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Kiknurazz91

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Kiknurazz91 last won the day on June 14 2023

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  1. Ok update got the cash and stuff to work but i started a campaign in 1940 and transferred all tech to my 1900 campaign now when i open my 1900 campaign the shipbuilder shows nothing. Never had a problem before i love to build Yamato BBs in 1900 so this sucks. I copied technologies from my 1940 save and pasted them over the 1900s tech did i do something wrong?
  2. so i need to view it in table form and save it in that view?
  3. I converted my 1890 campaign to the json file, edited it using the JSON editor changed the stuff i wanted (tech and money). Replaced the old json save file in my locallow folder with the newly edited one and nothing changes in the campaign its still like it was the original 1890s campaign not even my money has changed. Used to have no issues so what gives? This is my process: 1)start campaign 2)save game 3)click on file converter in top left 4)convert save .bin file to json file 5)exit game 6)open chrome and use json editor 7)open save .json file from gamelabs in the locallow file 8)edit files using .json editor on internet and save 9)drag the edited save file to the game labs file 10)click replace files 11)open game and click continue campaign and load the save 12)enjoy the edited files This is my process i have done many times before. Now it doesnt work for instance starting 1900 japan edited files gave my self 1000000000000 in cash loaded in the game and i still have the standard starting amount. So where have i gone wrong as this has always worked before am i missing a step?
  4. Once the final patch come through maybe a Modder can make it happen.
  5. This has been requested many times actually two or 3 patches back. Just some way to organize the ships formations before battle.
  6. Your edited part answered my question thank you.
  7. 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?
  8. 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?
  9. Still having issues with being able to move fleets past enemy fleets. My fleet (2BB, 2BC, 4CA, 2CL, 6DD) is currently trapped in a bay and I cannot move them out due to an enemy fleet of 3CLs at the mouth of the bay. This is absurd to say the least that my large fleet is trapped by a tiny fleet and this bug should have been fixed by now. Also in what world does smooth waves and clear skies have an accuracy penalty??? If anything it should give a bonus
  10. Such is war winners dictate terms and their crimes are forgotten. why should this not be any different this is after all a fairly realistic game. Having the ability to dictate the surrender terms would alleviate a lot of the BS you get when you fight a many years war and get little to nothing out of it. Of course there should be some limits such as you cant say you want all of the countries territories, ships, etc.
  11. Any ETA on the issue with being in the middle of an invasion or land invasion and the country ceasing to exist without anything for the invaders?
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