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boromir said:
True, but most games are over by the time you get up to advanced.

I have a question about MP as well (MP is really why I play the game, SP remains just a trainer) - has MP game balance been taken into account?

And a Spanish Civil War comment - I've playtested the game a couple of times, and the SCW seems to go into a stalemate, with the Republicans taking the upper hand, which doesn't seem right. Obviously I haven't run the game enough times, but still, seems a bit worrying (especially for the Germans, as they get some tech only after the war is over).

In our test games Nat. Spain got usally upper hand, but the frequency of Republican victories is still high. It basically depends on the fact, how civil_war command sitributes units - sometimes it gives Nat. Spain 90% of the... naval units, leaving only 10% on the land. Needless to say, when it happens Franco is boned no matter what.

Every version we balance it, since we don't want to have 2 month long SCW back...

About MP - it would be very halpfull if you could post some insights on MP CORE. Since we focus on SP, and MP is totally different story we would like to know what are the main problems in MP, what elements are obsolete and what extras can be used... That would help us to create better, specialized MP variant of game.
 
beandit77 said:
Great job on Core 7. I have a question: does the options settings when I start a game affect Core if I chose "Hard-Core"? The options are for AI agressiveness and difficulty on the scenario load screen. Do they matter?

Definetly.
Just run the game on the hardest level + last choice in HARD CORE setup event... you will see. :D
 
It is much more than an event depository. CORE does affect practically all fields of the game, there are new AI files, new TechTree, Leader/Minister, many events, map changes, country setup, pictures...
All that changes are not only accumulated but composed and tested as one game, not just a mere collection.

The file size might be big for a slow connection, so maybe we could offer a 'light' version where not so gampeplay important features like pictures are not included. I don't know how much smaller the installation file would be in that case, so I cannot comment whether this is likely to happen.
 
Regarding MP release I would like to give it one week for people to test this in SP, then release a v0.71SP patch and a full v0.71MP installer.

In response to Schutzstaffel12, the CTD problem is a Paradox bug that will occur for all mods that use mod-dir. You can get around this by moving all the C.O.R.E. files out of \mod-Core, overwriting the vanilla files.
 
thank you . thank you . thank you :D :D
 
Feedback on CORE 0.7

1st i would like to say that it hell of a job.Well done people.
Now to some serious talk.CAG have only 1 surface defence(rather low i beliave).Advanced ASW tactics cant be research althought all needed for it are found(maybe a bug?).If in 0.64 bober range was to much no is to low.CAG have a maximum of 270 and turbojet dive bombers only100(it is to to low,these range values are good for TGW mod instead of CORE).Super BB somehow needs raiding doctrine tech(dont remember the exact name).Now tell me if i am wrong but the best-heavier-non nuclear-all gun-BB is a unit with a task to kill enemy heavy ships not the commerce.Because of that you cant neither research the nuclear BB(guided missle or not).Para if you research the whole tree will find out that they dont have a big difference in stats.The first para unit,in MP terms is a brigade but has as much firepower as the last model which is 3 times more MP needed(not logical).
One last thing.A long time ago when you asked about Greece unit names i send a reply and told you that those given were wrong and gave you the correct ones.now i quess that with so much work probably you didnt pay attention and didnt put it.Are you interested to send them again so they might find their place in 0.71 or not?Just say and will be there.
As i said again great job.Keep on.
All the above were the result of a tech tree complited with a minor country human tech mod.The reason i choosed minor is because i can deside what to follow since a major has an alrady given start.
 
The ancient mar said:
1st i would like to say that it hell of a job.Well done people.
Now to some serious talk.CAG have only 1 surface defence(rather low i beliave).

And it represents roughly 1/3 of the normal unit (it cost is v. low), so translated to the normal numbers, 90 carrier based planes starts with GD 3 (and overall higher org then land based planes). Also - research, research...

Advanced ASW tactics cant be research althought all needed for it are found(maybe a bug?).

We will check that, it might be a bug...

If in 0.64 bober range was to much no is to low.CAG have a maximum of 270 and turbojet dive bombers only100(it is to to low,these range values are good for TGW mod instead of CORE).

There is a lot of technologies that rise the range. Engines, fuel, better aerodynamics, fuel tanks... Some models got low range stats deliberately, to limit the impact of the upgrades (as far as I rememeber rocket fighter got range zero (sic!), but with all neccessary upgrades on the way it is around 500km).

Para if you research the whole tree will find out that they dont have a big difference in stats.The first para unit,in MP terms is a brigade but has as much firepower as the last model which is 3 times more MP needed(not logical).

On the other hand, difference in organization is very high. You can tool up early war brigade with new toys like guns, bazookas and assault rifles, but it can't replace tactics and experience. :)

One last thing.A long time ago when you asked about Greece unit names i send a reply and told you that those given were wrong and gave you the correct ones. now i quess that with so much work probably you didnt pay attention and didnt put it.Are you interested to send them again so they might find their place in 0.71 or not?Just say and will be there.

I guess it had to be lost somewhere during the integration, it sometimes happen... Sorry about that - if you could post it again on the thread dedicated to the unit names that would be great! :)

Thanks for the feedback!
 
The ancient mar said:
1st i would like to say that it hell of a job.Well done people.
Thanks!

Now to some serious talk.CAG have only 1 surface defence(rather low i beliave).
Remember that CAG are only 30 planes, Surface defense can be improved through tech advances!

Advanced ASW tactics cant be research althought all needed for it are found(maybe a bug?).

If in 0.64 bober range was to much no is to low.CAG have a maximum of 270 and turbojet dive bombers only100(it is to to low,these range values are good for TGW mod instead of CORE).
Range numbers aren't Km neither Miles...CAG range can be improved researching LR fighters and other tech, about Turbo-jet Cls-Sup you are right, their range is too low.[/QUOTE]

One last thing.A long time ago when you asked about Greece unit names i send a reply and told you that those given were wrong and gave you the correct ones.now i quess that with so much work probably you didnt pay attention and didnt put it.Are you interested to send them again so they might find their place in 0.71 or not?Just say and will be there.
Sorry, probably I missed it, can you please post it on "C.O.R.E. models.csv" thread?

Thanks for the feedback!
Pk
 
Hey you are quick!!

Thanks for the quick answer.Now i would like to tell that as you probably saw i said that the examples given are with a complete tech tree.So in the end CAG will have a surface def of 1(when other units have 10 or more so if its 1/3 on a 100 planes then the surf.def should be 3 but it is not maths,it doesnt matter how many planes you have but how good is every 1 of them to avoid AA fire),CAG will have 270 range and torbojet divers will be as low as 100.To little dont you think.
Once again these stats are with a COMPLETE TECH TREE.
 
The ancient mar said:
Thanks for the quick answer.Now i would like to tell that as you probably saw i said that the examples given are with a complete tech tree.So in the end CAG will have a surface def of 1(when other units have 10 or more so if its 1/3 on a 100 planes then the surf.def should be 3 but it is not maths,it doesnt matter how many planes you have but how good is every 1 of them to avoid AA fire),CAG will have 270 range and torbojet divers will be as low as 100.To little dont you think.
Once again these stats are with a COMPLETE TECH TREE.

Huh?
Ok, you are right.
t's a bug, starting Ground Defense stat should be higher. Other stats rise, while GD stays on the low level...

EDIT: CAG's range is just right, it was intended value. We will work on the Turbojet bomber range, it actually too low - seems like I've focused on the fighters too much. :D
 
The ancient mar said:
So in the end CAG will have a surface def of 1(when other units have 10 or more so if its 1/3 on a 100 planes then the surf.def should be 3 but it is not maths,it doesnt matter how many planes you have but how good is every 1 of them to avoid AA fire)
It is math, that a smaller unit takes higher percentage of losses when a plane is shot down. Since all unit strengths in the game are given as percentage number the defensive values of smaller units have to be lowered, to simulate the greater impact of their losses. So 1/3 would be correct, of course, not 1.
 
Ilkhold said:
It is math, that a smaller unit takes higher percentage of losses when a plane is shot down. Since all unit strengths in the game are given as percentage number the defensive values of smaller units have to be lowered, to simulate the greater impact of their losses. So 1/3 would be correct, of course, not 1.

It's whole different story... since command surface_defense doesn't work when it comes to planes, CAG's don't get GD rise as they were supposed to...

No problem, I'll prepare solution in the next fix. So far it will affect bombing missions, air-to-air missions should work just fine.
 
more feedback.

Since i cant find a tread named unit names(sorry about it) i will post here.
infantry=peziko inf.div.=merarhia pezikou
cavalry=ippiko cav.div.=merarhia ippikou
motr/mech=mihanokinito peziko motor/mech div.=mihanokiniti merarhia
paras=aleksiptotistes para div.=merarhia aleksiptotiston
marines=pezonavtes mar.div.=mararhia pezonavton
alpines=oreino peziko alp.div.=oreini merarhia
militia=ethnophroura militia div.=merarhia ethnophrouras
tanks=armata(or tethorakismena)tankdiv.=merarhia armaton(tethorakismenon)
BB= thorikoto(small=mikro,pocket=tsepis,fast=tahi)
CA=katadromiko(light=elafro,heavy=vari,nuclear=pirinokinito)
If you need more say.
My small contribution(hehehehe).
 
Steel said:
Regarding MP release I would like to give it one week for people to test this in SP, then release a v0.71SP patch and a full v0.71MP installer.

hehe and to think we already started an mp CORE 0.70 game yesterday as we could not wait and it has not crashed yet ;)... although I had my minister of armanents assasinated and the "none" word appeared... could not pick anybody to substitute him.. but I think thats a HOI bug?

BTW whats up with the blimey dos load screen...?

F
 
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Fiendix said:
hehe and to think we already started an mp CORE 0.70 game yesterday and it has not crashed yet ;)... although I had my minister of armanents assasinated and the "none" word appeared... could not pick anybody to substitute him.. but I think thats a HOI bug?

BTW whats up with the blimey dos load screen...?

F

Minister assasination is random vanilla HoI event - and sometimes happens even if there is no replacement available. Annoing. :)

Load screen is added to show players, that game actually does something when they click the CORE icon - since the size of events descriptions archive is quite large, game needs some time to analize that, then to start scenario... On the other hand, it considerably shortened scenario load time.
 
Fiendix said:
BTW whats up with the blimey dos load screen...?

Yeah I talked about that earlier. It doesn't really seem to do anything, and you can actually close it before the mod loads...Perhaps it is some sort of nostalgia trip so we all can see how great dos where... :p
 
The ancient mar said:
Since i cant find a tread named unit names(sorry about it) i will post here.
infantry=peziko inf.div.=merarhia pezikou
cavalry=ippiko cav.div.=merarhia ippikou
motr/mech=mihanokinito peziko motor/mech div.=mihanokiniti merarhia
paras=aleksiptotistes para div.=merarhia aleksiptotiston
marines=pezonavtes mar.div.=mararhia pezonavton
alpines=oreino peziko alp.div.=oreini merarhia
militia=ethnophroura militia div.=merarhia ethnophrouras
tanks=armata(or tethorakismena)tankdiv.=merarhia armaton(tethorakismenon)
BB= thorikoto(small=mikro,pocket=tsepis,fast=tahi)
CA=katadromiko(light=elafro,heavy=vari,nuclear=pirinokinito)
If you need more say.
My small contribution(hehehehe).

The model thread is this: C.O.R.E. Models.csv
However it's not a problem ;)

I will add these names, were the old ones wrong? Th ey were submitted by a Greek guy on this forum...
 
Fiendix said:
BTW whats up with the blimey dos load screen...?

During the internal test Gwalcmai proposed it (he used a similar solution for switching province.csv files between TGW mod, C.O.R.E. mod and vanilla). Basically it just works around a mod-dir limitation, province.csv is the only vanilla file we over-write and the batch files (there's one for C.O.R.E. and one for vanilla) allows a way to automatically load the right one without having to rename files. Personally I'm split about using it, I could just as well do without it since I have unique installs for every version/mod of HoI.

If you hate it or love it then speak up. I'll add something to the FAQ for v0.71 about how to create a mod-dir shortcut icon that bypasses the splash screen and the batch file.
 
Hi

Tried 0.7 today, it seems that the japanese AI really don't do anything. they haven't captured or lost a province in, at least, 5-6 years of game time now, it's 1944. The italian AI seems a little off too, they lost africa, now they don't do anything.
Anyone else noticed this ?