Edit: found a work around that involved putting the CWT tech files in a second mod folder and loading them after KR. Hope i haven't totally broken the game by doing so but only time will tell.
------------------
Sorry if this is off topic at all but i figured this was probably the best place to come for help.
I think this mod is awesome, and in the past i've basically tacked it on to every other mod i have that didn't alter the tech tree. The key one being Kaisereich.
As you guys are probably aware that mod works by being put into a MODS folder and then being activated with JGSME. In the past i felt the mods worked really well together because Kaisereich has a really good tendancy to create a cold war that dwarfs the original, with one power dominating Europe, another dominating the entirity of north America and all to often a third superpower in the form of a united China or Japanese co proseprity sphere.
I've updated this mod recently (usual thing, fresh install of Armageddon over which CWTTEP is coppied followed by activiating Kaiser in JGSME)
It now works fine without Kaiser activated (love the battlescenarios by the way and nothing made me feel the darkness in this game so much as fatherland.) but as soon as i activate the Kaiser mod i get the problem of the names of all the new techs becoming "unknown sting wanted"
I know that cross mod compatibility is not something you're bound to support, nor is it somehting i would have you waste time ensuring but my knowledge of the ways files interact is quite limmited. Is there any ideas any of you more knowledgable types might have as to what is messing up the tech names on the tree or how to fix it?