Post by Echo on Mar 23, 2024 11:11:59 GMT -6
I made two technology mods. Technologies are stored inside Data\ResearchAreas3.dat, so first make a backup of that file. Open it with a text editor (I use Notepad++). You'll notice that technologies are divided into research categories. Here's an entry as example:
According to rtw2.fandom.com/wiki/Technology:
The first mod I made was to set the chance to research all technologies to 100%, i.e. no technology is ever skipped.
The second mod I made was to set the year of all technologies to 1890, then I started a new game in 1935 and all technologies were already researched (with the exception of guns). That might not be the end though: according to nws-online.proboards.com/thread/6810/old-rtw3-bug-reports-thread?page=6&scrollTo=99198, if you want to use missiles in combat then you have to edit your save file and set the year to 1943 (or an earlier year if you are confident you won't have a war till 1943); however, this means you'll lose some years of budget increase and gun research.
Then I suggest you make a backup of ResearchAreas3.dat that you just edited. If RtW3 gets a new update and ResearchAreas3.dat gets overwritten, you don't want to lose it. When a new version of the game is released, you could either edit the new ResearchAreas3.dat, or you could use a program to visualize the differences between the old vanilla ResearchAreas3.dat and the new vanilla ResearchAreas3.dat (I use Meld Merge), and then manually incorporate the changes that the devs made into the ResearchAreas3.dat you had previously edited.
Improved design calculations;1892;Y;70;8;631;1% weight saving on hull
According to rtw2.fandom.com/wiki/Technology:
- "Improved design calculations" is the name;
- 1892 is the nominal year of development;
- Y indicates that it can proliferate (an N would have indicated otherwise);
- 70 indicates that it has a 70% chance of being researched (or a 30% chance of being skipped, if you prefer);
- 8 ยท 20.000 (twenty thousand) is the cost in research points;
- 631 is the ID (6 is the ID of the category the research belongs to (since they start at 0, it means this is in the 7th category), 31 is the ID of that particular research in that category - this does not mean that this is the 31st research in that category);
- "1% weight saving on hull" is the description.
The first mod I made was to set the chance to research all technologies to 100%, i.e. no technology is ever skipped.
The second mod I made was to set the year of all technologies to 1890, then I started a new game in 1935 and all technologies were already researched (with the exception of guns). That might not be the end though: according to nws-online.proboards.com/thread/6810/old-rtw3-bug-reports-thread?page=6&scrollTo=99198, if you want to use missiles in combat then you have to edit your save file and set the year to 1943 (or an earlier year if you are confident you won't have a war till 1943); however, this means you'll lose some years of budget increase and gun research.
Then I suggest you make a backup of ResearchAreas3.dat that you just edited. If RtW3 gets a new update and ResearchAreas3.dat gets overwritten, you don't want to lose it. When a new version of the game is released, you could either edit the new ResearchAreas3.dat, or you could use a program to visualize the differences between the old vanilla ResearchAreas3.dat and the new vanilla ResearchAreas3.dat (I use Meld Merge), and then manually incorporate the changes that the devs made into the ResearchAreas3.dat you had previously edited.