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Joel, I've played a bit of a test game as the Soviets once,

Once you have 1939 Base Industry you will be able to research 1939 Heavy Industry - the '37 tech is NOT a pre-requisite for you (Neither are the '38 Military or '38 economic recovery techs, despite what the tech chart seems to say.)

There's no events for this, it's just that the tech chart can't show 'OR' pre-requisites. Once you have the '39 heavy tech, you can desperatly start trying to catch up on electronics, etc.

Soviet Navy should start with SS org of 0, like the US (And others I assume). This can be brought up a little with a lot of doctrine research, but subs are meant to be very low.

The rest of their navy org should be between 1-8ish, to fix this you can either:
- Research a bunch of techs under the Naval Superiority heading, I reccomend Escort DD, Battle Cruiser, and Line of Battle doctrines. Though your positioning will still be nothing to sing about, and your leaders will still suck.
- Be an exploity bastard and abandon the Soviet Tech doctrine. (Only doable while not researching any other navy techs.) Probably should be a house rule against that for MP play though ;)

One other thing, from memory, in the last version of Core if you go down the Mech Dispersion path in land doctrines, I think you can't build tanks until you get the '1941 tech, until then you're stuck with tank brigades only.

Very historical, but very embarresing if you get caught in 1941 with only your starting tank divisions because you took a while getting the '41 techs. You may want to consider building a few divisions in 37-38 to tide you over. :D
(Not sure if that advice applies to current version however)

Gezeder
 
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Fielding said:
2) Are Cav/Leichte units considered hard or soft, as far as determining combined arms bonuses? I ask both because the counter graphic depicts what I would call armoured cavalry, and they do seem to have a lower softness than the cav units in vanilla DD.
3) How does one activate the various "experience" techs at the bottom of the infantry tech tree? I've managed to acquire blueprints for a number of these techs through the efforts of my Abwehr agents in the USA and Russia, but until the techs are activated they won't fo me much good.

Hi,

2. Cavalry units are always going to be considered "soft" by the engine AFAIK. The later models do get harder but I don't think this has any effect on the soft/hard thing in the engine.

3. These techs are designed to model basic skills obtained by the civilian population during normal life. So this expereince really isn't transferable and they can not be researched. Unfortunately there is no way to prevent the spies from taking them. But the number of those you've gained is telling me there isn't much else to steal. Realistically I don't recommend trying to steal blueprints as GER since they are generally the most advanced nation.

mm
 
Hi,

Re: DEN for some reason this got disabled. There was an intent to improve the event but this didn't happen and now it is basically missing in action. This should get corrected for the next version.

Re: the SOV and electronics research the description provided up is dead on. Come 1939 you can start researching to catch up.

Re: SOV navy. Please provide some feedback on how it works out. This aspect is going to get a major review for 0.30 and player inputs are needed. While it works ok for some nations I think the current structure is too extreme.

mm
 
joel said:
I noticed the same thing, however I also noticed that Egypt asked to join the allies within the first year of the game. The UK player stated Egypt did this by it's own volition, so I suspect it is WAD. Someone from the CORE team can possibly confirm this?

It seems that that if it doesn't join quickly A) the UK gets more isolationist so that it can't offer alliances anymore and B) the UK (or some other nations) mess with Egypt's sliders through influencing till it finally gets more isolationist too. I guess that without a human player in the Allies Egypt will stay neutral during the war.
 
Fiestacat said:
Also, I've noticed that when starting Doomsday I get the CORE teams. In case of Guderian I don't really care, but the usefulness of MAN, IG Farben and Kriegsmarinewerke have kinda gone down the tube because they're "trained" for the CORE techs. Are the original doomsday teams still around somewhere or do I have to reinstall and back up the original tech team file?
If you installed CORE in the mod-dir (which is default) then the original DD tech teams should still be around unmodified in the vanilla db\tech\teams folder (or such - it's been so long since I modded I've forgotten half of it!) - our teams are in the mod-CORE2\db\tech\teams folder. If you unpacked the zip-file (the alternative download) into the root vanilla directory (or somehow installed there anyway) then they're gone and only a reinstall or a kind soul will get them back for you. :)

As for your question regarding the quantity/quality/reliability techs, we've decided to go the way we have to simulate the historical situation. If you want to change this, look in the mod-CORE2\tech\industry.txt file, but be aware that all your changes affect the AI nations as well (and, as Hagar said, don't expect any support from us if you encounter any problems after you make the change - that is, feel free to ask and we'll answer if we can, but don't be mad if we can't help you).
 
If nothing else, I don't think we'd screw over any major nation so bad as to release something that functions like your worst fear here. Give me a "T", give me an "R", give me a "U", give me an "S", give me a "T" - what do we get...? :D

Seriously though, your question in not unwarranted. But as Gezeder so well explained, the engine doesn't show a difference between an "AND" requirement and an "OR" one (or a combination of "AND" and "OR" ones, for that matter), which is unfortunately something we can't do anything about.

Hope you're enjoying the mod!
 
dec152000 said:
Hi,

2. Cavalry units are always going to be considered "soft" by the engine AFAIK. The later models do get harder but I don't think this has any effect on the soft/hard thing in the engine.

3. These techs are designed to model basic skills obtained by the civilian population during normal life. So this expereince really isn't transferable and they can not be researched. Unfortunately there is no way to prevent the spies from taking them. But the number of those you've gained is telling me there isn't much else to steal. Realistically I don't recommend trying to steal blueprints as GER since they are generally the most advanced nation.

mm

Thanks for the info.
 
Hi, nice work, but I have a few questions :

1. Is there a way to activate the SS-units for GER. There seem to be events lacking in my GER event file to activate them. The 'CORE2 event register' file seems to list them at the end of the GER event file with an integrated status, but I have instead events about the motororization of the Wehrmacht that will not work because the Wehrmacht is already motorized at the beginning of the scenario (and wrong Id numbers for the units triggering them). Work still in progress ?

2. To make escort planes brigades allowable, I have added the line at the beginning of my files for strat., tac., and transport planes :

allowed_brigades = escort

Is it the intended way to play with escort planes or not ?

3. I don't like the french sequence of events to create Vichy. I would prefer the creation of a Free France with TAG U01 to continue the fight and the renaming of FRA in VIC to avoid the problems of destroying the French Fleet that was controlled by Vichy or giving UK to much surface fleet. Is this sequence of events closed or is it still opened to suggestions (I could try something along my feelings) ? Then with the collapse of Vichy Free France and the western liberation of the occupied territories, U01 could be renamed FRA.

4. I don't quite understand the OOB for the austrian divisions, they are mostly declared as dormant in the austrian set-up (with # remarks) but the events triggering the austrian mobilizations don't activate them in the austrian events file. How are they intended to be activated ?
 
I've noticed a few quirks in my current 0.25 campaign as Germany - early 39 at the moment. For one thing, as others have already mentioned escorts are set to a -xxxxxxxxxxxxxxx value for apparently all convoys of nations that can build escorts. Possibly more ominously - seemingly every new ship I've built has absurdly high 'distance' values, in the same region as the escorts value only positive. Since I'm not at war yet I don't know what effect this will have (if any) but it's disconcerting. I suppose I could fix them manually, but we're talking about dozens if not hundreds of ships that would need individual adjustment per their model type. I noticed that the CORE unit files for destroyers and battleships (perhaps all of them) are formatted differently from the vanilla ones, if that helps any.

Thankfully, slowdown has not been an issue, and even with the above issues I've enjoyed the mod so far. :)
 
1. Is there a way to activate the SS-units for GER. There seem to be events lacking in my GER event file to activate them. The 'CORE2 event register' file seems to list them at the end of the GER event file with an integrated status, but I have instead events about the motororization of the Wehrmacht that will not work because the Wehrmacht is already motorized at the beginning of the scenario (and wrong Id numbers for the units triggering them). Work still in progress ?

The SS events are not yet integrated in fact - they were removed, since they weren't fully functioning - expect them back for 0.3, I would say, along with the Motorisation of the Wehrmacht events - these are indeed items still in development. You will not, therefore, as yet, get any SS units (I can't recall if the unit Names file has had the SS unit names stripped out) by event.

4. I don't quite understand the OOB for the austrian divisions, they are mostly declared as dormant in the austrian set-up (with # remarks) but the events triggering the austrian mobilizations don't activate them in the austrian events file. How are they intended to be activated ?

Again, almost certainly more Work in Progress - probably mostly irrelevant for 90%+ of games, since Germany absorbs Austria via the Anschluss, and the units Germany gets are pre-defined, basically.

I can't really speak re Escort fighters for TAC/STR bombers - as for the way Vichy forms at the moment, I think it is mainly the vanilla events for the moment. But again, not an area I have dealt with at length.

Tim
 
Montcalm said:
Hi, nice work, but I have a few questions :

1. Is there a way to activate the SS-units for GER. There seem to be events lacking in my GER event file to activate them. The 'CORE2 event register' file seems to list them at the end of the GER event file with an integrated status, but I have instead events about the motororization of the Wehrmacht that will not work because the Wehrmacht is already motorized at the beginning of the scenario (and wrong Id numbers for the units triggering them). Work still in progress ?

As Historyman said. The evenst are being reworked to make them a bit more realistic and more in tune with game play. And yes, the SS unit names should have been scrubbed from the unit names list for Germany.

Montcalm said:
3. I don't like the french sequence of events to create Vichy. I would prefer the creation of a Free France with TAG U01 to continue the fight and the renaming of FRA in VIC to avoid the problems of destroying the French Fleet that was controlled by Vichy or giving UK to much surface fleet. Is this sequence of events closed or is it still opened to suggestions (I could try something along my feelings) ? Then with the collapse of Vichy Free France and the western liberation of the occupied territories, U01 could be renamed FRA.

It hasn't been implemented as yet. Some in game effects need to be worked out first.
 
Montcalm said:
3. I don't like the french sequence of events to create Vichy. I would prefer the creation of a Free France with TAG U01 to continue the fight and the renaming of FRA in VIC to avoid the problems of destroying the French Fleet that was controlled by Vichy or giving UK to much surface fleet. Is this sequence of events closed or is it still opened to suggestions (I could try something along my feelings) ? Then with the collapse of Vichy Free France and the western liberation of the occupied territories, U01 could be renamed FRA.

Hi,

I agree that the current structure for VIC doesn't work very well. I've considered doing something similiar, but what I had considered was completely eliminating FRA and activating Free France and Vichy France seperately. I think each approach has some positive points but both are better than the current situation.

The reason I've always been annoyed with the current situation has more to do with the build que issues. FRA surrenders, but the old build que sticks around and is clogged up with unrealistic and unsupportable naval production. My version would completely eliminate the que but would induce problems with the disposition of the fleet. Your idea would saddle Vichy with the naval builds but would work better with the fleet. An interesting issue to consider for the future.

mm
 
zlaron said:
I've noticed a few quirks in my current 0.25 campaign as Germany - early 39 at the moment. For one thing, as others have already mentioned escorts are set to a -xxxxxxxxxxxxxxx value for apparently all convoys of nations that can build escorts. Possibly more ominously - seemingly every new ship I've built has absurdly high 'distance' values, in the same region as the escorts value only positive. :)

Hi,

I'm suspicious you've got something wrong with your install. I've checked and can not replicated either of your strange results. I started with zero Escorts and after I researched the tech that allows Escort production I still had none. Then when I built a batch I had 10 so it seems to be working perfectly for me. Distance values are also all in the normal range for the standard OOB units, the event activated units and new production as well. Not sure what is up but my checksum value for CORE2 0.25 is ZBIU so if you've got something else it is probablly a bad sign. If so try downloading from a different site and reinstalling and see what you get.

mm
 
Downloaded, installed and ran a quick game of CORE 0.25 on my machine (PowerMac G5, 2x2.3GHz, 2.5MB RAM, Radeon X800).

Overall, I kindasorta like that mod. By that, I mean it looks like it has a lot of potential, but its shortcomings are really annoying. My main beef being that, with the heavily-revamped tech trees and engine, there is no manual available anywhere, so most of the research is trial-and-error.

Other, minor nuisances being already-mentioned bugs, such as the overall slowness and the weird escort number bug. I also noticed a few strange events (along the line of "Netherlands had UNKNOW_STRING").

As for the game, I played a bit with France, but stopped after annexing Germany by Christmas 1936. :p
As usual, the country's tech teams are still really sucky. Also, the IC in 1936 is barely sufficient to support all armed forces, as they are -- which may be WAD, but highly frustrating, nonetheless.

In short, it's not there yet, but keep up the good job!
 
rook749 said:
Everyone,

I sure that someone has already posted this one, but it seems that I am getting the incorrect image for the '36 CAV. It show's a helicopter and I'm pretty sure that's not correct.

Rook
The graphics aren't aligned with the new model numbers yet. They should get an overhaul in 0.30 (I'm working on them at the moment)...
 
Montcalm said:
Hi, nice work, but I have a few questions :
2. To make escort planes brigades allowable, I have added the line at the beginning of my files for strat., tac., and transport planes :

allowed_brigades = escort

Is it the intended way to play with escort planes or not ?

I'm wondering this as well. I ended up building a number of escorts only to realize they couldn't be attached to my squadrons. I noticed that as Germany, some of my airgroups start with a few bombers and an interceptor. Is this because fighters/interceptors are supposed to be used as escorts?
 
UncleAlias said:
Downloaded, installed and ran a quick game of CORE 0.25 on my machine (PowerMac G5, 2x2.3GHz, 2.5MB RAM, Radeon X800).

Overall, I kindasorta like that mod. By that, I mean it looks like it has a lot of potential, but its shortcomings are really annoying. My main beef being that, with the heavily-revamped tech trees and engine, there is no manual available anywhere, so most of the research is trial-and-error.

In short, it's not there yet, but keep up the good job!

Hey Alias -- As another mac-user, I'm wondering, are you getting the same bug with convoy escorts? In my game, nations that use convoys all register "-xxxxxxxxxxxxxx" (minus one-billion-something :eek: ) escorts. Someone has suggested that this may be due to a bad download, though I haven't had time to redo another d/l yet. If you're not getting this bug, could you let me know?
Thanks!
-sandman