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报告翻译问题
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.
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.
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!
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.
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.
I checked out about cosmetics and found that production methods were not added at synthetic plant. please confirm that.
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.
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.
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.
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!
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.
Hi! Try to unsubscribe and resubscribe the mod, you should build it again.
Hi! Thank you for the feedback! They will be added again soon but in socialdemocracy and advanced_medical_imaging techs.
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.
I love these two mods and I can't do without them anymore :(
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.
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.
Hi! Tech & Res doesn't alter degree from vanilla, so probably is vanilla that is causing the issue.
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.
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.
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.
Thank you!