Victoria 3

Victoria 3

Timber to Steel - Naval Expansion Mod
173 Comments
indexo4  [author] 23 Sep @ 5:20pm 
Mod is (as far as I can tell) updated to 1.10
kakarotmm12 9 Sep @ 4:51pm 
I can't blockade for the life of me, why? i have hundreds of ships in the north sea blockading germany, (researched ironclads and stuff), and only have 3% blockade
indexo4  [author] 10 Aug @ 6:03pm 
@Farelin
I appreciate the effort, but I believe it would be better if translations were made in a separate mod. I can't guarantee they would stay updated as the mod changes.
Farelin 2 Aug @ 5:18am 
I've done the localization in Russian. Add to the mod
https://drive.google.com/file/d/1LeAzTcXXxKtlCYxtEYpBOz8GLOHjgcvO/view?usp=sharing
Meaty Citadel 24 Jul @ 5:26am 
can i use this with total conversions e.g. divergences?
indexo4  [author] 23 Jul @ 5:04pm 
As far as I know, it should be compatible with 1.9.7
TheBigCheese 23 Jul @ 2:08am 
Please update to 1.9.7
indexo4  [author] 10 Jul @ 2:34pm 
Mod should be updated to 1.9.6
1230james 7 Jul @ 7:12am 
@Stoogie
They're meant to be unlocked via journal. Check your decisions after you research Pre-Dreadnoughts.
Ghost_Warrior 7 Jul @ 2:23am 
Was looking at the files and I noticed your modifier_types_definitions don't have ai_value.
I think it would be important for the AI to add some in comparison to the vanilla ones so the AI knows what to go after.
For example i think the Navy Professionalism and Armor ones should have some defined ai_value, while the Unit Specific Offense/Defense ones should probably just have ai_value=0. And also zero for the goods/buildings ones.
Stoogie 7 Jul @ 1:33am 
I've discovered that the "Steel Shipbuilding", "Turbine-Powered Ships", and "Large-Scale Shipbuilding" techs do not exist in the tech tree, making it impossible to build dreadnoughts and forcing me to keep building man-o-wars. It seems to me that these techs should simply be incorporated into the tech that unlocked the units in question, rather than be a separate technology.
indexo4  [author] 2 Jul @ 8:44pm 
It should be fixed now
indexo4  [author] 1 Jul @ 1:03pm 
@JustAnotherYuri
I'll take a look at it
JustAnotherYuri 1 Jul @ 6:28am 
PDX replaced building_employment_add with profession_ratio, so any mod that uses building_employment_add inflates employment per building up to 2k
Cutthebull 29 Jun @ 4:27am 
yep that seems to have fixed it
indexo4  [author] 28 Jun @ 6:08pm 
@Cutthebull
Maybe your mod haven't been updated. I'd check steam to see if there are any pending downloads, and maybe re-subscribe if it doesn't fix it.
Cutthebull 27 Jun @ 2:10pm 
seems i also cant monopolize or privatize my buildings as well
Cutthebull 27 Jun @ 1:36pm 
@ADude i have also have that issue with just this mod enabled
PikaPilot 27 Jun @ 3:31am 
lets gooooo! ty mod dev!
indexo4  [author] 26 Jun @ 7:17pm 
Mod is uçdated to 1.9.4 now
1230james 22 Jun @ 11:47am 
Mod is not updated and very incompatible with 1.9 according to index on Discord. I wouldn't be trying to use this right now if I were you.
ADude 22 Jun @ 10:51am 
Possibility of mod breaking the right click state interaction menu in game

Could be a mod conflict, but it doesn't seem like it

has anyone else encountered this?
Floofy Woofie 17 Jun @ 10:49pm 
This is one of my favorite mods! Can’t wait for a chance to update!
indexo4  [author] 12 Apr @ 9:11am 
@dissatisfieduser
Yes, if you're taking only what's necessary to make the basics of the mod.
dissatisfieduser 12 Apr @ 3:35am 
Hello, I'm working on a military overhaul mod for CWE and I want to use the UI and code work you've done for naval armour and piercing. May I have your permission to do so? I want to apply armour and piercing to armies specifically and investigate how to do something similar for airpower and airdefense.
Fernan 10 Apr @ 1:04am 
AAh finally I saw it, thank you!!!!!!
Fernan 10 Apr @ 1:02am 
@1230james I already took the decision to study them, so I really HAVE the tech, but still cannot build them. No new decisions, cannot see how to have one
Gokudo2003 9 Apr @ 7:58am 
Im using this mod with one that change tech name "Steam Turbines" so can't research "Turbine-Powered Ships's" untill i change
steamapps\workshop\content\529340\2981452537\common\scripted_triggers
into some other tech.
just leaving this here for other people having the same problem
1230james 7 Apr @ 2:03am 
Check your decisions
Fernan 6 Apr @ 2:48pm 
I've researched Dreadnoughts already but I cannot build any of them, only Pre-Dreaad... how can do it? I cannot see how to and I cannot upgrade any pre to full dreadn:Rivals:
[Z] EMKP 25 Feb @ 7:14pm 
pink face
Trank 25 Feb @ 6:55pm 
what do you mean creepy face?
[Z] EMKP 31 Dec, 2024 @ 11:54am 
There's a creepy face on the admiralty building
1230james 2 Dec, 2024 @ 7:27am 
(1/2)
Those techs are hidden. They're not meant to be manually researched; instead, they're given to you after taking a decision.

These decisions just open a journal entry with a timer and a flat cost to represent R&D going into developing the new shipbuilding technology.

The one for Steel Shipbuilding unlocks after researching Pre-Dreadnoughts and you have at least 5 units of ironclads in your navy.

Turbine-Powered Ships's unlocks after researching Dreadnoughts and Steam Turbines, and having 10 levels of Naval Yards on Steel Shipbuilding.
1230james 2 Dec, 2024 @ 7:27am 
(2/2)
Large-Scale Shipbuilding's unlocks after researching Battleships and Electric Arc Process, and having 15 levels of Naval Yards on Turbine-Powered Ships.

Carriers have a similar deal where you need to research the more advanced carriers via a decision and journal entry.

The import offices are gained via decisions too; they require someone else having the relevant Naval Yard PM's tech researched while you don't have it yourself.

Check your decisions tab for locked decisions related to researching new ships.
GANK 2 Dec, 2024 @ 6:21am 
I don't understand. The technology tree lacks the technology to unlock the last two levels of production of the military dock, which prevents me from producing capital ship products. Therefore, dreadnoughts, battleships and aircraft carriers cannot be built. I have discovered this problem two months ago, and the battleship import office does not appear on the page.
1230james 1 Dec, 2024 @ 10:37am 
You're supposed to unlock the techs for those via a decision.
GANK 1 Dec, 2024 @ 10:21am 
@indexo4
May I ask if the steel hull part has been repaired? Because there was no such building that provided PM with steel hulls, I couldn't build warships from the late 19th century to the early 20th century.
indexo4  [author] 27 Nov, 2024 @ 11:23am 
As far as I know, it should be updated for 1.8. If there's anything broken, please let me know.
[DAO] Encoded29 27 Nov, 2024 @ 5:53am 
update?
MasterOfGrey 23 Oct, 2024 @ 6:29am 
A little patch mod so that all TTS ships can be upgraded to all higher level TTS ships so the AI doesn’t accidentally get stuck with older ships in modern fleets:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3353474883
GANK 2 Sep, 2024 @ 7:10am 
@yimingtheyeeter3000 You are right, I don't have that steel hull either, there is no way to make a dreadnought
indexo4  [author] 21 Aug, 2024 @ 5:53pm 
Fixed battleship import offices not being built
sungmo 20 Aug, 2024 @ 11:01am 
Is this not fully implemented in version 1.7.5 yet?
Shavius 9 Aug, 2024 @ 7:05am 
It seems that purchasing dreadnought no longer create an import office
Gunteraz 8 Aug, 2024 @ 4:14am 
Pacifist agitators keep starting "Enact Minimal Navy" movements which are silly because i can't do that. Is there anything that can be done about it?
yimingtheyeeter3000 2 Aug, 2024 @ 9:46pm 
@indexo4, I looked through, it just isnt there, the ironclad tech give you steel hulls insted of ironclad building
1230james 31 Jul, 2024 @ 5:46pm 
Might be better to ask the MR people about it since they're better about making compatches + their content is way more involved than this one is
Gaeul 31 Jul, 2024 @ 1:25am 
the mod has some conflict with Morgenröte. The mod seems to change the tech tree that lacks the destroyer tech. The Pacific Discovery event would not happen cause lack of techs. Would you make a compatible patch to solve this problem?