• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Kamikaze secret weapon tech

In the CORE2_secret_weapon_event.txt is says
control = { province = 1176 = JAP }
and similarly for all the other provinces.
I think this should be
control = { province = 1176 data = JAP }
instead in order to work correctly. And shouldn't there be an AND around all the province triggers because the tech/event should fire if Japan loses one of the provinces and not all of them?
 
Hello chaps!

First of all thank you for what seems to me to be a mod that will be simply fantastic when all bugs are squashed. It feels like a new game almost, much like the ye aulde IGC-mod for EU 1 back in the days. :)

Also a very hearty thank you for all the hard work and time that you chaps must have put into this. Very much appreciated.

I only fiddled around a bit with it last night, but noticed that the Focke-Wulf research team that was added in paradox patch 1.03a is missing in CORE. Of course I only played for a couple of months in -36 so it may show up, but I figured I should report it just in case.


Toodles.


Mef
 
I found some misspelling in the Hungarian names. The Cavalry divisions should be Huszár instead of Húszar (it is also wrong in vanilla). I noticed it in the model names, but I think the unitnames are also wrong.

Thanks for the mod!
 
Hi there.

Started as Russia. Played a bit until Aug 37, noticed a couple of interesting things (except for some questionable unit names):

1) Obvious UNKNOWN STRING WANTED in events, starting from Franko-Russia pact, then to Great Purges.
2) In the starting quewe I got huge production list, there is 2 CAs, 5 or 6 CLs and about 40 subs. Well, some of them have normal dates of completition and other seems to be finished in 1939-1940. Also IC cost is too small (for a sub it is 0,1 IC, when normally it's about 1,5-2,0 IC.). Is it a kind of pre-planned shipbuilding program?
3) Hey, Russia have 100+ militia divs at the start of a game! That's weird I think. Didn't they have a single Inf division at all? No infantry? With this production capacity it's very hard to build up a regular army... besides, what am I supposed to do with 100+ militia divs in 1941? Btw, the term 'militia' means 'police' in Russian, so as far as I understand this, Russia had only police forces in 1936 and no regular army.. except for a couple of Mech/Cav divs. Am I right?

Alex.
 
asakura said:
In the CORE2_secret_weapon_event.txt is says

and similarly for all the other provinces.
I think this should be
control = { province = 1176 data = JAP }
instead in order to work correctly. And shouldn't there be an AND around all the province triggers because the tech/event should fire if Japan loses one of the provinces and not all of them?
Good spotting - that syntax is incorrect. Noted and will be looked at for next version.

---

Szun: Yes, it is WAD that Pre-war CAG doesn't need Interwar CAG. Good spotting, though!

---

Skillness622: There shouldn't be a problem reloading pre-1943 games, as far as I know. The .cfg files are, however, saved in the vanilla Save Games folder for some unknown reason (Paradox issue, not CORE, I believe). Do you have a valid mod-dir installation of CORE (no messing about yourself ;) )?

---

Mefistofeles: WAD, Focke-Wulf will appear later on in the game... :) (Pre-war balance issue)

---

AlexCobra: Militia isn't militia anymore, it is Reserve units. Reseach has shown that correspond better to these (new) values for the "militia" unit than regular infantry. They're better than vanilla militia, mind you. McNaughton has explained the reasoning for this well on the CORE forum (link in my signature).

---

Everyone: Though I try to follow the discussion and bug-reporting here, it is much better if you head over to 21vikings.dk and report bugs in the dedicated forum.

Thank you all for your help in making CORE better!
 
McNaughton said:
The Hosho and Ryujo were extremely small carriers, not really comparable to the Akagi or Kaga, or even latter fleet carriers.

there's a special class for those guys you know
 
AlexCobra said:
3) Hey, Russia have 100+ militia divs at the start of a game! That's weird I think. Didn't they have a single Inf division at all? No infantry? With this production capacity it's very hard to build up a regular army... besides, what am I supposed to do with 100+ militia divs in 1941? Btw, the term 'militia' means 'police' in Russian, so as far as I understand this, Russia had only police forces in 1936 and no regular army.. except for a couple of Mech/Cav divs. Am I right?

Alex.


Yes, I play as SU too and noticed that. I need to build up a new army with infantry and with the high inf cost that will take ages.
 
tiger2004 said:
Yes, I play as SU too and noticed that. I need to build up a new army with infantry and with the high inf cost that will take ages.

Baylox mentioned this, but I feel it can be stated again. Militia are now Reserve Divisions, closely comparable to regular forces. Chances are, you can field an army of Reserve Divisions and still fight successful combat engagements. Militia have changed drastically, they aren't cannon fodder, but infantry not quite as well equipped or trained as regular infantry, but, they are close.
 
couple of things: Some of the techs as germany are already researched, although in between there are certain parts which are left out, which is not possible. For example, How can you research a destroyer type 1939 if you have no destroyer type 1938 and '36 in between researched? Do you get what i mean? Is this intentional?
How can you built the Bismarck in '36 (it says it is originally from 1941 or so), where as there are 2 submodels of battleships right before that to get the Bismarck. the arrows go straight through the 2 models which need to be researched before the 1941 battleship should get researched? why is this possible?

Oh, and something needs to be done regarding the Armoured/Artillery tech screen. I just cannot see which units will be available to be actually built or which units are going to be used as attachments to existing divisions.

Another thing which made me wonder, why does a tank attachment make infantry divisions slower by 2? Shouldn't even heavy tanks (talking about PANZER IV - heavy tank brigade) be a lot faster than infantry units?
 
It looks like you oppened Pandora's box! So many bug reports and and event issues.
I really appreciate the hard work you are doing to provide as all with a better and well flavoured HoI2.
Thumbs up from me - and no bug reports (yet). :rofl:

cheers,
Brentor
 
Gen.Schuermann said:
Oh, and something needs to be done regarding the Armoured/Artillery tech screen. I just cannot see which units will be available to be actually built or which units are going to be used as attachments to existing divisions.

Another thing which made me wonder, why does a tank attachment make infantry divisions slower by 2? Shouldn't even heavy tanks (talking about PANZER IV - heavy tank brigade) be a lot faster than infantry units?

Well, the Heavy Tank should not be allowed to be attached to Infantry forces, probably an oversight. The Infantry tank, and light tank cover this role.

Just scroll down to see the units avaliable, not much more we can do (as we are restricted by the code as to what you can see).
 
baylox said:
Skillness622: There shouldn't be a problem reloading pre-1943 games, as far as I know. The .cfg files are, however, saved in the vanilla Save Games folder for some unknown reason (Paradox issue, not CORE, I believe). Do you have a valid mod-dir installation of CORE (no messing about yourself ;) )?

Yeah, it's all installed normally, no messing around. The problem may stem from having vanilla savegames with the same name as the core savegame, the .cfg probvably gets confused as to which .eug it's meant to work with. I'm going to try starting a new game and save under new names to see what happens.
 
Multiple Bugs/Errors:

Techs:
Radar Theory: V1 pic instead of something radar related
Intercontinental Ballistic missile: Unknown String wanted
1938 Medium Tank: A cannon as a pic??
1938: Armoured division re-organisation: Pic of rocket artillery??

Events:
Austria Referendum As Germany: Threaten military action -> unknown string wanted
Anschluss: Good -> 4 times Uknown String wanted
Anschluss: Autria not national province -> i believe answered before?
Sudetenland Issue - Bad Godesberg: Unknwon string wanted

Eventchain Czechoslovakia: I believe this is bugged. I had when i wanted to take sudetenland chosen the imo necessary events to take it. However, nothing happened, and even the UK and France had events with a "Disaster in Bad Godesburg" event if i remember correctly... have i chosen the wrong path?
When in 1939 the eventchain concludes, i install tiso, in hope that i get rest of czechia, however nothing happens - is this the way it is supposed to work`?
 
Last edited:
McNaughton said:
Baylox mentioned this, but I feel it can be stated again. Militia are now Reserve Divisions, closely comparable to regular forces. Chances are, you can field an army of Reserve Divisions and still fight successful combat engagements. Militia have changed drastically, they aren't cannon fodder, but infantry not quite as well equipped or trained as regular infantry, but, they are close.


Ok, thank you.

Just one little thing... everytime I go to options the game is REALLY slow. It takes me around 2 minutes to change the speed for example (by using the menu), probably my comp but anyway... :eek:o
 
When span is an axis, and Le france is dead.. :(

If you like me, like an good backdoor attack, you have perhaps tried to get Nationlist spain too enter the Axis. Then after a succesfull campaign aginst France, and they have fallen, i chosed to set up the vichy goverment. some days after me (germany) and Italy got those events to return some occupied territory, But NA didnt.. that kind of sucks, cause they have taken most of VF's territory.. :( soooo was just thinking if anyone had thought of making an similar event as those Germany and italy gets to Nationalist Span..
By the way.. ;)
Greeeaaatt game... wish there were more mods like you out there.. but then again would we just sit and plan HO2 all day.. what a shame ;)
 
i've got a bug and some questions. How come every country seems to be building a nice fleet at the beggining of the game? Was every country really doing that? And while playing as Germany i noticed that a ton of the pictures were messed up like the picture of calvary are air calvary.

I'm kinda curious, how do u uninstall this mod?

How come In july 1938 russia hasn't built any infantry and is only building factories and the ships it started out building?
 
i've been playing a little bit more and i've seen that russia is reaserching all useless techs, most of them air related, they haven't reaserched any infantry techs. In both this mod and hsr the Russia has a flying bare ai. Though all of their stuff their building won't be done until 1939 or 40. It is reaseons like this that i can't play mods.