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Guzz

Corporal
2 Badges
Dec 30, 2003
28
4
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Hi, don't know if this is right place for it, but since I loved CORE so much more than Vanilla HOI (sorry Paradox) I want CORE to do it :rolleyes:

Suggestion:

Tech teams slowly gain in XP as they are used, so if someone that was 6 in mechanics and they successfully researched something that required mechanics they would gain +1 to mechanics (or .5 whatever).

Similary imagine a tech team that only speciailed in two areas e.g. artillery and mechanics, and they get put on a project that required piloting, after successfully researching the project they would gain piloting as a skill area and be at 1 for that skill.

This would allow for a player to customise their tech teams by selecting which team to research what and thereby "train" that team to be more usefull/specialised for subsequent projects.

I dont think a tech team should be able to get more than the five skill slots that is the current limit. Something would go to make you more carefull about what you assign a tech team to research.
 
I highly doubt it could work that way in the engine...techteam skill levels are hardcoded. There could be however, events that erase the old team and send in a "new" one with the same name and traits, but a higher (or lower) skill. But that would have to be hardcoded as well, no chance of detecting wich teams are used and wich arent.
 
Can't be done like this at all. Hard coded.

What can be done, thought if it is, it will be very limited, is to have tech teams that are replaced by better skilled versions of themselves. This can be done two ways:
1. To have set start and end years for a tech team that "advances." So, in the tech team file, you'd have Team A, run from 36-39, Team A2, 39-43, Team A3 run 43-49. Not ideal, as the death dates for tech teams can be a bit fiddly at times.

2. Have a series of events to wake/sleep the variants of a tech team. A bit more controlled than just relying on the deathdates. You can have it set in the triggers that when you reach a certain tech level, it triggers the new team.

In either case you will need one tech team entry for each higher skilled team. So, you would need a skill 5 Team A entry, and skill 6 Team A entry, and a skill 8 Team A entry in the file.
 
JRaup said:
2. Have a series of events to wake/sleep the variants of a tech team. A bit more controlled than just relying on the deathdates. You can have it set in the triggers that when you reach a certain tech level, it triggers the new team.

Any interest in this at all?

eg. Make a choice in/around sudeten event to direct research towards improved panzers (improved Krupp variant) or jet aircraft (improved Messerschmidt variant)
 
Brasidas said:
Any interest in this at all?

eg. Make a choice in/around sudeten event to direct research towards improved panzers (improved Krupp variant) or jet aircraft (improved Messerschmidt variant)

The idea is not dead. But it is on the back burner for now. This is rather low priority concept, so don't expect it in any of the early releases. Once we get the new tech trees in pace and running, and have some solid feedback on where things stand, this will be viable to be implemented. Until then, it's just not worth scripting, as we'd have to go back and re-edit it all 2-3 mroe times as teh tech trees evolve.
 
I understand it's not possible for now, but wow that would have been nice! Techteams gaining exp like unitleaders.
...drooling.... :)