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JRaup said:
Yes, it could very well mean that. Unfortunately with the way releasing works, we're going to be stuck with that, just as you are in vanilla. Some of this will be alleviated once we have a new IC distribution scheme in place.

Also, if it gets to bad you could just change the savegame to a different level of industrialization.
 
I tried a game of CORE v.0.22 as the USA and soundly trumped Japan who had only occupied northern China. I was most impressed with the whole feel of the game (which is dramatically improved over the stock version).

However I had encountered one thing that made me just stop playing. That was the evetn which created North Korea. First off I had released a whole and united Korea about eight months before I annexed Japan, second the Soviet Union wasn't at war with Japan, and Germany was beyond the Urals and into the 'Stans. Needless to say I don't get the logic of creating a North Korea as a Communist satellite state.

I might recommend that a restriction be placed in that event that the Soviet Union must be at war with Japan (other restrictions may also apply) to prevent such a thing.

Thanks for all the hard work.

SK
 
Shadow Knight said:
I tried a game of CORE v.0.22 as the USA and soundly trumped Japan who had only occupied northern China. I was most impressed with the whole feel of the game (which is dramatically improved over the stock version).

However I had encountered one thing that made me just stop playing. That was the evetn which created North Korea. First off I had released a whole and united Korea about eight months before I annexed Japan, second the Soviet Union wasn't at war with Japan, and Germany was beyond the Urals and into the 'Stans. Needless to say I don't get the logic of creating a North Korea as a Communist satellite state.

I might recommend that a restriction be placed in that event that the Soviet Union must be at war with Japan (other restrictions may also apply) to prevent such a thing.

Thanks for all the hard work.

SK
The post-WWII events creating all those new nations still need tweaking, especially when things go ahistorical. I had Communist buffer states being created and communist-held territory wast of the Westwall IIRC, without one Soviet soldier ever crossing the pre-WWII Soviet border. So your observation is in line with my findings, which have been acknowledged but remain unresolved for 0.22...
 
Hagar said:
The post-WWII events creating all those new nations still need tweaking, especially when things go ahistorical. I had Communist buffer states being created and communist-held territory wast of the Westwall IIRC, without one Soviet soldier ever crossing the pre-WWII Soviet border. So your observation is in line with my findings, which have been acknowledged but remain unresolved for 0.22...
Okay then i was sure that it had been noticed, but just wanted to point out this one instance in case it had not been taken into account.

Thanks.
 
Shadow Knight said:
Okay then i was sure that it had been noticed, but just wanted to point out this one instance in case it had not been taken into account.

Thanks.
O please do... And better even Mantify it to make sure it won't be forgotten.
 
I just installed this mod and although it is great to have so many events I stoped playing were quickly. There're three reasons:

- icons representing units on the left side of the screen are just incredibly ugly. I see no reason why all units are represented with a box (some with extra lines in it) as it makes very difficult to quickly differentiate between them. When looking at the attachments (small boxes) this problem seems even more obvious to me. Original icons were just much better. Something similar applies also to the ship silhuettes.

- I don't like the country colour scheme (ok, that's my problem, I don't blame you for that)

- it is obvious, that a lot of energy and effort was given to the tech tree but I think there's too much of everything. Especially infantry section is confusing and overcrowded.

Is it possible to just simply copy the events files from Core folder to the original DD and play it then?
 
Loerst said:
I just installed this mod and although it is great to have so many events I stoped playing were quickly. There're three reasons:

- icons representing units on the left side of the screen are just incredibly ugly. I see no reason why all units are represented with a box (some with extra lines in it) as it makes very difficult to quickly differentiate between them. When looking at the attachments (small boxes) this problem seems even more obvious to me. Original icons were just much better. Something similar applies also to the ship silhuettes.

- I don't like the country colour scheme (ok, that's my problem, I don't blame you for that)

- it is obvious, that a lot of energy and effort was given to the tech tree but I think there's too much of everything. Especially infantry section is confusing and overcrowded.

Is it possible to just simply copy the events files from Core folder to the original DD and play it then?
The 'box' you refer to is simply the usual NATO military representation: a cross means infantry, an oval circle armor, a slash cavalry, a slash + oval circle armored cavalry etc. But basically it is all a matter of taste. If you prefer the original graphics you can copy the corresponding one from the HoI DD directory into the matching in de mod-CORE2 subdirectory (gfx\interface\models into mod-CORE2\gfx\interface\models). Be careful what you overwrite, but as a lot of graphics still have to be added it won't be much of a problem. I wouldn't know whether you can do that with the country color scheming though. Copying events from CORE to DD won't work without a lot of tweaking an hacking files (if at all), so I'd definately advise against that.

As to your last remark the tech tree is crowded, sure, and it does at least take a few test runs to get the hang of it all. It happens to everyone who starts out with CORE, but after a while you get the hang of it and actually start to appreciate it. It does force you to make choices what your strength and weak areas will be. Whatever the case it does take some time to get used to. It would be a shame to let a first impression spoil it for you. My first reaction to CORE was the same, and with the DD expansion and added timeline things are more crowded still. But I haven't walked away from the first impression, and look where it got me... :rolleyes:
 
Hagar:

Thank you for friendly and quick reply. I copied original icons from DD to Core folder and although a few are mixed and artillery attachment are stilly ugly NATO boxes (bah, soldiers, don't have a clue about art :) ) the majority is now ok.

I still miss explanations why I can't research some things, how come some new destroyers have worse characteristics than old, what are motorized cavalry with helicopter as a unit picture doing here in 1936 and have somehow problems deciding what to research, but I decided to give it another chance, after all, I liked original HoI2.

So, here I am, in my office in the job, playing CORE mod for the whole morning and just loving all the zillions of events that happen to the brave people of our beloved soviet republic. :) Heck, the only thing really bothering me are those annoying clients wanting to know when I will finish my work and who just cant' understand, that if things will go like they started today thay would just have to wait for a day or three. :)
 
I'm playing CORE 0.25 for Doomsday, as Turkey, as part of the Axis, and have noticed that the AI is very poor at launching mass invasions by sea - at least the UK has managed to land one unit at a time in Palestine, on rare occasions,in this game, but Norway, which Germany declared war on, has had only two provinces occupied, and then only by Finnish forces from the North, almost 18 months after being declared war on. Obviously, the AI needs serious work to enable it to do mass invasions like the Norwegian one and, of course, D-Day, later on.

Also, the liberate countries option needs to be widened to cover all future nations around the world. At the moment, I had to artificially force Britain to temporarily surrender, via a cheat-code, so as to put Kuwait under Iraqi ownership, instead of having it as a far away Turkish province(I'd conquered Iraq and installed an allied puppet government by then) - I also then handed over the Suez provinces to Jordan as it was part of the Axis, and Egypt wasn't. This was historical as Kuwait was grabbed from the original Iraq by the British in the first place(one of the reasons why Saddam invaded, later on).Therefore any colonial possession outside any home country should be allowed to become a puppet-government in its own right(eg:- Kenya/the Congo, Burma etc.) or, if it's an innate ethnic part of another nation, it should be incorporated into that other nation, if it is allied with the occupying power(ie Gibraltar should be returned to Spain, even if it's Germany and not Nationalist Spain which grabs the territory with its armed forces etc.

Thirdly, I don't seem to notice a "Liberate Armenia" option, despite the fact that I've already set up Georgian and Azerbaijani governments, after occupying the lower half of the Caucasus. I wouldn't choose the Armenian option as Turkey, this game, since that would mean losing a couple of Turkish provinces, but next game, as Germany, I'd love to be able to set up an Armenian puppet-regime. Please make that possible.
 
Loerst said:
Hagar:

Thank you for friendly and quick reply. I copied original icons from DD to Core folder and although a few are mixed and artillery attachment are stilly ugly NATO boxes (bah, soldiers, don't have a clue about art :) ) the majority is now ok.

I still miss explanations why I can't research some things, how come some new destroyers have worse characteristics than old, what are motorized cavalry with helicopter as a unit picture doing here in 1936 and have somehow problems deciding what to research, but I decided to give it another chance, after all, I liked original HoI2.
I must have missed this one somewhere...

As to the research, that depends on what you are missing. We tried to show which techs are required (displayed by a little yellow 'R' when you select it, note that this could be an OR requirement, it isn't always an AND requirement!). Some require radar and electronics techs (some graphics (attempts to) point these out), and some are blocked due to basic doctrine, economic state and level of industrialization. You'll figure it out after a while. ;)

As to the models, a higher number doesn't always imply a better model. It surely is a different model, and could be good for specific tasks but worse for others. So before choosing what to build try to determine your main intention regarding deployment. It's not that the destroyers you mention are worse, they are probably worse in some areas and better in others.

As to the graphics: most of those hopefully will be resolved for 0.30 (part of my workload, together with Armd). Up til 0.25 little has been done about the graphics, if any, so there are definately some mismatches present. Please ignore them for now, in the knowledge that it's - finally - high up on the to-do list.

I can't help out in what to research, obviously... That really depends on what you're planning to do. :D
 
Hagar said:
As to the models, a higher number doesn't always imply a better model. It surely is a different model, and could be good for specific tasks but worse for others. So before choosing what to build try to determine your main intention regarding deployment. It's not that the destroyers you mention are worse, they are probably worse in some areas and better in others.

Any possibility that we will see some sort of guide to the variuos unit models? A (totally made up) example to clarify what I mean:

Destroyer model nr X: Great war destroyer (short range)
Destroyer model nr X: Early destroyer (short range)
Destroyer model nr X: Early destroyer (long range)
Destroyer model nr X: Early destroyer (ASW)
Destroyer model nr X: Modern destroyer (Anti-Air)

Something similar that quick and easily shows the (main) purpose of variuos models.
 
Wolfhead said:
Any possibility that we will see some sort of guide to the variuos unit models? A (totally made up) example to clarify what I mean:

Destroyer model nr X: Great war destroyer (short range)
Destroyer model nr X: Early destroyer (short range)
Destroyer model nr X: Early destroyer (long range)
Destroyer model nr X: Early destroyer (ASW)
Destroyer model nr X: Modern destroyer (Anti-Air)

Something similar that quick and easily shows the (main) purpose of variuos models.
Not for 0.25 I reckon, for the naval side of things at least. The naval tree is under construction for 0.30 (so is the armor tree), which hopefully will be the final changes. After that a definite maybe. :p
 
As regards my last post in this thread about the liberate Armenia option, I have just found out that there actually is one - sorry. My concern was that certain UK colonies like Kuwait ought to be allowed to become puppet governments well before the UK government , as a whole, surrenders.

Also, when I said the AI was hopeless at mass sea-invasions, I should have mentioned that Germany didn't even try to do an Operation seaLion attack on the UK, despite its sucess in Europe and Russia.

Thirdly, I am very concerned about the slowness of the research advance, while playing minor countries like Turkey. Turkey had just been modernised by Kemal Ataturk so should really be on a par with Nationalist Spain, say, on the technology chart. I(s there any way to speed up the research advance? (by changing numbers in the savegame file, perhaps?) I would like to speed up the research advance for some minor countries, and to greatly speed up the research progress of the majro countries, to make it easier to build nuclear weaposn by 1945 etc.
 
CromCruachan said:
As regards my last post in this thread about the liberate Armenia option, I have just found out that there actually is one - sorry. My concern was that certain UK colonies like Kuwait ought to be allowed to become puppet governments well before the UK government , as a whole, surrenders.

Also, when I said the AI was hopeless at mass sea-invasions, I should have mentioned that Germany didn't even try to do an Operation seaLion attack on the UK, despite its sucess in Europe and Russia.

Thirdly, I am very concerned about the slowness of the research advance, while playing minor countries like Turkey. Turkey had just been modernised by Kemal Ataturk so should really be on a par with Nationalist Spain, say, on the technology chart. I(s there any way to speed up the research advance? (by changing numbers in the savegame file, perhaps?) I would like to speed up the research advance for some minor countries, and to greatly speed up the research progress of the majro countries, to make it easier to build nuclear weaposn by 1945 etc.
The number of research slots are linked to the IC level. Those will be revised in 0.30. Don't know what that will to to Turkey though. As to nuclear research - that one will be difficult to research, as it should be. The current energy bonuses will be changed into penalties for one. Only a major power should have the strength to be able to bear the burden, really. There's no way a minor should be able to do so within the given timeframe without crippling himself...
 
Wolfhead said:
Any possibility that we will see some sort of guide to the variuos unit models? .

...Something similar that quick and easily shows the (main) purpose of variuos models.

Model 0 - Patrol Gunboat (Small Warship, Limited Capability)
Model 1 - Motor Torpedo Boat (Very Short Range, Limited Capability)
Model 2 - 500 Ton Destroyer (Limited Anti-Submarine Capability)
Model 3 - Escort Sloop (Anti-Submarine Warfare)
Model 4 - 1000 Ton Destroyer (General Purpose Destroyer)
Model 5 - Corvette (Anti-Submarine Warfare)
Model 6 - Large Destroyer (Destroyer Leader, Bigger, More Expensive, Available earlier)
Model 7 - 1500 Ton Destroyer (General Purpose Destroyer)
Model 8 - 2000 Ton Destroyer (General Purpose Destroyer)
Model 9 - 2500 Ton Destroyer (General Purpose Destroyer)

Hope this answers some of you questions. The models are arranged in the order that the AI will build them. Generally, if you build the higher model number you are getting the best capability for your "buck." There are speciallized models like the Corvette and Sloop which are not good for anti-surface or anti-air warfare, but excel at anti-submarine warfare. Anything smaller than model three (500 ton or smaller) is at a severe disadvantage.
 
CromCruachan said:
As regards my last post in this thread about the liberate Armenia option, I have just found out that there actually is one - sorry. My concern was that certain UK colonies like Kuwait ought to be allowed to become puppet governments well before the UK government , as a whole, surrenders.

This is controlled by the program and we can't modify that.


Also, when I said the AI was hopeless at mass sea-invasions, I should have mentioned that Germany didn't even try to do an Operation seaLion attack on the UK, despite its sucess in Europe and Russia.

There are a number of stages where Germany decides whether to go with a Sealion style attack against the UK or focus on the USSR. Once it makes that decision, it is committed to that path. I don't know if there is a point where the AI revisists that decision once a war in the East has been successfully completed.


Thirdly, I am very concerned about the slowness of the research advance, while playing minor countries like Turkey. Turkey had just been modernised by Kemal Ataturk so should really be on a par with Nationalist Spain, say, on the technology chart.

AFAIK, Turkey wasn't on the same level of Spain in terms of domestic research ability. There wasn't the same level of domestic production of equipment or other indicators of infrastructure that would justify that.


I(s there any way to speed up the research advance? (by changing numbers in the savegame file, perhaps?) I would like to speed up the research advance for some minor countries, and to greatly speed up the research progress of the majro countries, to make it easier to build nuclear weaposn by 1945 etc.

Yes, you could cheat and give yourself all of the blueprints. That would certainly speed up research. That would kind of ruin the reason for playing a country like Turkey where you are forced to play within the limitations that were historically present.

Historically, there were few countries with the infrastructure to develop nuclear weapons during that timeperiod. During this time, Turkey didn't really have the theoretical science institutions or infrastructure to support nuclear weapons research.

As for other countries, they have to make the decision to commit a significant portion of their research toward achieving a nuclear weapon by 1945. Most countries will not be able to make that commitment and still be able to keep other research strings on schedule.
 
Sorry, I didn't mean that I wanted nuclear technology for minor countries like Turkey, I'd actually referred to larger countries with that remark. I'd got the impression that, even with 5 slots, that it would be tough for even a country like the US to do nuclear research while also keeping up to date with other technology as well. I'd just thought that, after Ataturk's modernisation of Turkey, it might have been on a par with Nationalist Spain, but I guess I was wrong.

I admit I'm cheating by using blueprints for each research, but, to be honest, 90-95% of the time Germany gives me blueprints for any technology I research(I allied with Germany within 3 months of the start of the game in 1936), so I hardly need it, I'm just seeing how a fascist Turkey with only slightly more modernised technology tha it's supposed to have , could survive in WWII, that's all. I never cheat at all with the major countries, but with minor countries, I find they're only worth playing if played unhistorically.

As for the issue of creating all ex-colonial countries like Kuweit/Congo etc., or new countries like Slovenia(a modern country existing in the north of Yugoslavia above Croatia), I'd have thought it was possible. After all, Paradox games deliberately encoded everything in plain text, allowing players to change the savegame files.

However, even if it isn't possible, I still think that another option should be included. For example, playing as Turkey, I've been able to conquer almost the whole of the Caucasus, but because Germany has captured/owned two of the provinces within the Caucasus, I was unable to have the option of "liberating" a puppet-state of Caucasus(Circassia?) - this is assuming, of course, that the game allows the creation of a Caucasus republic, in the first place, which it should, really, as they are ethnically/culturally distinct from Russia proper. Anyway, the game currently allows the transfer of controlled provinces between allied nations, but only after the opposing country has been completely conquered. This is all very well for tiny minor nations, but is unrealistic for huge nations such as Russia. Why not allow the transfer of temporarily owned/controlled provinces between allied nations via the "Open Negotiations" option? After all this is historically accurate, as most wars allowed this. Didn't Germany, in WWII, take over Italian-controlled provinces in Greece,for example, after the Italian invasion of Greece started to fail?

Is there a list somewhere of all the possible nations that can be potentially created/liberated, other than the ones already present in 1936?

Lastly, in my current CORE 0.25 Doomsday game, I came across a "Flying Tigers" event for Nationalist China. This presumably refers to the US airmen lent to Nationalist China by the US to fight against Japan, before US entry into the war - problem is that Japan has already conquered China by then, and set up a puppet regime of Nationalist China as an ally, so that having the US support a fascist government, allied to Japan, seems somewhat ridiculous. Also, while Japan wiped the floor with the rest of China, it hasn't attacked Communist China at all for some bizarre reason(despite my putting the AI at "Normal" for its chances to declare war).

OH, one last thing. I notice that Japan doens't become part of the Axis in my game. Is this normal? Most other wargames have Germany, Italy and Japan in the same alliance. I'm not really complaining, though. I have a great game now with Germany, Italy, and a dozen liberated European minor countries, along with non-puppet-regimes like Nationalist Spain and Portugal fighting against the Russia and the UK-allies(but minus the US), and Japan and various puppet regimes all over China and Southeast Asia fighting against the Uk-allied countries as well as the US/Phillipines, with Russia having declared war on the UK and its allies before being invaded by Germany.
 
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A bug report:

Germany and Soviet Union are at war already in 1938, however they still make a molotov - ribbentrop pact in avg. 1939 (ok, althought it would be strange, Stalin and Hitler would maybe actually be able to do that), but after collapse of Poland, Germany retreats from the Soviet part of Poland and hand the territory to the Soviets.

Regarding the fact they're at war that seems as a bug.
 
One other thing I noticed was that the westernmost province in Austria is called "Lech". This amuses me as I go skiing in Lech every year, and can tell you that it is a small town,and then only because it became a modern ski-resort. Apart from the masses of tourists and holiday-workers in the ski-season and summer-hiking season, there are no more than one or two thousand genuine long-term inhabitants living there out-of-season, and it's virtually a ghost-town during those periods. In c.1930s/1940s it was a tiny little village or hammlet, by comparison. Therefore, strictly speaking, that province should be renamed "Vorarlberg" which is the county's name in which Lech happens to be, or perhaps "Bregenz", which is the capital of Vorarlberg.
 
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CromCruachan said:
Lastly, in my current CORE 0.25 Doomsday game, I came across a "Flying Tigers" event for Nationalist China. This presumably refers to the US airmen lent to Nationalist China by the US to fight against Japan, before US entry into the war - problem is that Japan has already conquered China by then, and set up a puppet regime of Nationalist China as an ally, so that having the US support a fascist government, allied to Japan, seems somewhat ridiculous. Also, while Japan wiped the floor with the rest of China, it hasn't attacked Communist China at all for some bizarre reason(despite my putting the AI at "Normal" for its chances to declare war).
Known issue(s), will be looked at for 0.30.

CromCruachan said:
OH, one last thing. I notice that Japan doens't become part of the Axis in my game. Is this normal? Most other wargames have Germany, Italy and Japan in the same alliance. I'm not really complaining, though. I have a great game now with Germany, Italy, and a dozen liberated European minor countries, along with non-puppet-regimes like Nationalist Spain and Portugal fighting against the Russia and the UK-allies(but minus the US), and Japan and various puppet regimes all over China and Southeast Asia fighting against the Uk-allied countries as well as the US/Phillipines, with Russia having declared war on the UK and its allies before being invaded by Germany.
IIRC the 'alliance' between Germany and Japan wasn't a full one IRL, only one of mutual cooperation... So your observations seem to fit the bill.

Loerst, I've mantified the M-R issue, as I do agree that it's a bug.

CromCruachan, ditto for the Lech issue. Vorarlberg seems to fit the bill much better IMHO.