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Barbarossa

It's my understanding that the Germans look at the strength ratios between the Wehrmacht and the Red Army to determine whether or not to attack. I haven't played a released V0.9 yet, but in the Beta testing games I was monitoring, Barbarossa in the summer of 41 was pretty common and occuring between April and July.

You might double check if the Germans are loading on warships instead of ground forces in those games where Barbarossa isn't firing.
 
gzav said:
True, helps me move stuff a lot faster, everyone should do it...(well, everyone except those that put CORE in the title when it's actually a general issue)...

*moved

edit: crappy Safari...am on uni MacOS X computer now, and for some reason, the "move thread" option won't work...will do it when i'm back home.
Back home now, so really *moved
 
Engineer said:
It's my understanding that the Germans look at the strength ratios between the Wehrmacht and the Red Army to determine whether or not to attack. I haven't played a released V0.9 yet, but in the Beta testing games I was monitoring, Barbarossa in the summer of 41 was pretty common and occuring between April and July.

You might double check if the Germans are loading on warships instead of ground forces in those games where Barbarossa isn't firing.

You might be right, Germans in my tests (handsoff playing Cuba or Switzerland) always have relatively strong fleets and try Sealion.
In my youngest game as USA they declared war on USSR in May, alright.
I know about the strength ratio, it was nonetheless the normal one as usual.
Any idea about the problem with loading as another country?
I gave it countless tries, about 1 out of 5 are okay, all others crash.
 
Pro_Consul said:
Well, SATA does appear to be related, but is not the whole problem. I made sure the SATA controller was disabled and confirmed that it already had been disabled the whole time. So I skipped to the next two steps and formatted and reinstalled Windows. This time I did not allow the Nvidia (I have an NForce chipset) unidriver to install the IDE drivers. I installed HoI, then patched it up to 1.06c, confirming at each point that the game was operable and on the proper version. When I went to install CORE 0.9 this time I did NOT get the Windows error like I had on all previous attempts. I did, however, still get the checksum and TOC errors, so I am still unable to install CORE.

I now suspect that there is some core chipset driver incompatibility that I am not going to be able to fix without sacrificing motherboard functionality, and that is something I am unwilling to do. That said, I have a few questions related to potential workarounds:

1. Is there any way to manually extract and install the files for CORE 0.9?

2. If not, is there any way to get access to the files in a standard zip format instead of the executable installer?

3. Is there any way to get access to v0.85, since it appears to be unavailable on the Coremod site? (The most recent version available on the previous versions page is 0.71)


Sorry to hear about all the trouble, never come across anything like that before. The v0.9 download for Mac is a zipped version, you can use that. The v0.85 version is also available here
 
jdrou said:
According to the FAQ you don't need to do this for 0.9, only for 0.85. I assume the 0.9 installer knows to look for the alternate directory.
Nope, it just goes ahead and installs everything in mod-CORE. It's safe to delete the core directory before the installation.
 
I've run into a problem (or maybe just a user errror) playing Japan. Saved my game in Jun37, but can't get the war with China to trigger in Jul-Oct (Marco Polo bridge will trigger every time, but can't trigger the war option). Tried rerunning 7 or 8 times starting with my saved game in Jun37 and letting run through Oct37 and no luck. Any special conditions that need to be in place (certain leader, etc) to trigger the event? Thanks!
 
Steel said:
Sorry to hear about all the trouble, never come across anything like that before. The v0.9 download for Mac is a zipped version, you can use that. The v0.85 version is also available here

Thanks, Steel. I pulled down both files, but I am having problems with your advice, however. With the Mac zip version there doesn't appear to be an executable in it. Pics, AI files, events, etc....but no CORE executable file to start the game with. Am I missing something? (The lack of install instructions for the Mac version leaves me hanging on this one.)

Also, I cannot install v0.85 without installing 0.84 first, and I just found out that the 0.84 installer (which I already had backed up from before I wiped my drives) gives me the same problem as the 0.9 one. :(

Tomorrow morning I am going to install Win2K as a dual boot option and see if I have better luck with that, but I would really like to get this thing working under XP if possible. :grinding teeth and cursing Bill Gates:
 
Pro_Consul said:
...but no CORE executable file to start the game with. Am I missing something?

Oh, THAT's what you meant...there is no CORE executable file, it's a mod not a game. Use the mod directory name as a switch in the command line. For instance, I use "C:\Games\Hearts of Iron\HoI.exe" core, since my CORE directory is "C:\Games\Hearts of Iron\core\". (Platinum Edition ahoy!) You'll have installed it in some default directory, depending on whether you have the original or platiunum editions, and the directory might be called \MOD-core\ or something like that.
 
I've run into a problem while playing CORE.(I have HOI Platinum..so not sure which version of CORE it is)I'm playing Germany and it's 1943.The Axis consists of: Germany,Hungary,Romania,Bulgaria,Ukraine,Georgia,Azerbaijan,Russia,the US,Liberia,Phillipines,Persia.

Anyways,to give as much info as possible.So far,I've influenced the US,gotten it to join the Axis.I invaded Russia,liberated the Ukraine,Georgia and Azerbaijan,I also chose to let Vlasov make a non-communist Russia.Persia joined in,invading the Soviet Union,so I got them into my alliance(the Axis)I also invaded the UK islands,took Gibralter,Northern Ireland,and now I've also taken the Egyptian parts of the British Empire. The Free French have so far taken back French West Africa(Algeria and Morocco remain in Vichy French hands).Now,once I took the Suez(and Jerusalem and Amman),the "New Order in Europe" event kicks in.I think everything is fine,I choose to implement it.The UK gives me territory,Gibralter goes to Spain,Ireland gets Northern Ireland(and joins the Axis),Iraq becomes my puppet,etc.

The problem comes when I look at the UK,they have gotten back all the territories I took(by this I mean,the Home Islands belong to the UK again).The UK's government is still democracy,as it was before(I thought they were supposed to become my puppet....but they aren't).The UK is not a part of the Allies,and not at war with me,but the rest of the Allies(Free France,Australia,Netherlands,etc) are still at war with me.Then,a week later,I get a message "UK sphere of influence violated",and then the UK declares war on me again,and joins the Allies again

I find it annoying,considering my troops left the Home Islands,and it'd mean I'd have to invade them all over again....
 
Victor1234 said:
Then,a week later,I get a message "UK sphere of influence violated",and then the UK declares war on me again,and joins the Allies again

The event where Germany puppets England takes place shortly after all of the Commonwealth events have fired, where they each either drop out of the war and give you your pre-WW1 colonies back, or keep fighting. However, if any of the Commonwealth nations - Canada, South Africa, Austrialia, New Zealand - have been annexed, the events cannot all happen, so England will not be puppeted and will DoW you again sooner or later. (Often very soon after, due to those SoI events.) In your game, the US has probably annexed Canada; New Order West is then impossible. If you have a savegame shortly before you got the New Order West event, and you know how to edit events, then find Event 5108 in the file cored_new_order_west.txt and change the trigger to:
Code:
	trigger = { 
			event = 5107 #All British New Order events must have happened
#			event = 5110
#			event = 5111
#			event = 5112
#			event = 5113
#			event = 5114
	}
The commented-out lines (with #'s) are from the normal event, but they're all triggered by Event 5107 anyway, so there really is no reason to have them in there. If Event 5107 has happened and the countries exist, the other events have too.
 
Small Modification to Italy

Hi all, for my personal pleasure I want to grant Iltay access to christie suspension instead of the vickers suspension. I want to aplly this change to a new 36 scenario/ core 0.90. Which files do I have to change ?

I appreciate any help !


Thanks
 
Draghkar said:
Hi all, for my personal pleasure I want to grant Iltay access to christie suspension instead of the vickers suspension. I want to aplly this change to a new 36 scenario/ core 0.90. Which files do I have to change ?

Well, Italy having decent fast tanks isn't historical; you're really meant to be doing the best you can with the what that country had at scenario start. Italy never had very good tanks, merely very good tank destroyers. However, if you want to change it anyway, go into \core\scenarios\1936\ and open up italy.inc in Notepad. Search for 2252. This is the Tech ID of the Vickers Suspension tech. Change it to 2250, and start a new 1936 game as Italy; you'll find you now have Christie Suspension instead of Vickers Suspension.
 
Thanks,

I realy know that this will not be a historic game ;) My main goal ist to achieve italian world domination. This means conquer the whole world. Main strategy will be not to join the Axis and remain strictly "neutral" so I want to conquer the med and than move to the middleast. I hope this will help Germany with the Brits. I think on tech Sharing with Japan to make them a tougher oponent to USA.

I am curious what this game will end up. BTW I use the no time limit patch.
 
Permanganate said:
Oh, THAT's what you meant...there is no CORE executable file, it's a mod not a game. Use the mod directory name as a switch in the command line. For instance, I use "C:\Games\Hearts of Iron\HoI.exe" core, since my CORE directory is "C:\Games\Hearts of Iron\core\". (Platinum Edition ahoy!) You'll have installed it in some default directory, depending on whether you have the original or platiunum editions, and the directory might be called \MOD-core\ or something like that.

Thanks, Perm. This sorted me out perfectly! I am now starting my first CORE 0.9 campaign. Yer the goods! :D
 
v0.91

I've been testing v0.91 most of this evening and there appears to be a new crash-bug in there somewhere. I'm putting the release back by 24 hours, ie to Monday evening, in order to find the root cause and fix it.
 
Excellent work on CORE 9.0 guys, lots of interesting stuff to discover by the looks of the faq.
I particularly like the 1939 scenario and trying it as the UK; but I do think that the Army is far too large, I know it might need to be a bit stronger for sea lion AI considerations but to have that many division is unrealistic.

The UK starts out with just two or three less than Japan !

In 1939 the regular British Army was 227,000 men including british troops in India and Burma. By August 1939 the territorial army had grown to 428,000 men(active reserve soldiers). Compare this to the German or French armies at the time which mobilised in size to several millions each, the divisions in the UKs starting OOB need to be drastically reduced.

The regularly army in 39 comprised:
22 regiments of 'cavalry'
69 regiments of infantry
plus artillery and tank regiments.
quite a few of these regiments were actually srving in the Indian army were a brigade often had two Indian and one British regiment.

The divisions break down for the UK in 1939 is:
Aldershot command 2 regular divisions
Southern, Eastern and Northern each with one regular division.
Additionally each command including Western,Scotish and London district had 3 or 4 territorial divisions, which would be under equipped and much understrength compared with the regularly army, so their position is half way between a modern US style national guard division and a cadre division.

The number of armoured formations seems too high with 5 or 6 divisions only lacking some manpower and supplies to make them full strenght.
In reality British armour in 1939 comprised 200/300 tanks mainly cruiser types, medium tanks like the Matilda 2 just appearing in small numbers, and several hundred light tanks (very light) in the divisional cavalry regiments (reconnaissance). Reducing the strength to just one armoured division would be appropraite if compared to starting French and German armoured forces.

The naval aviation forces are too strong as in 1939 the Fleet air arm comprised just 190 aeroplanes on aircraft and seaplane carriers. Additionally there were spotter floatplanes on capital ships and cruisers, typically Fairy Seafoxes of which 60 odd were available.
The in game 8 or CAG is too strong if you compare this to the japanese naval airforces.

I make these suggestions because the adjustments would make the UK a real challenge to play; significant losses in France or Dunkirk would really leave the player with problems of June 40, virtually all the mobile and armoured forces lost in France. Indeed iirc at this time there were only 100 or so AT guns left in the whole country.

Might I add that the US army and airforces in the 1939 scenario seem too strong ?
 
UK & US Forces

The V0.91 update will be reducing the UK ground force strength. The principle problem is a purely "historical" ground OOB will result in a German occupation of the home islands since a human German player can send the Kriegsmarine on a one-way trip to get enough divisions into England to win the war in a stroke.

Note that most of the units scattered around the empire are at partial strength.

Changes will include:
- putting most of Western Command into the build queue.
- Moving a corps into Portsmouth to defend that province
- Redeploying most of Fighter Command farther south.
- Adding several Ground Attack Fighters (Blenheim's) and Close Support bombers (Battles) to the RAF OOB.

The US OOB changes principally come from incorporating the National Guard (a mess of militia infantry and four cavalry divisions), the US Marine Corps, and land-based naval air. The NG units were all disbanded by the historical war entry. The infantry divisions, except the 39th, were reconstituted as regular infantry divisions. The cavalry was absorbed into the initial five armored divisions of the US Army. The USMC was ~40,000 troops, two partial strength divisions is pretty conservative, small garrison detachments were scattered all over the world. On the air force side, the US had three air forces since the Army, Navy, and Marines all had their own aviation components. The new units are the Navy's PBY patrol squadrons and the Marine close support squadrons.
 
Just got an unusual error in my game, it installed fine no problems, but in the main menu, right above single player, is a button called Disabled, in that menu is a list of Disabled buttons, obviously the names are missing, otherwise the game plays, just started off with Japan, so far so good.

Why the decision on the supply lines doctrine for the infantry? I was eagerly waiting to get a few things to drop my supply consumption, bit suprised when nothing became available because I needed this doctrine
 
C.O.R.E. too easy or am I wrong?

Hello,

I have played Core v0.9 several times so far - it's always the same: I choose the hardest difficulty, but when I attack hostile armies they are so weak that they lose each battle within a few hours or days -> very boring.

I think there is something wrong, isn't it? But what? Do I have to install other progs/mods except corev09? Or is it because of those mysterious techs like "Tech Tree (Human) - 1C 9000 days", which I had not invented yet?


I find corev09 quite amazing, so please help me.

p.s.: sry for my bad english
:confused:
 
wolvers said:
Just got an unusual error in my game, it installed fine no problems, but in the main menu, right above single player, is a button called Disabled, in that menu is a list of Disabled buttons, obviously the names are missing, otherwise the game plays, just started off with Japan, so far so good.

The Disabled menu is the tutorial. However, it's disabled in CORE and it never worked that well anyway. There's no way to stop people clicking on the button in a mod, and naming it Disabled is supposed to stop everyone but the very curious, like you. :)

wolvers said:
Why the decision on the supply lines doctrine for the infantry? I was eagerly waiting to get a few things to drop my supply consumption, bit suprised when nothing became available because I needed this doctrine

There's a cheap new land doctrine called Supply Rationalization that's a direct or indirect prereq for most of the infantry supply-reducing techs. Most nations don't start with it in 1936. Check you're researching it, because it's easy to miss.