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Hagar

East vs West developer<br>CORE Minister of Propaga
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Jan 4, 2006
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After ten months of hard labor the CORE team is pleased to announce that the Beta test of the new release has officially started. :D

CORE2 version 0.4.0 will bring:
- Bucketloads of new, altered and improved graphics;
- Full model coverage for all majors, and some major minors;
- A new and - hopefully - a hugely improved AI;
- Revised techs, notably the naval and naval doctrines;
- Hundreds of new events;
- The introduction of the Holy See (i.e. the Vatican);
- And many, many more.

Based on past experience we expect the Beta to last a couple of months before we're ready for an official release.

Some teasers:

The air tech screen:
air_tech.jpg


The infantry tech screen:
infantry_tech.jpg


The naval doctrine tech screen:
naval_doctrine_tech.jpg


The naval tech screen:
naval_tech.jpg


New events:
new_events.jpg
 
Why did you remove the country spesific naval doctrines? Is it now free-for-all or are they just hidden somehow?

Great that this mod is advancing. I am salivating in anticipation. :)
 
Why did you remove the country spesific naval doctrines? Is it now free-for-all or are they just hidden somehow?

They are handled as events now, so that you can see the effects they give you. So they are still there, just not as "techs" (we needed the space on the tech screen, for one thing).

Tim
 
The Great Duck said:
Looks good!Could you tell us what new events will be there?Will the Summer Olympics too be included,and what non-flavor events will there be?
Most certainly, as well as the People's Olympiad! As to non-flavor events, we have new US election, Lend Lease, Mobilization and Dam events, to name but a few. But most effort went into renewing and improving the AI, the IC & economy, the naval techs and graphics. But adding events is easy... :)
 
HistoryMan said:
They are handled as events now, so that you can see the effects they give you. So they are still there, just not as "techs" (we needed the space on the tech screen, for one thing).

Tim

Ok. That is good. Nice way to get around the problems.

Are there events for the annexation of baltic countries and the moldavian area? If I remember correctly there were none in the 3.2.0.
 
What´s the point of NOT giving access to the public ? :confused:

You said you had 10 months of developement, AND you need some months more for BETA testing (done by 25 people).
Is this some kind of joke :mad:
C.O.R.E was the best mod for HOI1, but with only one or two updates a year with the current version, you´re killing the community :(

Give the 0.4.0 version to the public and you´ll receive hundreds of testers!
 
Give the 0.4.0 version to the public and you´ll receive hundreds of testers!
And we'd then probably get hundreds of posts about "so and so is broken - your mod is cr*p", all listing the same errors that got fixed about 5 minutes after the first comment was made. That is why we have a Beta test. We like to present a version to the public that isn't obviously broken in any large measure.

Tim
 
IC & Resources have all been revised - if you look closely, you can see the USA with 521 base IC (though only about 150 usable IC) in the screen shots. You can also see the UK, France & the Netherlands.

What sort of "more details" were you after ? Some things must remain to keep you surprised, after all, but we aren't averse to letting you know the high points, as it were.

Tim
 
HistoryMan said:
And we'd then probably get hundreds of posts about "so and so is broken - your mod is cr*p", all listing the same errors that got fixed about 5 minutes after the first comment was made. That is why we have a Beta test. We like to present a version to the public that isn't obviously broken in any large measure.
Exactly... Furthermore the Betas are faced with a release with still full tweaking going on to make it by and large playable, they have to follow directions on what to focus on and what not (including countries to playtest), get all the major bugs first, and have to restart playtesting all over again the moment a new Beta is released. If you're part of the Beta program then that's pretty much a given, but it's hardly what we want as a broad release.
We want a stable, playable and thus enjoyable version as a general release, and as such people just have to have a little more patience in order to allow us to reach that quality level. The moment the new release is meeting our quality standards we will release in full, that's for sure.
 
Andrew EAGLE said:
What´s the point of NOT giving access to the public ? :confused:

You said you had 10 months of developement, AND you need some months more for BETA testing (done by 25 people).
Is this some kind of joke :mad:
C.O.R.E was the best mod for HOI1, but with only one or two updates a year with the current version, you´re killing the community :(

Give the 0.4.0 version to the public and you´ll receive hundreds of testers!

Though i agree on the principle of public access to the beta, i have to say that aggresiveness towards the modders is not really apropriate. I do agree that CORE for HOI1 was more lively and that mods with public betas grew rapidly (does anyone remember the AGC for EU mod?), but these guys just labour for us, so THANK YOU. Just be merciful and wrap it up as soon as possible.
 
Also remember that we actually called out for betatesters so anyone who would have liked to participate could have requested to join. We currently have 42 betatesters and 4 on a waiting list as we expect people who betatest to be active and it has yet to happen that all do so during a beta-run. Therefore people are switched out over time during the test and new people given a chance.
 
I gotta hand it to you guys; I could never focus this much of my time and effort into working on this.. and all for personal gratification and experience...

*claps*

I'm sure when 4.0 finally does come out it'll be virtually flawless and a more than appropriate 'final mod' or w/e to finish off HoI2 as it should be. Congrats team and keep it up.

Me myself I got tired of modding the game so I dl'ed Mod 34 and now Im up for CORE, looks great from what Im hearing so far. ;)
 
HistoryMan said:
And we'd then probably get hundreds of posts about "so and so is broken - your mod is cr*p", all listing the same errors that got fixed about 5 minutes after the first comment was made. That is why we have a Beta test. We like to present a version to the public that isn't obviously broken in any large measure.

Tim


What a negative perspective.
Granted, you *might* get the odd ass that would act that way, but I think that in bugtesting, more is always better. More combinations being tested and more eyes to find and report bugs.

One idea to deal with getting multiple reports is to post a thread on a forum with a comprehensive list. A tester finds a bug, checks the list and posts a report if the bug isn't listed. Simple. Requires someone on the mod team to update the bug list post on a very regular basis, but I don't think that's a large task as this would also be the way to find the newly discovered bugs in the first place.

I have found a few bugs in the 0.3.2 mod already and I've only played it through to around spring '40. I don't know if they're known bugs or not, but the fact that they exist in the release version at all indicates that the current beta testing situation is not ideal.

Specifically, I found that the Laval Government Falls event doesn't fire due to a missing 0 in the event call. Also, ComChi fails to ally with KMT due to the wrong event being called.

I found and fixed both (but haven't yet tested the Laval event. I did open a save game and fired the ComChi event via console and it seemed to sorta work. They allied with KMT but seem to be quite nonchalant about actually fighting the Japanese...), as well as modding the Rhineland Occupation/Nuremburg Rally events to provide a more timely firing of the blueprints for the military recovery techs.
These are provided below for anyone interested. Apologies if they are redundant.




ComChi-NatChi alliance doesn't fire due to wrong event being referenced.

###############################################################################
# Forging the United Front
# Event 480014
# CORE2 Ver 0.03
# by JRaup
###############################################################################

command = { type = trigger which = 240003 } #Unified front CHC #was 240002, causing CHC to fail to ally. - Ruisert





France has Fall of Laval Gov which misfires (shows in history as France had EN 36007.) due to a missing 0 in the line calling the event.

###############################################################################
# Fall of the Laval Government
# Event 360007
# CORE2 Ver 0.32
# by Baylox
###############################################################################


action_a = {
name = "EAA360007" #was EAA36007 - Ruisert






Personal changes to Nuremberg rallies and Rhineland re-occupation since they really were pointless where they were, as noted in comments in original file.



###############################################################################
# Taking control over the Rhineland (Rhineland chain)
# Event 370008
# CORE2 Ver 0.32
# by Baylox
###############################################################################

event = {
id = 370008
random = no
country = GER

trigger = {
OR = { # Any of the Rhineland provinces
garrison = { country = GER province = 75 size = 1 area = no } # Cologne province
garrison = { country = GER province = 74 size = 1 area = no } # Saarbrücken province
garrison = { country = GER province = 66 size = 1 area = no } # Aachen province
}
NOT = {
OR = {
# Major countries
war = { country = GER country = ENG }
war = { country = GER country = FRA }
war = { country = GER country = ITA }
war = { country = GER country = USA }
war = { country = GER country = SOV }
war = { country = GER country = JAP }
# Other European countries
war = { country = GER country = SWE }
war = { country = GER country = NOR }
war = { country = GER country = DEN }
war = { country = GER country = FIN }
war = { country = GER country = SPA }
war = { country = GER country = SPR }
war = { country = GER country = BEL }
war = { country = GER country = HOL }
war = { country = GER country = LUX }
war = { country = GER country = IRE }
war = { country = GER country = AUS }
war = { country = GER country = SCH }
war = { country = GER country = CZE }
war = { country = GER country = POL }
war = { country = GER country = LIT }
war = { country = GER country = LAT }
war = { country = GER country = EST }
war = { country = GER country = HUN }
war = { country = GER country = ROM }
war = { country = GER country = BUL }
war = { country = GER country = YUG }
war = { country = GER country = ALB }
war = { country = GER country = GRE }
war = { country = GER country = POR }
# Non-European semi-majors
war = { country = GER country = TUR }
war = { country = GER country = CHI }
war = { country = GER country = ARG }
war = { country = GER country = BRA }
war = { country = GER country = MEX }
# Commonwealth minors not mentioned since war with them means war with ENG
# Same with Comintern starting members
}
}
}

name = "EN370008"
desc = "ED370008"

style = 0
picture = "Rhineland"

date = { hour = 12 day = 0 month = january year = 1936 }
offset = 3
deathdate = { hour = 12 day = 0 month = december year = 1953 }

action_a = {
name = "GOOD"
ai_chance = 100
command = { type = gain_tech which = 5150 } # 1936 Military Recovery
#Moved forward from N. rally event - Ruisert
command = { type = belligerence which = GER value = 5 }
command = { type = domestic which = interventionism value = 1 }
command = { type = domestic which = defense_lobby value = 1 }
command = { type = trigger which = 370055 } # General Staff protests
command = { type = trigger which = 820125 } # ENG information event
command = { type = trigger which = 840016 } # SOV information event
command = { type = trigger which = 670008 } # POL information event
command = { type = trigger which = 280053 } # CZE information event
command = { type = trigger which = 460023 } # ITA information event
command = { type = trigger which = 140017 } # AUS information event
command = { type = trigger which = 150003 } # BEL information event
command = { type = trigger which = 580003 } # HOL information event
command = { type = trigger which = 830057 } # USA information event
command = { type = setflag which = GER_enters_rhineland }
}
}

###############################################################################
# 1936 Nuremberg Rally
# Event 370015
# CORE2 Ver 0.03
# by Baylox
###############################################################################

event = {
id = 370015
random = no
country = GER

trigger = {
flag = RHINEOK
NOT = {
OR = {
# Major countries
war = { country = GER country = ENG }
war = { country = GER country = FRA }
war = { country = GER country = ITA }
war = { country = GER country = USA }
war = { country = GER country = SOV }
war = { country = GER country = JAP }
# Other European countries
war = { country = GER country = SWE }
war = { country = GER country = NOR }
war = { country = GER country = DEN }
war = { country = GER country = FIN }
war = { country = GER country = SPA }
war = { country = GER country = SPR }
war = { country = GER country = BEL }
war = { country = GER country = HOL }
war = { country = GER country = LUX }
war = { country = GER country = IRE }
war = { country = GER country = AUS }
war = { country = GER country = SCH }
war = { country = GER country = CZE }
war = { country = GER country = POL }
war = { country = GER country = LIT }
war = { country = GER country = LAT }
war = { country = GER country = EST }
war = { country = GER country = HUN }
war = { country = GER country = ROM }
war = { country = GER country = BUL }
war = { country = GER country = YUG }
war = { country = GER country = ALB }
war = { country = GER country = GRE }
war = { country = GER country = POR }
# Non-European semi-majors
war = { country = GER country = TUR }
war = { country = GER country = CHI }
war = { country = GER country = ARG }
war = { country = GER country = BRA }
war = { country = GER country = MEX }
# Commonwealth minors not mentioned since war with them means war with ENG
# Same with Comintern starting members
}
}
}

name = "EN370015"
desc = "ED370015"

style = 0
picture = "nuremberg_rally"

date = { hour = 12 day = 8 month = september year = 1936 }

action_a = {
name = "EAA370015"
ai_chance = 99
command = { type = gain_tech which = 5160 } # 1937 Military Recovery
# moved forward from 38 N. Rally - Ruisert
command = { type = belligerence which = GER value = 2 }
command = { type = dissent value = -3 }
command = { type = local_setflag which = EHRE } # Requirement for historical Anschluss (in revised Anschluss chain)
command = { type = sleepevent which = 370016 }
}

action_b = {
name = "EAB370015"
ai_chance = 1
command = { type = belligerence which = GER value = -5 }
command = { type = setflag which = FRIEDENS }
command = { type = sleepevent which = 370016 }
}
}
 
Ruisert said:
What a negative perspective.
Granted, you *might* get the odd ass that would act that way, but I think that in bugtesting, more is always better. More combinations being tested and more eyes to find and report bugs.

One idea to deal with getting multiple reports is to post a thread on a forum with a comprehensive list. A tester finds a bug, checks the list and posts a report if the bug isn't listed. Simple. Requires someone on the mod team to update the bug list post on a very regular basis, but I don't think that's a large task as this would also be the way to find the newly discovered bugs in the first place.

In an ideal world - the more the merrier, but you need to remember this is a small mod team doing this in their spare time. They have to develop the mod AND fix the bugs. Trust me, it really takes up a lot of time. They use a web based bug tracking tool (Mantis) as well as a discrete forum for discussions. And I constantly marvel at the throughput those guys put out in terms of answering everyones questions and dealing with issues. Most of the testers have individual threads which are pages long. I imagine it is a stretch monitoring and controlling the 24 or so testers, let alone if it were open to double the number... or more!
 
Kirth Gersen said:
In an ideal world - the more the merrier, but you need to remember this is a small mod team doing this in their spare time. They have to develop the mod AND fix the bugs. Trust me, it really takes up a lot of time. They use a web based bug tracking tool (Mantis) as well as a discrete forum for discussions. And I constantly marvel at the throughput those guys put out in terms of answering everyones questions and dealing with issues. Most of the testers have individual threads which are pages long. I imagine it is a stretch monitoring and controlling the 24 or so testers, let alone if it were open to double the number... or more!
Exactly. Just keeping up with all those posts can be quite strain at times. The more Betas we enroll the less time we would have for bugfixing, basically. So there is this tradeoff in test capacity versus bugfixing capacity... But you're more than welcome to volunteer for the Beta waiting list, Ruisert!