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This has been much discussed, capital. The developers take the view that since naval transports can be used for sea-borne invasions like D-Day and Saipan, it's necessary to reflect the scale of such operations in the cost of the transports - i.e. you're not just building a transport capacity but a major invasion fleet.
 
Capitalist.Thanks.

This has been much discussed, capital. The developers take the view that since naval transports can be used for sea-borne invasions like D-Day and Saipan, it's necessary to reflect the scale of such operations in the cost of the transports - i.e. you're not just building a transport capacity but a major invasion fleet.

Two suggestion:

First: we understand that naval transport represent a minimum fleet of 25 and more screens but i personnally doubt if such fleet was includes so abnormall volume of personnell even in Overlord and Saipan.

Historically, countres used oceans liners that housed divisions (without equipment of course). How it reflect in terms of HOI and Manpower if fleet is sunk ? The same operation of Royal Navy to rescue soldiers from Dunkerque, contrary to this model.

Second: After the experience of playing for Canada and Australia, these countries can forget about any strategists operations in the theaters because them scarcity manpower.


I believe in the following order to calculate manpower for transports. Actual landing craft for 25 ships + malus for non-combat losses (are back to pull ).

Im not sure how match is ACTUAL. Can only imagine about some 7000-8000 together with malus , maximum.

I would appreciate it if somebody a point to my mistake in my assumptions.
 
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I don't think there's necessarily an error in your assumptions, capital. I've argued along similar lines with even more conservative estimates. It's more a case of the developers beginning with a different and (arguably) equally valid set of assumptions. Unfortunately, given the constraints of the transport model type it's just not possible to reconcile the two and so, not unnaturally, the devs prefer to stick with their own.

I'm sure that if you wanted to present your arguments further you'd get a good hearing at http://terranova.dk/portal.php?sid=4d487afa3e7e5be3f76197d2d456807c.
 
CAPITALIST M.b later.

I don't think there's necessarily an error in your assumptions, capital. I've argued along similar lines with even more conservative estimates. It's more a case of the developers beginning with a different and (arguably) equally valid set of assumptions. Unfortunately, given the constraints of the transport model type it's just not possible to reconcile the two and so, not unnaturally, the devs prefer to stick with their own.

I'm sure that if you wanted to present your arguments further you'd get a good hearing at http://terranova.dk/portal.php?sid=4d487afa3e7e5be3f76197d2d456807c.

M.b later. I was intrested to hear opinion of CORE developers as most sofisticated Naval Mode ever ( What can I do - in this theme i have respect to CORE developers ).
 
In a non-related issue I recently came to the realization that there is something very wrong with ship firing distances in CORE. BB 4's have a range of 24, while BC 7s' have 30 (if I recall the numbers correctly). What this means is that with a good admiral, the Scharnorst and Gneisenau can effectively engage every single british and american battleship in 1940-1941 and stay out of the battleships range. Thus, 2 ships with historically inferior armament can outrange and sink a dozen american battleships in a prolonged engagement...

Kind of off if you ask me. ;)

This is historical. The Scarnhorst-class, and the preceding Deutschland-class pocket battleships, used a very high velocity 28cm gun. This gives it a longer effective range than the mounts on most US and British WW1-era designs. Part of this is the muzzle velocity of the rounds in question, the other is the more limited gun elevation possible in their turrets.
 
why in the last version of CORE the naval trancports need 15 000 souls of personnel ?

You will have to forgive me since it has been a long while since I thought in CORE2 mode (trying to get CORE3 out :D ), and it has been a couple of years since I worked on the calculations for the number of personnel needed to land a combat ready division on a foreign shore.

If we look at the amount of transport needed for personnel and equipment, you are looking at tens of ships. This is just to transport the troops from point A to point B. Now, we have to account for the fact that one of these divisions can be an armor division, so that increases the number of ships significantly. Once you have the troops off the enemy shore, now you need the support staff necessary to put the troops ashore in a hostile environment. This is all of the personnel for driving landing craft, organizing the beachhead to ensure efficient distribution of supplies, and coordinating the landing.

If we look at an invasion like D-Day, you have as many support personnel as troops being landed. This puts the number of personnel to transport one division close to the number that you are actually landing, hence the number that seems artificially high.

Actually, it is artificially high if you only look at the crew of the transports themselves. Unfortunately, there isn't a way to model the extra logistical load of an invasion mission, so we have to treat all transports as being able to immediately switch to the role of invasion force.

Hopefully, this answers your question.
 
Capitalist. I accept the explanation.

you will have to forgive me since it has been a long while since i thought in core2 mode (trying to get core3 out :d ), and it has been a couple of years since i worked on the calculations for the number of personnel needed to land a combat ready division on a foreign shore.

If we look at the amount of transport needed for personnel and equipment, you are looking at tens of ships. This is just to transport the troops from point a to point b. Now, we have to account for the fact that one of these divisions can be an armor division, so that increases the number of ships significantly. Once you have the troops off the enemy shore, now you need the support staff necessary to put the troops ashore in a hostile environment. This is all of the personnel for driving landing craft, organizing the beachhead to ensure efficient distribution of supplies, and coordinating the landing.

If we look at an invasion like d-day, you have as many support personnel as troops being landed. This puts the number of personnel to transport one division close to the number that you are actually landing, hence the number that seems artificially high.

Actually, it is artificially high if you only look at the crew of the transports themselves. Unfortunately, there isn't a way to model the extra logistical load of an invasion mission, so we have to treat all transports as being able to immediately switch to the role of invasion force.

Hopefully, this answers your question.

ok...
 
If someone would like to have stronger ground defense, longer battles, not just few ours
Here are the fails
Just open Arma folder, then mod-CORE2 folder and db folder,
replace files
changed misc and modifiers files
as land battles take longer time – slightly increased armor, moto and cavalry speed

http://www.mediafire.com/?vqztdamm45q
 
Don't know if this is WAD or if it's been reported earlier, but as the US (at least) I can build aux.ships with crazy range (15500). Have to say though, I regret waiting until now to play this mod. I love it!
 
Hello, C.O.R.E. team. I am having a blast playing the latest version. I think that the best part of the game is the intricate tech tree. You can fine tune your army, navy, and air force like never before. Very enjoyable for those of us who like to micromanage to an extent.

Looking at the flags and shields, I saw a Confederate Flag. How to you have the chance to play as or fight against them? I messed around with America, using the 'freedom' cheat, to see if America had to become a Stalinist, fascist, or any other alignment in between to 'liberate' the South, but I received no option to.

Thanks for such a great, detailed mod!
 
If I remember right, one way to "liberate" the CSA was to increase dissent in those areas and then having rebels popping up. Once they conquered some territories within the historical Confederate States they will form the CSA. So if you want to see the Confederates in the game, play as the US and increase dissent whenever possible to make rebels raise. May take a year or two before it happens though. Maybe there is an event that will instantly make the CSA secede?

I think Texas can also exist as an independent republic (at least in Vanilla), to bad all the other states can't secede from the Union. At least would be cool if you could "throw out" members of the union! (bye bye, Yankee states :D )
 
I don't know if this is just an issue with my mod. But ever time I play a country that isn't Germany or France, after Germany declares war on Poland and gets declared on by the allies, France pushes in and is able to take and hold three and sometimes four German provinces near the border. Germany then is unable (or unwilling) to take those provinces back, doesn't declare on Denmark and Norway and again doesn't declare on Belgium, Netherlands and Luxembourg. Effectively stopping the development of the rest of the game.
 
I do know the AI has the tendency to go 'off-whack' when playing on a long stretch without reloading. Did you try save the game at certain intervals, then reload? I do recall that France advancing on the western front stops further offensive moves, but the AI is supposed to counter French incursions.