriers turning up occasionally in AI forces, they just don't have any seaplanes!) Whether this changes much in RTW3 is as yet unconfirmed of course...
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Post by thenewteddy on May 25, 2023 17:59:26 GMT -6
sorry, I'm speaking of the techquirks. That setting identified by "TechQuirk=0" in the save. With the 0 changing. and attempting to figure out what each number represents. For example, changing it to 1 has not popped anything up for me yet, and thus, I dont know what 1 does.
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Post by cormallen on May 26, 2023 0:35:00 GMT -6
I think they are mostly supposed to be secret. The player discovers that "this time around" single mounts have an advantage so they must adjust their designs? The airpower one is triggered if you select "nerf planes" option at game start but the rest are random AFAIK?
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Post by carafa on May 26, 2023 4:15:38 GMT -6
I think quirk 1 could be worse gun dispersion. I've got that one in my current game as Italy, telling me "Q1 dispersion problems" for my 14-inch guns.
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Post by williammiller on May 26, 2023 10:13:10 GMT -6
I think quirk 1 could be worse gun dispersion. I've got that one in my current game as Italy, telling me "Q1 dispersion problems" for my 14-inch guns. Q1 is the quality rating for the particular 14" gun you have developed - gun quality ranges from -3 to +3, although the end values (-3/+3) are rather uncommon (for different reasons).
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Post by Fredrik W on May 27, 2023 0:41:49 GMT -6
I think quirk 1 could be worse gun dispersion. I've got that one in my current game as Italy, telling me "Q1 dispersion problems" for my 14-inch guns. Dispersion problems are unrelated to tech quirks. They can only affect Q1 guns. They simulate that some gun models with higher velocity, like the British 12 in L/50 gun, were found to have an increased dispersion pattern. So if you are unlucky, your new Q1 gun gets the Q1 range and penetration benefit, but pay with a 10% accuracy malus. And it is intentional that you will only discover it once the guns are installed on a ship. As mentioned above, the point of tech quirks are that they should be unknown to the player, so I will not comment on what they do.
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Post by cormallen on May 27, 2023 5:07:04 GMT -6
I think quirk 1 could be worse gun dispersion. I've got that one in my current game as Italy, telling me "Q1 dispersion problems" for my 14-inch guns. Dispersion problems are unrelated to tech quirks. They can only affect Q1 guns. They simulate that some gun models with higher velocity, like the British 12 in L/50 gun, were found to have an increased dispersion pattern. So if you are unlucky, your new Q1 gun gets the Q1 range and penetration benefit, but pay with a 10% accuracy malus. And it is intentional that you will only discover it once the guns are installed on a ship. As mentioned above, the point of tech quirks are that they should be unknown to the player, so I will not comment on what they do. That's cool! Can the player choose to "detune" his guns to reduce dispersion in exchange for lower velocity etc?
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Post by carafa on May 27, 2023 7:09:52 GMT -6
I think quirk 1 could be worse gun dispersion. I've got that one in my current game as Italy, telling me "Q1 dispersion problems" for my 14-inch guns. Dispersion problems are unrelated to tech quirks. They can only affect Q1 guns. They simulate that some gun models with higher velocity, like the British 12 in L/50 gun, were found to have an increased dispersion pattern. So if you are unlucky, your new Q1 gun gets the Q1 range and penetration benefit, but pay with a 10% accuracy malus. And it is intentional that you will only discover it once the guns are installed on a ship. As mentioned above, the point of tech quirks are that they should be unknown to the player, so I will not comment on what they do. Thanks for the reply! I've played a couple of hours in RtW2 already, and I really enjoy discovering and learning more and more the deeper I get into the great game RtW3 is!
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