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Posted (edited)

Can someone explain to me how editing the techs and tech mods in a save game work? I edited the techs to make them research a level with every turn but now when putting bulkheads, double/triple hulls, anti-flooding etc. it adds an absurd amount of weight that makes the ship automatically overweight. So can I cap a certain research tree?

Edited by Kiknurazz91
Posted
On 8/9/2023 at 6:35 AM, PhoenixLP44 said:

You can revert the value to a lower number and only leave the technologies that reduce weight at the desired value.

Ok thanks for the info my questions still remain though. What's the difference between techmod and technologies? How do I edit these properly so they stop at a certain level? Also another question which techmods correlate to the techs in game?

  • 2 weeks later...
Posted (edited)
On 8/11/2023 at 7:17 AM, Kiknurazz91 said:

Ok thanks for the info my questions still remain though. What's the difference between techmod and technologies? How do I edit these properly so they stop at a certain level? Also another question which techmods correlate to the techs in game?

If I understand your question correctly, you will need to edit one or more of the assets in the resources.assets file using something like UABE. To start with, open the file then search for technologies. ("View" then "Search by Name" or [Cntl-F] in UABE). Then "Export Dump", ensuring you have the correct entry selected. You will then need to load the exported file into a suitable editor, Notepad would work if you are desperate but NotePad++, amoungst others,  is a much better option. You may need to reformat by selecting ONLY the last line and replace all \\r\\n with \r\n which will result in a much friendlier format. Ensure you have backed up any filed you are editing first as even slight errors may en up with a corrupted file. When finished, remove all extra formatting, includine extra spaces or line-feeds and replace the \r\n with \\r\\n ONLY within the range you reformatted. then maksure you have the correct entry selected, check again, then "Import Dump" and save the file to your working folder. Then copy the file to the appropriate game folder while the game is not running.

i.e.

0 TextAsset Base
 1 string m_Name = "technologies"   DO NOT reformat this line or above.
 1 string m_Script = "name,tech................................ ONLY reformat this whole line, it is a looong line and make sure you undo the formating before importing.

ANY errors are on you!

DO NOT report errors ingame to the Devs if you have modded the game (including editing save games)!

You will need to understand the file format and may need to edit other files, such as Languages>English.lng (or whatever language file you are using) first. Note that the Language files, or any given file, may not always be available to edit.

So...

Backup, backup, backup, take responsibility for your own actions, otherwise ... have fun.

 

EDIT

Ahh, may hae read too much into your question ;-}

in the converted savegame file "technologies" are the tech that you have researched and your current progress in the latest tech.

"techmods" is the rate at wich you research technologies.

So, more or less;

{"Key":"engine_engine","Value":100.0}, will give you a new engine tech every turn,

{"Key":"engine_engine","Value":0.01}, will research this tech at 100th of the normal rate.

techs with an end option in the "technologies" section, i.e. {"name":"engine_engine_end","progress":35.0,"index":5}, also have an entry in the "techlevel" section i.e.

"techLevel":{"engine_engine_end":5}

and will keep adding a set value every time 100% is reached. This includes bonuses AND penalties. which is why setting the index value too high will enable superships which are impossibly heavy and/or costly.

Techs without an end option (guns, cruisers, destroyers) simply stop researching.

Edited by kjg000
Ahh
Posted
8 hours ago, kjg000 said:

If I understand your question correctly, you will need to edit one or more of the assets in the resources.assets file using something like UABE. To start with, open the file then search for technologies. ("View" then "Search by Name" or [Cntl-F] in UABE). Then "Export Dump", ensuring you have the correct entry selected. You will then need to load the exported file into a suitable editor, Notepad would work if you are desperate but NotePad++, amoungst others,  is a much better option. You may need to reformat by selecting ONLY the last line and replace all \\r\\n with \r\n which will result in a much friendlier format. Ensure you have backed up any filed you are editing first as even slight errors may en up with a corrupted file. When finished, remove all extra formatting, includine extra spaces or line-feeds and replace the \r\n with \\r\\n ONLY within the range you reformatted. then maksure you have the correct entry selected, check again, then "Import Dump" and save the file to your working folder. Then copy the file to the appropriate game folder while the game is not running.

i.e.

0 TextAsset Base
 1 string m_Name = "technologies"   DO NOT reformat this line or above.
 1 string m_Script = "name,tech................................ ONLY reformat this whole line, it is a looong line and make sure you undo the formating before importing.

ANY errors are on you!

DO NOT report errors ingame to the Devs if you have modded the game (including editing save games)!

You will need to understand the file format and may need to edit other files, such as Languages>English.lng (or whatever language file you are using) first. Note that the Language files, or any given file, may not always be available to edit.

So...

Backup, backup, backup, take responsibility for your own actions, otherwise ... have fun.

 

EDIT

Ahh, may hae read too much into your question ;-}

in the converted savegame file "technologies" are the tech that you have researched and your current progress in the latest tech.

"techmods" is the rate at wich you research technologies.

So, more or less;

{"Key":"engine_engine","Value":100.0}, will give you a new engine tech every turn,

{"Key":"engine_engine","Value":0.01}, will research this tech at 100th of the normal rate.

techs with an end option in the "technologies" section, i.e. {"name":"engine_engine_end","progress":35.0,"index":5}, also have an entry in the "techlevel" section i.e.

"techLevel":{"engine_engine_end":5}

and will keep adding a set value every time 100% is reached. This includes bonuses AND penalties. which is why setting the index value too high will enable superships which are impossibly heavy and/or costly.

Techs without an end option (guns, cruisers, destroyers) simply stop researching.

Your edited part answered my question thank you.

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