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After playing a little, simply awesome, great work. :)
 
Questman said:
When I started my UK game, I didn't notice any serious slowdown. But by May '36 the jumpy mouse and jerky map movement became really annoying. Having the game be slower isn't so bad, but the interface problems really make it difficult to enjoy playing.

I have no idea how to fix it, but I agree that something must be done about it. I'd rather play a smoothly-functioning vanilla DD. (I wonder what would happen if I just put the CORE events into the DD events folder? Could I then play regular DD with all the good CORE events and none of the herky-jerky interface problems?)

The events are whats causing the Jerky problem. TRP has the same issue, please refer to the TRP news as it gives you instructions on how to remove the sprites so that the game will run almost twice as fast.
 
Some observations:

Event wise, everything looks pretty good. I haven't experienced the random DOW's others have, but I have only played a small amount.

The tech tree is a little cluttered, but no doubt I'll get used to that. I also had some difficulty in checking tech pre-req's for some techs (not to mention a frustrating time wondering why I couldn't build Industry as the USSR!) :)

Navy wise I'm reminded of what Ships in Flames was to World in Flames - nice, pretty, but in the end a bit of a hassle. I'm uncertain as to whether the plethora of naval units is required, or benefitial, and the sprites could be more descriptive.

Nonetheless, overall it looks fairly impressive. My thanks to all who worked on this.
 
The Aussie group has started a mulitpler game.

It has worked good so far. We copeid all the folders in the mod core2 dir into the main doomsday dir and over wrote them.

We had to pass the saves via email and put thme into both save areas in the main DD folder and the mod core dir save folder.

The game ran smooth without much lag at all, nothing more then usal.

So keep an eye on our aussie threat in MP section for updates.

A few minor things i noticed. No images for cruiser conversion carrier tech and interwar carrier air group.

All in all looks good. I will encourage our group to post any improvements or bugs they find while playing in MP.
 
mike8472 said:
The Aussie group has started a mulitpler game.

It has worked good so far. We copeid all the folders in the mod core2 dir into the main doomsday dir and over wrote them.

We had to pass the saves via email and put thme into both save areas in the main DD folder and the mod core dir save folder.

The game ran smooth without much lag at all, nothing more then usal.

So keep an eye on our aussie threat in MP section for updates.

A few minor things i noticed. No images for cruiser conversion carrier tech and interwar carrier air group.

All in all looks good. I will encourage our group to post any improvements or bugs they find while playing in MP.
The lack of game graphics is a known issue, and simply has been on the back burner until the tech trees were reasonably stable (not subject to change between releases that is). But we (Armd and I) have started work on COREd graphics for 0.3. Most probably not all will be in for 0.3, but at least some of it will, or at least we hope so. :)
 
I doubt the massive slow downs is caused solely by event, I never had this problem with TRP or any other mod. One suggestion, though, if events do play a role:

Combine all ship commissioning events into one and have them fire at the end of the year, so we dont have thousands of event checks going on for stuff that can wait for a year. Maybe keep the capital ships as they are so they can be fielded immediatly, but really, I dont think it will effect the game much by having the events combined, and for a human player it would actually make it better (dont have to assign ships to the fleet every other day).

Who is going to miss destroyers/submarines/other small ships for 6 months-year? The only nation this might hamper is the UK if the germans are doing an aggressive U-boat campaign... but I dont know if the events continue past june '36 as thats when I gave up trying to play. There are hundreds (probably thousands) of these ship events, and all that checking for triggers/firing/adding units probably slows down the game a severe amount for something that everyone can wait another 6 months to get.
 
I heard something about the ship events. I believe it had to do with the AI having the auto upgrade ability so CORE felt they needed to negate that AI bility by having these items be run by event.
 
Lothos said:
I heard something about the ship events. I believe it had to do with the AI having the auto upgrade ability so CORE felt they needed to negate that AI bility by having these items be run by event.
In fact it's because in DD you can't have reduced cost builds, so a near completion BB starting at 4ICs will reverted in the first game hour to it's full price, crippling your economy.
 
Lothos said:
The events are whats causing the Jerky problem. TRP has the same issue, please refer to the TRP news as it gives you instructions on how to remove the sprites so that the game will run almost twice as fast.

I tried that with CORE, but it doesn't seemed to have helped much, it still runs jerky and it is only May 1036 :( . I do not even dare to watch what happens when war breaks out. It is about high time I start replacing my four-year old PC.
 
gosam said:
In fact it's because in DD you can't have reduced cost builds, so a near completion BB starting at 4ICs will reverted in the first game hour to it's full price, crippling your economy.

Yes, that its. That problem came up in HSR for doomsday and AFAIK they haven't solved it. I was already afraid that I first had to empty an entire shipbuilding queue in CORE because the cost reductions have gone. Other than that it might be a good idea to combine a host of seperate events into one if possible. The slowness problems don't occur when I play HIP, which also has tons of events, so there is something really weird going on.
 
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First of all: thank you for this amazing mod!

I noticed that for some ship types the minimum positioning value is higher than the maximum positioning value. What is the reason for that?

I'd like to know because some techs in the naval doctrine path also lower max positioning while increasing min positioning.

Thanks in advance
 
Thanks

CORE team:

Thank you for your efforts
 
m_spencer said:
Excellent!
Up until December 17th, 1936, when Guangxi, Japan, Bulgaria, and Ecuador declared war on Germany, then the game crashed.
And this was right after the ideology label disappeared.
Known bug?


Same with the first three games i started DOW all over the place with almost everyone. Seemed to have started with nationalist spain
 
gosam said:
In fact it's because in DD you can't have reduced cost builds, so a near completion BB starting at 4ICs will reverted in the first game hour to it's full price, crippling your economy.

There are about 300 of these events, and they all end before 1939. I dont see why they cant just be combined into a single event. There is no reason for anyone to need the ships at that time, your not going to be at war. Plus, it'l help the AI save on supply costs if its done at the end of the year.

Combining them will remove about 280 checks that the game has to do for those events... probably will help performance a bit.
 
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Black_Shade said:
There are about 300 of these events, and they all end before 1939. I dont see why they cant just be combined into a single event. There is no reason for anyone to need the ships at that time, your not going to be at war. Plus, it'l help the AI save on supply costs if its done at the end of the year.

Combining them will remove about 280 checks that the game has to do for those events... probably will help performance a bit.
Dec's doing some tests to try to pinpoint the real problem. Removal of the naval techs result in a gain of a whole second in a time span of 6 months. Just give us some more time to find a cure for this...
 
Snowmelk said:
First of all: thank you for this amazing mod!

I noticed that for some ship types the minimum positioning value is higher than the maximum positioning value. What is the reason for that?

I'd like to know because some techs in the naval doctrine path also lower max positioning while increasing min positioning.

Thanks in advance
Could very well be related to the techs you've researched. But the naval tree will be slated for change in 0.30. MateDow will be doing that, with help from Dec I guess. It sure isn't my forte...
 
mpeterson said:
Same with the first three games i started DOW all over the place with almost everyone. Seemed to have started with nationalist spain
As these occur a little too often this issue is closely monitored at the moment. Hopefully we will be able to find a solution to the problem any time soon... The main problem is it's not really reproducible, and only occurs every so often. Only by broad release will we be able to tell whether a fix has the desired effect. But ATM we do have a hunch about what's causing this.
 
Questman said:
One other thing: why is the USA's Admiral Withers a Sea Wolf, Fortress Buster, and Winter Specialist?
Seems to be somewhat over the top. Unfortunately I can't report it yet, as both Mantis and Terranova are down ATM. Probably due to the move to the new ISP.
 
Just a message to the creators of this mod. All of the trouble I was having was on my end apparently. Somehow the downloads were being corrupted from rapidshare. I tried to down load from a different source and was successful.

It's running like a champ thus far late into 1938... albeit a little slow. How slow you ask? So far I'm averaging about 10-12 minutes real-time for a month of game time if I just let the computer do it's thing. This is with the game set to 'Extremely fast".

I don't know if there is a fix in the works for this, but It'd be nice.