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unmerged(164309)

Second Lieutenant
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Sep 8, 2009
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One of my tech is jammed its Electric Submarine but i think it can be anything in list but i cannot put tech team on it its gray. Any suggestions how i can make it manually like in notepad but i dont know where to
type etc


jepjep.jpg
 
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It seems, from the screenshot, that "Electrosubmarine" has, as a prerequisite, not only "Long range submarine" but also "Heavy submarine" (see the small yellow "R").

As "Heavy submarine" has not been researched, "Electrosubmarine" is blocked.

But this is not normal, in regular, non-modded game, the only prerequisite should be AFAIK "Long range submarine".

I hope this helps

Cheers
Fabrizio
 
indeed

# Electro Submarine
application =
{ id = 3440
name = TECH_APP_NAVAL_44_NAME
desc = TECH_APP_NAVAL_44_DESC
position = { x = 160 y = 250 }
year = 1944
# Streamlined Pressure Hull
component = { id = 3441 name = TECH_CMP_NAVAL_44_1_NAME type = naval_engineering difficulty = 5 }
# Improved Schnorkel
component = { id = 3442 name = TECH_CMP_NAVAL_44_2_NAME type = naval_engineering difficulty = 5 }
# Closed Circle Engine
component = { id = 3443 name = TECH_CMP_NAVAL_44_3_NAME type = naval_engineering difficulty = 5 }
# Air Condition and Cooling System
component = { id = 3444 name = TECH_CMP_NAVAL_44_4_NAME type = electronics difficulty = 5 }
# Electro Submarine Prototype Testing
component = { id = 3445 name = TECH_CMP_NAVAL_44_5_NAME type = technical_efficiency difficulty = 5 double_time = yes }
required = { 3430 3470 }

Long Range Submarine
application =
{ id = 3430

# Heavy Submarine
application =
{ id = 3470

but you should have no problem getting heavy sub as it is a 1933 tech - so research will be fast.....are you in 1970? jesus... - steal or trade blueprints perhaps? dont know if the AI goes for that tech however...

I would hardly consider it a bug and not even a bad call - to advance towards electro subs and turning away from the common diesel is a huge step - to demand that the two techs are needed are not unreasonable
 
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