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They're meant to be unlocked via journal. Check your decisions after you research Pre-Dreadnoughts.
I think it would be important for the AI to add some in comparison to the vanilla ones so the AI knows what to go after.
For example i think the Navy Professionalism and Armor ones should have some defined ai_value, while the Unit Specific Offense/Defense ones should probably just have ai_value=0. And also zero for the goods/buildings ones.
I'll take a look at it
Maybe your mod haven't been updated. I'd check steam to see if there are any pending downloads, and maybe re-subscribe if it doesn't fix it.
Could be a mod conflict, but it doesn't seem like it
has anyone else encountered this?
Yes, if you're taking only what's necessary to make the basics of the mod.
steamapps\workshop\content\529340\2981452537\common\scripted_triggers
into some other tech.
just leaving this here for other people having the same problem
Those techs are hidden. They're not meant to be manually researched; instead, they're given to you after taking a decision.
These decisions just open a journal entry with a timer and a flat cost to represent R&D going into developing the new shipbuilding technology.
The one for Steel Shipbuilding unlocks after researching Pre-Dreadnoughts and you have at least 5 units of ironclads in your navy.
Turbine-Powered Ships's unlocks after researching Dreadnoughts and Steam Turbines, and having 10 levels of Naval Yards on Steel Shipbuilding.
Large-Scale Shipbuilding's unlocks after researching Battleships and Electric Arc Process, and having 15 levels of Naval Yards on Turbine-Powered Ships.
Carriers have a similar deal where you need to research the more advanced carriers via a decision and journal entry.
The import offices are gained via decisions too; they require someone else having the relevant Naval Yard PM's tech researched while you don't have it yourself.
Check your decisions tab for locked decisions related to researching new ships.
May I ask if the steel hull part has been repaired? Because there was no such building that provided PM with steel hulls, I couldn't build warships from the late 19th century to the early 20th century.
https://steamcommunity.com/sharedfiles/filedetails/?id=3353474883
The redundant dreadnought technology was a result of a change in an old version of the mod that I forgot to revert. It's been removed, although I don't think it affected the game.
And I thought I had updated the ai strategies file, but I seems it had been reverted to an older version. It's since been corrected to 1.7.
Also the 00_default_strategy file seems a total mess right now. It looks like it hasnt been updated in a year, missing all the changes Paradox has made over the past 2-3 patch cycles (Which there are many). I would advise to perhaps not use the mod before default_strategy file has been looked at.
The mod doesn't change any commander orders, it's probably a different mod causing it
It does exist, they're unlocked in the Naval Yards by researching the Ironclad tech.