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Semi-Lobster

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Maybe you and D0mbo can make an alternate reality scenario with a Super Netherlands where you own all of of Belgium, Luxemburg, South Africa, New York and the Belgian Congo! ;) :D
 

d0mbo

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Semi-Lobster said:
Maybe you and D0mbo can make an alternate reality scenario with a Super Netherlands where you own all of of Belgium, Luxemburg, South Africa, New York and the Belgian Congo! ;) :D

lol!

Hmmmm.... let's make a full new mod out of it.... i think we could call it the
HoI-HoO! mod. (HoI- Hearts of Orange) :D Starting in 1800?? :)

Anyway, back to the "Capital Bug". I moved my capital to Batavia (thanks for the "Tromp" tip CrazyHorse :) ), much to despair of my ministers who wanted to stay on their lil tropical island :rolleyes: (I lowered the loyalty of all ministers by 2 :rofl: )

But the "Recruit Locals for KNIL" event still isnt that useful as only two provinces with manpower are connected to my capital.(For manpower growth you need a direct land connection to the capital, not?) The other manpower provinces have no use so half of the newly found manpower is lost now :(
I suggest altering this event and giving the manpower to Batavia and her neigbouring provinces (3). This way we can simulate the manpower of all East Indies. (There were also locals from the West Indies fighting in the "Prinses Irene Brigade" couldnt there be an event for that?).

IMHO the move of the capital to batavia and the manpower for east indies events should be made and or altered if possible..... Crazyhorse any thoughts on this? (I am sure you'll have some :) )

So, back to some studying now. Will continue my game this afternoon so beware of new bug reports :p

On a serious note: I might be whining a lot about small things, but i want to make clear the CORE mod is making the HOI 100% more enjoyable to play... and HoI Vanilla is in itself already a great game :)
 

unmerged(30971)

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Crash to Desktop when i place a unit

Hi

I have a problem that many times when i place a unit from the pool to the map the game crash. Is that a know bug ? Can someone help me?

And another question. When i start Core i have to wait about 30 sec befor the game starts is that normal ?

stivi
 

Ghost_dk

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shuegli said:
Hi

I have a problem that many times when i place a unit from the pool to the map the game crash. Is that a know bug ? Can someone help me?

And another question. When i start Core i have to wait about 30 sec befor the game starts is that normal ?

stivi

The waiting time is normal. Never heard of a bug like you describe but sounds a lot like a ID conflict maybe.

Ghost_dk

gzav, this goes to C.O.R.E. Bugs, thx
 

BarMonger

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This bug may already have been fixed (although I assume its not CORE specific), but today in my CORE .8 game I got the 'miraculous research breakthrough' event (cant remember the precise wording), and I recieved 'Fighter Escort Tactics (AI only)' from it, which I thought was AI only ;)
Never seen it before, just thought it was odd :)
 

Semi-Lobster

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That's a random event that gives you a free tech, don't complain. Fighter Escort Tactics is an AI only event but it's VERY useful if somehow a human player get's it! :D It's there to to fix the AI, they don't send escort fighters with their bombers so this AI only tech gives you bombers some increased air defence (it also makes it cost a bit mor in supplies and fuel though)

You can check it's effects in the light aircraft tech tree. It's a fluke you got it but it's a very lucky fluke
 

HistoryMan

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Fluke events

Weidness abounds, it seems ! Just as I am coming in here to post about getting an odd tech from the Miraculous breakthrough event, when what do I see, but another post about that very topic !

In my game, my amazing scientist read the tea stains and managed to decipher tham as "How to reorganise the French Army" ! Considering that I am playing as Germany, this was rather strange.. though quite effective, since it added something 10 org to all my ground units.

My thought to fix this, was maybe to add into the "human tech" a deactivate for all AI only techs, and for the country specific techs, add deactivates for them in all the other countries inc files.

Tim
 

Soapy Frog

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If these techs are given non-existant pre-requisites, then they will not be obtainable by any method (tech-sharing, random event, whatever).

For example if I have an infantry tech that I want only certain countries to have or that I want only available through event, then I would give it the pre-requisite 1999.

If you make the techs researchable but just taking forever, then of course a) the AI can share the tech with a human player or b) the tech can by stolen by random event.

Give them an non-existant pre-requisite, this will solve all your problems. In fact, you only need to give two techs non-existant pre-requisites: the human only tech precursor and the AI only tech precursor. Then just so long as all the Ai techs have that tech as their pre-requisite, those techs will be totally unobtainable by a human player, and vice-versa.
 

Ilkhold

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Soapy Frog said:
Give them an non-existant pre-requisite, this will solve all your problems. In fact, you only need to give two techs non-existant pre-requisites: the human only tech precursor and the AI only tech precursor. Then just so long as all the Ai techs have that tech as their pre-requisite, those techs will be totally unobtainable by a human player, and vice-versa.
I do not think I understand how this is supposed to work. You say they will be totally unobtainable, but the point is, that they should be obtained. How do you mean this?
 

Soapy Frog

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well imagine like this: Each tech in the following chain has the previous as a pre-requisite.

Tech X > Tech A > Tech B > Tech C > Tech D

Tech X doesnt exist, it is, say, tech 1999 or whatever.

So, if you want just one country to be able to research Techs B, C and D, you give them Tech A by event or in the scenario setup.

That country, having tech A which is the pre-requisite for B, will be able to research B and then subsequently C and D.

Other countries can NEVER get A, not by tech-sharing or by tech-stealing becuase they do not have the Tech X pre-requisite (which they also can never get becuase it does not exist); therefore they will never under any cricumstances be abel to get A, B, C, or D or any other tech whcih has any of them as pre-requisites...

Follow?
 

jdrou

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Does the 'non-existent prereq' technique block the gain_tech command? Normally that command ignores prereqs except for the implied theory requirement ("gold tech").
 

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Soapy Frog said:
gain_tech does ignore the non-existant pre-req yes. You can give the tech through event.

VERY useful! Anyway I recommend it for CORE... it is a much tidier solution that the "really long research time" method.
But it won't stop the "Miraculous Breakthrough" event from giving the AI-only tech to human players since it uses gain_tech. Or does it actually check prereqs when used for a random tech?
 

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If gain_tech checked for prereqs, wouldnt it notice that I dont have the AI tech tree tech?
I was kinda fearing that my german ally would share the partisan attack tech :D
 

Soapy Frog

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The AI could give you the AI tech tree tech, or you could steal it... thats the point.

It may take 9000 days to research, but that means nothing if the AI decides you should have it. From there on out you'll have access to the rest of the tree...
 

Ilkhold

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Soapy Frog said:
The AI could give you the AI tech tree tech, or you could steal it... thats the point.

But the AI tech is deactivated, you can't get it.
And if I understood correctly someone got the AI Fighter escorts without having the prerequisites. So I don't see how you suggestion will solve this problem.
 

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d0mbo said:
Anyway, back to the "Capital Bug". I moved my capital to Batavia (thanks for the "Tromp" tip CrazyHorse :) ), much to despair of my ministers who wanted to stay on their lil tropical island :rolleyes: (I lowered the loyalty of all ministers by 2 :rofl: )

I thought about it and will make a event that moves the capital to Batavia. Screw those ministers they have to work not drinking cocktails on the beach! :)

d0mbo said:
But the "Recruit Locals for KNIL" event still isnt that useful as only two provinces with manpower are connected to my capital.(For manpower growth you need a direct land connection to the capital, not?) The other manpower provinces have no use so half of the newly found manpower is lost now :(
I suggest altering this event and giving the manpower to Batavia and her neigbouring provinces (3). This way we can simulate the manpower of all East Indies. (There were also locals from the West Indies fighting in the "Prinses Irene Brigade" couldnt there be an event for that?).

IMHO the move of the capital to batavia and the manpower for east indies events should be made and or altered if possible..... Crazyhorse any thoughts on this? (I am sure you'll have some :) )

Hmm. Will check the MP thing and see if we can change that a bit. Regarding the Prinses Irene Brigade, this was to small to be in the game.

d0mbo said:
So, back to some studying now. Will continue my game this afternoon so beware of new bug reports :p

On a serious note: I might be whining a lot about small things, but i want to make clear the CORE mod is making the HOI 100% more enjoyable to play... and HoI Vanilla is in itself already a great game :)

It's not whining it's constructive and improves the game so please continue with it! :)

EDIT: I just tried some things and came to the conclusion that changing anything does not help. The problem is the DEI is not a national province so IC/MP and resources are not given in full. This leaves you with max 10 IC and with giving all the MP to 1 island it does not change the MP increase. We just have to face the fact that we are doomed if we stand up against Germany and loose the european provinces. So a event for changing the capital to Batavia is useless also.
 
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Guys, I think something strange is going on with the German fighter sprites. I built my basic air superiority fighters (Bf-109F), and they are still shown as the little bi-plane on the map when stationary. And when they're moving, that's when it gets really strange - they sort of disappear, but you can also see some messed up stuff to the left of where the sprite should be.

I went in to regular HoI, and loaded the new 1944 scenario, and even there - it's the bi-planes. What do I have to do to see some '109s?? Or any German fighter that isn't a bi-plane for that matter? :confused:
 

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Jagdmaus said:
Guys, I think something strange is going on with the German fighter sprites. I built my basic air superiority fighters (Bf-109F), and they are still shown as the little bi-plane on the map when stationary. And when they're moving, that's when it gets really strange - they sort of disappear, but you can also see some messed up stuff to the left of where the sprite should be.

I went in to regular HoI, and loaded the new 1944 scenario, and even there - it's the bi-planes. What do I have to do to see some '109s?? Or any German fighter that isn't a bi-plane for that matter? :confused:

Download a sprite pack and it will be solved. You can find them in the graphical eediting forum.
 

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Jagdmaus said:
Guys, I think something strange is going on with the German fighter sprites. I built my basic air superiority fighters (Bf-109F), and they are still shown as the little bi-plane on the map when stationary. And when they're moving, that's when it gets really strange - they sort of disappear, but you can also see some messed up stuff to the left of where the sprite should be.

I went in to regular HoI, and loaded the new 1944 scenario, and even there - it's the bi-planes. What do I have to do to see some '109s?? Or any German fighter that isn't a bi-plane for that matter? :confused:

That is a Vanilla Hoi 1.06 bug that wil be fixed in the next patch most likely. for now download a sprite pack and the problem should be solved.

Ghost_dk

Edit: heh thats what happens when you leave the screen to do something else :)