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Majorball

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Sep 30, 2003
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The Aussie group has had problems sometimes with Techs not being picked up by the host computer and being lost.

I have now found an easy fix whereby the host can edit the save file.

You can find all the techs numbers in the DB folder under techs listed for each section ie..infantry, armour etc. Look for the main tech number eg for Naval doctrine "Decisive Battle" the ID number is 8010.

Step 1/ Once the number is know you open the save file(it opens as a word document).

Step 2/ Click on edit and select find.

Step 3/Type in this exactly as written here:

country = {

Then select find next(if looking for France it will be the second hit on this)

Step 4/ Keep cycling thru till you find the country you need to add a tech for it will be abbreviated ie UK will be ENG , France will be FRA

Step 5/ Scroll down till you find the following:

techapps = {

Step 6/ Enclosed in the brackets is all the tech number ID's all on the same row eg (1030 1040 2040 etc) just add whatever tech ID you wish. The order is not important.

Step 7/ Select file and save once changes have been made.

Be careful to keep the format as written including the spaces etc...

I am currently working on a Excel spread sheet for all the ID numbers and techs which I will finish shortly.
 
major ball said:
The Aussie group has had problems sometimes with Techs not being picked up by the host computer and being lost.

I have now found an easy fix whereby the host can edit the save file.

You can find all the techs numbers in the DB folder under techs listed for each section ie..infantry, armour etc. Look for the main tech number eg for Naval doctrine "Decisive Battle" the ID number is 8010.

Step 1/ Once the number is know you open the save file(it opens as a word document).

Step 2/ Click on edit and select find.

Step 3/Type in this exactly as written here:

country = {

Then select find next(if looking for France it will be the second hit on this)

Step 4/ Keep cycling thru till you find the country you need to add a tech for it will be abbreviated ie UK will be ENG , France will be FRA

Step 5/ Scroll down till you find the following:

techapps = {

Step 6/ Enclosed in the brackets is all the tech number ID's all on the same row eg (1030 1040 2040 etc) just add whatever tech ID you wish. The order is not important.

Step 7/ Select file and save once changes have been made.

Be careful to keep the format as written including the spaces etc...

I am currently working on a Excel spread sheet for all the ID numbers and techs which I will finish shortly.

Im not sure it works like that in a saved game...i think it just changes specific unit costs etc it doesnt just add *800201* to a tech field...
 
DivineShadow said:
Im not sure it works like that in a saved game...i think it just changes specific unit costs etc it doesnt just add *800201* to a tech field...

Yes, it works. The Hungarian Clan has just encountered the same problem with a lost UK air tech, and I was the one who faced the challange to find the proper place. :rofl:
 
OK..well after further testing I have discovered that althought the tech shows up as been completed its affects do not happen. That is if you add a fighter tech its shows as being tech but you cant build that fighter :)

In conclusion unless someone who has a few more brains then I do comes up with a solution we will have to settle for just adding in the blueprint of a lost tech. Blueprints get added in just below where I described how to add in a tech.

Well as you cant seem to add a tech we are going to settle on giving the person who lost a tech 2 blueprints. The one they lost and the next one. Doesnt help right away with the one they lost as they have to research it again but it will help on the second one and the player should roughly be where they were going to be had they not lost the tech when they eventually research the second doc.

Ok away for some more testing :)
 
Last edited:
Adding the tech doesnt mean the effects are added. In terms of techs that only give new units that can be fixed by adding the allowed units in the "models = { " section. So its better to add the blue print if there is a tech that gives % changes or mod the tech so its nearly finished rather than just adding the tech id number which really doesnt do anything.

F
 
Fiendix said:
Adding the tech doesnt mean the effects are added. In terms of techs that only give new units that can be fixed by adding the allowed units in the "models = { " section. So its better to add the blue print if there is a tech that gives % changes or mod the tech so its nearly finished rather than just adding the tech id number which really doesnt do anything.

F

That a good idea....so where all the current techs for research are listed make it like 99% complete that particular tech number and it should research it next day or 2 and add in all the particulars which currently miss.
 
major ball said:
That a good idea....so where all the current techs for research are listed make it like 99% complete that particular tech number and it should research it next day or 2 and add in all the particulars which currently miss.

yea well just make sure the last "box" is 99% full not the first 4 - those should be 100% full ;).

F
 
Not quite mate...the last box must be bigger than 100.0000 because some techs take twice as long...for industrial techs like aircraft I had to add in 199.9999 in the last slot and in the game it came up as 99.90% complete. But it works...here is the procedure just ignore the one I put in first :)

Its roughly in the same spot as before just below the techapps = { location for the country list all the current techs in progress. Here is one for Romania 2 tech teams.

Step 1 Where it says project, delete old 'id' add the one you want.

Step 2 Each progress line repesents one of the smaller techs within a tech. Set the first 4 at 100.0000 as I have done here.

Step 3 The final one is tricky...If it is and industrial tech it takes twice as long to research the last part ie 20. So you add in here 199.0000 because at 200.0000 it is researched.

Step 4 Save game and away we go. Should take one day and they research the tech and it adds all the benefeits for
that tech.

Not quite sure for the step 3 part..I did it too add fighters and put 160.0000 as it takes 16 to do the last part of the tech and it came up in the game at 96% done..but I was close.

I am adding in industrial tech for aircrat id=5140 and
first level fighters id=4040.

dormant_ministers = { }
application = {
id = { type = 4716 id = 57185 }
project = { type = 17 id = 5140 }
tech_team = { type = 10 id = 2912 }
progress = 100.0000
progress = 100.0000
progress = 100.0000
progress = 100.0000
progress = 199.9999
status = "ongoing"
}
application = {
id = { type = 4717 id = 61343 }
project = { type = 17 id = 4040 }
tech_team = { type = 10 id = 2901 }
progress = 100.0000
progress = 100.0000
progress = 100.0000
progress = 100.0000
progress = 160.0000
status = "ongoing"
 
hmm I never had to go over 100 to get the desired effect.. then again i dont edit too much :).

Plus I would suggest the the game is hosted - the player that is missing the tech picks it in a free slot - move 1 day - save and then edit the save file - less chance of messing anything up.

F