Victoria 3

Victoria 3

[1.10] Tech & Res
1,168 条留言
Mattia10  [作者] 3 小时以前 
@255
Hello and thanks for the advices.
- Certainly, some pharmaceutical companies will be added in the future.
- ASML is already in the game, as you can see from the second image of the mod page.
- Simulating the explosion of the financial sectors at the end of the 20th century have two problems:
1. It would create incompatibilities with MUC and E&F.
2. I don't have any interesting mechanics in mind to simulate it. So I prefer to not alter vanilla mechanics.
Mattia10  [作者] 3 小时以前 
IMPORTANT
If you still have problems with the artillery industry not appearing as a buildable building, do this:

- Try to unsubscribe and resubscribe the mod. Tech & Res on Steam Workshop has already resolved the issue.

- If it doesn't work, do this manually:

Go into this file:
"ztr_vanilla_heavy_data_added_buildings.txt"
Find this inside the file:
"building_group = bg_artillery_foundaries"
Change "foundaries" to "foundries".
(This second solution is temporary, and if you actually fix it this way, it means that your Steam is having trouble updating mods)

Anyway, Tech & Res has resolved the bug, so it's only a Steam Workshop problem.
Mattia10  [作者] 3 小时以前 
@Fitzy
Hi! For free mods it's almost a must to rely on AI for some things, especially when you have over 500 images in Vic 3 style of things that you can't even find a suitable one online and that’s not even the main focus of the mod.
I hope they don’t look too bad! :steamhappy:
Many of the images are actually real, just refined first with AI and then manually adjusted in Photoshop/PaintNET to match the Vic3 aesthetic as closely as possible.
As for the technology descriptions, about 25% are handwritten; I'll get back to the rest in the future when I have time.
Fitzy 4 小时以前 
Shame about all the gen AI guff for the images and description.
Mattia10  [作者] 11 小时以前 
@rumbara
Hi! Probably your mod pack has another mod that modifies synthetic plants and goes on conflict with Tech & Res. Try to find it or to open once the game without any other mod except Tech & Res.

@hugogug669
Hi and thank you! Aluminium can still be produced in alloy plants but it is a separate production method group.
hugogug669 19 小时以前 
Hi thank you for this modd, i just found out that we can't produce aluminium
rumbaral 10 月 7 日 上午 8:11 
Hi
I checked out about cosmetics and found that production methods were not added at synthetic plant. please confirm that.
Mattia10  [作者] 10 月 7 日 上午 3:36 
@Rex2.0
Hi and thank you!
Yes, those army unit icons are AI-made and are there from first Tech & Res versions.
Anyway I've already better image to replace them very soon.
Rex2.0 10 月 7 日 上午 1:58 
Hello! Amazing mod. I use it on every campaign. One thing I wanted to know is: are any of the icons, images or UI elements AI-made? Most things seem pretty polished, but others (mainly military unit icons) seem very weird to me at least.
brsclk77 10 月 5 日 上午 11:29 
Hi @Mattia10. Thank you for your response. It could be a vanilla thing also. I also think this is quite rare since the countries tend not to create company hqs overseas.
255 10 月 5 日 上午 6:20 
I love this mod! I hope you add more companies in future updates like Japanese tech giants (Toshiba, Sharp for Consumer Electronics; Panasonic for Batteries industries); European giants like ASML for semiconductors, AstraZeneca for pharma etc.

I also feels like the mod didn't demonstrate the explosion of the financial sectors in late 20th centuries so big banks like JP Morgan Chase, HSBC etc are missing as well.
Mattia10  [作者] 10 月 5 日 上午 2:15 
@brsclk77
Hi! I think that this is more a vanilla bug than Tech & Res one, since Tech & Res decolonization uses same vanilla methods for creating states.
The reason probably is that the decolonized scope state (Where the scope is the company's country) becomes totally part of the new country.
Anyway, I think it's a quite rare bug, since in my dozens of simulations from 1836-1990 I had only 2/3 crashes.
brsclk77 10 月 4 日 下午 4:30 
I think after the event of decolonisation, if the overlord has a company headquarter in the colony, it does not move to mainland and causes a crash. In my gameplay currently the Netherlands had Morocco and had a company HQ there. After Morocco gained independence the company HQ stayed in Marrakech with no owner. Also in the Netherlands you cannot click on the company and it says NULL_STATE in the HQ region. When Morocco tries to create a new company which has the same buildings, it crashes the game.
Juniorchief 10 月 4 日 下午 3:09 
Can you increase the amount of uranium in the world no matter what there is always a massive shortage. Also can make the synthetic rubber and plastic just one pm
Karhal 10 月 4 日 上午 10:26 
can you make pharmaceuticals companies not default to railway pm ? it'll save me one click, lol !
Mattia10  [作者] 10 月 4 日 上午 12:11 
@JotaPê
Hi! Regarding @locusia's feedback, it has already been resolved in a recent patch. Anyway, I'm very happy to receive any help with Tech & Res. If you'd like to change something, I'd recommend suggesting a fork on GitHub. Thanks a lot!
Mattia10  [作者] 10 月 4 日 上午 12:03 
@Rakkoon
In this case it's a Steam workshop problem, since when I use Tech & Res Steam Workshop version it has again artillery industry.

If you want them again manually for now, do this:
Go into this file: "ztr_vanilla_heavy_data_added_buildings"
Findi this inside the file: "building_group = bg_artillery_foundaries"
Change "foundaries" to "foundries".

Anyway, Tech & Res has resolved the bug, so it's only a Steam Workshop problem.
Rakkoon 10 月 3 日 下午 8:06 
Cant build artillery factories, unsubscribed and resubscribed to the mod. Didnt work, deleted the mod out of my workshop folder and did a fresh download. Still cant build.
ThetaCentauri 10 月 3 日 下午 6:46 
Sheesh figured it out. Been a while since I've played. Wanted to check out your mod! :)
ThetaCentauri 10 月 3 日 下午 5:54 
Is there a particular way to build conscription centers and barracks?
JotaPê 10 月 3 日 下午 5:14 
@Mattia10 Can i implement the fix @locusia stated directly to the mod files? Or will it break something? Let me know, would love to lend you a hand on dev if you ever need an extra pair of hands
Mattia10  [作者] 10 月 3 日 下午 3:50 
@Glibox
Hi! Try to unsubscribe and resubscribe the mod, you should build it again.
Glibox 10 月 3 日 下午 3:28 
i can't build arty factory , with no any country.
小鼠宝1.1.7群岛 10 月 3 日 上午 10:32 
I found a bug in this technology mod, where factories similar to car factories can produce tanks, and AI tends to use them instead of making realistic choices. Similarly, with plastic factories, AI rarely selects tires. Can this be fixed with a patch? Thank you.
Mattia10  [作者] 10 月 2 日 上午 11:07 
@Iocusia
Hi! Thank you for the feedback! They will be added again soon but in socialdemocracy and advanced_medical_imaging techs.
luukemans2007 10 月 2 日 上午 10:46 
Aluminium processing tech and production methods have completely dissapeared with the E&F compatch at least
flippinemthebird 10 月 2 日 上午 10:42 
@Mattia10 Thank you for clarifying. Also thank you for your time.
Iocusia 10 月 2 日 上午 10:40 
It seems like "country_institution_social_security_max_investment_add = 1" for feminism in missing the technologies. I'm not sure if it was due to a vanilla change or a change with the mod, since I don't have the files of the previous versions to compare, but if I'm not mistaken, it is not added to anywhere else, which makes it impossible to have level 5 social security institution.

Same thing with health systems, "country_institution_health_system_max_investment_add = 1" is missing from malaria_prevention and not added anywhere else, which makes it impossible to have level 5 health institution.
Saishi 10 月 2 日 上午 10:32 
Who do I have to beg to update the E&F ComPatch :( ?
I love these two mods and I can't do without them anymore :(
Mattia10  [作者] 10 月 2 日 上午 9:12 
@Spynosocks
It's not the mod itself that does this, but the "pop lag fix" rule, an optional rule disabled by default, recommended for people who prefer a smoother endgame at the expense of some general approximation.
From simulations, what you observed is quite rare, because in general the cultural representation of the world remains reliable even when the "pop lag fix" rule is enabled in aggressive mode.
Spynosocks 10 月 2 日 上午 8:37 
your mod is literally converting entire provinces of india to english and scottish pops in a matter of seconds.
Mattia10  [作者] 10 月 2 日 上午 1:29 
@flippinemthebird
Hi! Aggressive pop lag fix is for those with slow PCs who want a smooth 1936+ experience at a small cost of religion/culture. If set to aggressive, it converts all pops to the state religion. Fortunately, it's more tolerant with cultures, respecting primary cultures and homelands.

This will halve the pops in the game. After 1936, pops account for a large portion of the computational cost, slowing down significantly performance at the week jump. By default, I've left the rule disabled, so those who prefer, or have a good computer, can still play the game as it is.

Thanks for pointing this out, though.
flippinemthebird 10 月 2 日 上午 12:33 
Upon further investigation into the "Promote National Values" degree bug, (the bug where the degree completely converts the states population's religion in some cases), I think it is conflicting with the "Population Lag Fix" game option when that is turned on. I tried the degree with the game option on and with it off, the bug ONLY happens when the game option is on. Thank you for your time.
Mattia10  [作者] 10 月 1 日 下午 2:01 
@flippinemthebird
Hi! Tech & Res doesn't alter degree from vanilla, so probably is vanilla that is causing the issue.
Morgi 10 月 1 日 下午 1:58 
a compatch with political and economic changes would be fantastic
flippinemthebird 10 月 1 日 下午 1:47 
The "Promote National Values" degree completely converts the states population's religion in some cases. It happens for the player and AI. I was seeing states in Northern India, Qing China, and Indonesia that were completely Protestant. I was using the prerequisite mods in the correct load order alongside the modern cities mod with the compatch, both of which were loaded under this mod.
Mattia10  [作者] 10 月 1 日 下午 12:08 
IMPORTANT
The developers have changed the building group of artillery foundry name
from "bg_artillery_foundaries" to "bg_artillery_foundries".

If the problem persists, unsubscribe and resubscribe the mod.
CompleteRetro 10 月 1 日 上午 11:51 
The artillery factories are still gone btw
я котлы продавал 10 月 1 日 上午 11:41 
The artillery factories have disappeared
anthony.daye 10 月 1 日 上午 11:39 
The artillery foundry bug is still there btw
wenwennendmod 10 月 1 日 上午 10:15 
"Hi, could you please update? Since the 1.10.3 patch, the artillery building has become uncraftable/unbuildable."
피 약탈 방화 강간 10 月 1 日 上午 9:58 
1.10.3 Artillery Foundries bug fix please
Mattia10  [作者] 9 月 30 日 上午 6:29 
@PutinXuilo
Thank you so much! With the MR compatch you can play with both of them!

@Saishi
Strange, I don't have any problem in my simulations. Check if there is a mod incompatiblity.

@rumbaral
Cosmetics is produced by vanilla synthetic plants, probably you are playing with a mod incompatible with Tech & Res and changes synthetic plants building code.
rumbaral 9 月 30 日 上午 5:19 
there is no factory that products cosmetics. please fix it.
Saishi 9 月 29 日 下午 1:58 
There is currently a bug with the bullet train Tech and PM.
The Tech has the dreadful smiley faces and the PM is available very early.

I can post a screenshot if you want to see it.
PutinXuilo 9 月 29 日 上午 8:34 
This has has been the most fun I had with this game so far. I thought morgenrote was good, and I so like aspects of it, but this is much better.
PutinXuilo 9 月 29 日 上午 8:32 
This has has been the most fun I had with this game so far. I thought morgenrote was good, and I so like aspects of it, but this is much better.
Mattia10  [作者] 9 月 29 日 上午 12:20 
@Cross
Thank you!
Cross 9 月 28 日 下午 11:19 
Portuguese-Brazilian translation updated to 1.4 :steamthumbsup:
小鼠宝1.1.7群岛 9 月 28 日 下午 10:43 
I guess the variants of newspapers, books, and music conflict with each other. Now, The New York Times produces newspapers that cannot become expensive, but Disney should have produced expensive music but produced expensive newspapers instead.