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Hi guys,

2 quick questions:

- you can't build IC?
- Nat Spain is supposed to around starting 1/1/36?

Checksum is LXES

Thanks Snoopy
1. You have to research Mil. Recovery 37 or Heavy Industry 39 before you can build IC.
2. It is in nation list for me too but it doesn't own any provinces. SCW started normally so it doesn't do any problems. Maybe because problem with Nationalists ministers? Or something like that..
 
Hi,

Nationalist Spain: We're setting them up initially as an off-map country. This solved some technical issues we were having with the start of the SCW. It's a little different but works very nicely for what we want.

IC: You can also build IC from the start if you are an Isolated Coutry (SOV, JAP...) This reflects the fact that nations suffering from the Great Depression weren't realistically building new industrial facilities.

GER CV: As long as you are willing to devote the research slots to CV/CAG/Doctrine development there is no reason GER can't have pretty decent CV units. GER will never be as good as USA or JAP, but otherwise they can be competitive. They do get a small organizatinal penalty, but this can easily be overcome by Doctrines. The main issue is doing the research, which is rather expensive and GER lacks teams that are really optimum for it.

mm
 
Uhh, building transport ship requires 13.6 manpower ?? Like a regular division? I believe there's some explanation behind?

(heck, I really should be careful with that one transport ship that my Australians have. It seems like entire country doesn't have enough man to build another)
 
Transport ships are expensive, yes - they don't represent just one vessel, but more of flotilla (in order to be able to carry a division's worth of troops). Hence why they cost quite a lot.

Tim
 
Nationalist Spain : We included this as a "start nation", although if you choose to play it, you will get a message telling you that it is a "shadow nation" until the SCW actually breaks out, and you won't really be able to do much for those first 6 mths, except research a tech, maybe. But, as dec said, it gets us past a number of other issues we had with the SCW.

Tim
 
POSITIVE = event chain for SCW played out with plausible alternate history. AI Italy went "all in" with a DOW on Republicans, which created mega-tension across Europe. As Germany I am on my toes and considering action against Italy. I also chose to stand down from the Nuremburg rallies because of Italy's SCW. Good stuff.

NEGATIVE = 3 CTD's and counting between Jan36 and Sep36.

(edited for spelling)
 
NEGATIVE = 3 CTD's and counting between Jan36 and Sep36.
Repeatable ones, or is the game engine 'just' going wacko once again? HoI2 itself can be somewhat unstable at times.
 
Transport ships are expensive, yes - they don't represent just one vessel, but more of flotilla (in order to be able to carry a division's worth of troops). Hence why they cost quite a lot.

Hmm, I can't agree on that one. If you take that one transport ship (or flotilla, as you call it) transports one division at a time, it doesn't make sense that you need another division as a crew on that ship? And why did you than change only transport ships? I mean, if we take only manpower in account, I could build 13 light cruisers or even 45 destroyers instead of that one transport ship?

I do understand, that big ships count number of the crew in hundreds and that that number could reach even up to 40% of the transport capacity, but still...

Please, don't get me wrong. I'm not complaining (although it may seem so :) ) and I love CORE, I just don't really understand why, in game terms, was that good for?
 
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Repeatable ones, or is the game engine 'just' going wacko once again? HoI2 itself can be somewhat unstable at times.

3 CTD's in Nov-Dec 1936 and then 5 CTD's in Jan 1937. Can't play like this. Each reload will cause the game to run a little longer, but then it CTD's again. Running Vista 64-bit. Tried compatibility modes. No luck. Once again, a clean install with correct checksum. FYI. :(
 
Hagar, I'd love to upload my save game with the CTD but the Mantis website gives me an error whenever I try to register for a login..... :(
 
Hmm, I can't agree on that one. If you take that one transport ship (or flotilla, as you call it) transports one division at a time, it doesn't make sense that you need another division as a crew on that ship? And why did you than change only transport ships? I mean, if we take only manpower in account, I could build 13 light cruisers or even 45 destroyers instead of that one transport ship?

I do understand, that big ships count number of the crew in hundreds and that that number could reach even up to 40% of the transport capacity, but still...

Please, don't get me wrong. I'm not complaining (although it may seem so ) and I love CORE, I just don't really understand why, in game terms, was that good for?

It was a change made by dec, based on some research he did as to the actual numbers of vessels needed to sea-lift a division. Hopefully he will see your query and be able to give you some more details.

I'm assuming you are talking about a late-ish model TP unit at 13.6 MP - sounds like the purpose built transport. This is 20 vessels, with associated landing Craft and all their crews, etc.

Tim
 
So still need to restart the game every couple of months to keep the AI on its toes?
 
In case it helps anyone else, I seem to have solved the CTD problem. I am running CORE in XP compatibility (SP2) with desktop composition and desktop scaling disabled. No more problems with CTD's.

Now, if I could just solve the weird intelligence screen graphic ... but MartinBG has some ideas ...
 
Hi,

Yes, it is best to restart every couple of months prewar and every month when at war. Think of it as insurance....

Early CTDS: We never had anything like this during testing so something must be corrupt even if the instal checksum is good. The checksum doesn't look at all of the files. I'm running mine on Vista and generally have few problem so I doubt it is a Vista issue. I'd ditch that instal and try again. Probablly get a completely new download as well.

TP MP Cost: Yes, these are expensive. But as a minimum they represent roughly 10 ships and the associated landing craft. So you've got a normal crew, plus the gun crew, plus the crew for the landing craft and then additional service crew to support all of the others. Pretty soon you are looking at 400+ crew per ship. On top of that you may have manpower tied up in support vessels like oilers & minesweepers depending on what techs you've got. My suggestion would be to avoid building Purpose Built Transport and Landing Ship Dock units unless you need the better combat stats associated with them. The Converted Merchant Vessel should be your "normal" TP unit. The AI gets some event driven help for tP and always gets this model...

mm
 
Dec152000 and Historyman: Thanks for explanation. It is great to see developers actually answering questions on the forum!

Another questions - I can't decipher what exactly is needed to research "1938 Patrol Bomber Development"?
 
Compliments

I finally got CORE installed last night. It installed easy after I bungled the 1.3b2 patch a few times-I may still do a clean install. Its strange; I have the correct check sum, but the correct beta isn't showing (although I copied it into the correct locations in the most tedious manner imaginable.)

The improvements are many-I am very impressed. I did expect improvements like having a tech for a '35 Mobile Division, but was relieved to actually see it. The the techs have been nicely finished.

What had me just really impressed with this version is the ai. I have played Italy many times and am quite familiar with how its forces handle. This version has added to the realism to a very great degree. I have conquered Ethiopia dozens of times before-yet last night it was a new experience. Three to one odds on the attack is a minimum odds ratio-flanking is all the more important. (it actually took 11 months to defeat them last night-next time will be a little quicker).

The abilities of the early air force are much better represented. I used to engage in a gamy (I assume, common) process of gaining experience for many air generals and the air units by continuous interdiction for 8 months-knowing that this was silly. I found that the bomber groups were limited in the ability to fly non stop-even w/o an enemy air force . I actually had to ground them for weeks at a time so that they could rebuild their org-a very nice dose of realism.

I have not had any CTD yet. I was playing on "normal" and slower until Feb of '37. Hopefully, it will remain stable through the rest of the game.

I want to congratulate you guys for creating another big improvement in the game. I also offer a sincere "thank you" for your efforts.
 
Another questions - I can't decipher what exactly is needed to research "1938 Patrol Bomber Development"?

Well, the big item would be 1937 Electronics. You'll need 1930s aviation industry as well, but that is a pre-req for many earlier aircraft, too, so is unlikely to be the issue.

Many of the more modern aircraft require some level of electronics to even make their tech available for research, so you best keep up with the science.

Tim
 
Auxiliary ships

Playing U.S., I noticed that there is a flotilla of three
auxiliary ships that are located in the port of Los Angeles.
I'm assuming that these ships are sea-plane tenders, but do they have any function in the game and how do they factor in
the naval warfare of the U.S. in C.O.R.E?
 
Is something wrong with the 1940 Assault gun tech?
The techfile says:

required = { 2830 6520 } # 1938 Artillery AND 1938 Firepower Doctrine
or_required = { 2000 2130 } # Production Rights OR '39 Medium Tank
# Activated by: Tank Production Rights (2000) OR 1930 Postwar Tank Design and Development (2010)

I have 1938 Artillery, 1939 Medium tank and postwar tank design, so the tech should be activated, right?