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Great Patriotic War tech - WTF?

Time to research - 7600 days. That means that if I start researching in 1936 it should be done some time in the 50's.

And since I can't find any logical trigger, such as SU-GER at war with eachother in the event folder, I'm clueless as of why it was added. Is it a bug, or just something stupid as "it too good are being is! LOL!", in which case it shouldn't even been added at all.

Also, how about making some of the techs only able to certain nations (if not be research, then via events with logical triggers) that could represent the strenghts, and maybe weaknesses, of certain countries? All those techs could be placed in the bottom of each tech tree and are unresearchable and can only be retrieved via events. Just a thought of mine...

Anyway, it's a great mod. Keep it up!
 

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Originally posted by Twisted_Mentat
I was thinking, as my tanks rolls though Korea....is it possible to maybe create anew korean naton like the Ukraine event? Ditto for Vietnam and cambodia...
Korea should be relatively easy since it is already defined in revolt.txt and has a minister file. No leaders, though. Burris had some events he made for his own use that created Korea after U.S. defeats Japan. I have some events that release Korea as a puppet of China if they puppet Japan. Most difficult part for C.O.R.E. would probably be deciding what would trigger the independence.
 

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Re: Great Patriotic War tech - WTF?

Originally posted by Lord_VR
Time to research - 7600 days. That means that if I start researching in 1936 it should be done some time in the 50's.

And since I can't find any logical trigger, such as SU-GER at war with eachother in the event folder, I'm clueless as of why it was added. Is it a bug, or just something stupid as "it too good are being is! LOL!", in which case it shouldn't even been added at all.

Also, how about making some of the techs only able to certain nations (if not be research, then via events with logical triggers) that could represent the strenghts, and maybe weaknesses, of certain countries? All those techs could be placed in the bottom of each tech tree and are unresearchable and can only be retrieved via events. Just a thought of mine...

Anyway, it's a great mod. Keep it up!
You sort of answered your first question with your second one: this is a tech you aren't supposed to research. It is given to certain countries by event. Currently event 1500000 in core_Tech.txt gives it to the Soviets for the AI only.
 

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Re: Re: Great Patriotic War tech - WTF?

Originally posted by jdrou
You sort of answered your first question with your second one: this is a tech you aren't supposed to research. It is given to certain countries by event. Currently event 1500000 in core_Tech.txt gives it to the Soviets for the AI only.

Why not for the human players as well? Sure, it'll give them a major boost which may disrupt balance in multiplayer games a bit, but that's what they got in reality! And that boost can be countered by giving the possible enemies of the Soviet Union certain boosts as well as worsening the Soviet's pre-war military and industrial output.

Btw, thanks for mentioning the event ID. Now I can get it anyway once Germany declares way on me (or me on them! :) ).
 
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Originally posted by mvkvdacid13
SykoNurse, other than keep on merging these threads why not keep it seperated so people will notice what others are asking? small questions like why russian crashes and where to check version?
i´d like to but it really depends on the posting times as the merge function sorts the post after this...:(
now i try to be quick and quote the question in my comment if necessary to have it sort of highlighted...
 

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CORE and No Time Limit

I am curious about something: I am testing CORE .532 and the No Time Limit 1.2. I set the date in my scenario file to start at 1933 and when I start the game it comes up as January 1, 1933 and then immediately goes to January 1, 1935. Is this a known issue? Did I miss something?

I haven't tried it without CORE installed. To be honest, I have tried setting an early start date at all. I have played 1.05b with the no time mod and ran all the way out to 1953. Just seems weird it would skip two years like that.

Thanks for any help or suggestions!

Smacky

By the way, nice looking mod :)
 

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Re: CORE and No Time Limit

Originally posted by Smacky
I am curious about something: I am testing CORE .532 and the No Time Limit 1.2. I set the date in my scenario file to start at 1933 and when I start the game it comes up as January 1, 1933 and then immediately goes to January 1, 1935. Is this a known issue? Did I miss something?

I haven't tried it without CORE installed. To be honest, I have tried setting an early start date at all. I have played 1.05b with the no time mod and ran all the way out to 1953. Just seems weird it would skip two years like that.

Thanks for any help or suggestions!

Smacky

By the way, nice looking mod :)

now i try to be quick and quote the question in my comment if necessary to have it sort of highlighted...
:)
 

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quote:
--------------------------------------------------------------------------------
Originally posted by Twisted_Mentat
I was thinking, as my tanks rolls though Korea....is it possible to maybe create anew korean naton like the Ukraine event? Ditto for Vietnam and cambodia...
--------------------------------------------------------------------------------


Korea should be relatively easy since it is already defined in revolt.txt and has a minister file. No leaders, though. Burris had some events he made for his own use that created Korea after U.S. defeats Japan. I have some events that release Korea as a puppet of China if they puppet Japan. Most difficult part for C.O.R.E. would probably be deciding what would trigger the independence.
-----------------------------------------------------------------------------

i have alway thought that there should be some post-war/cold war events in triggering korea and eastern bolock nation that the sovits controlled


i would love to see the korea events if you could send the to me that would be great

blaylockm7@comcast.net
thanks
 

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Re: Multiplayer

Originally posted by Mikematotski
Hi there
Is it possible to play 0.5 with 0.531 and 0.532 in mutiplay ?
Tested 0.531 and it crashed when I tried.

Captain Jack
well, if you don't use the lobby, it should work ... ;)
so, use the IP connection... :D
at least it worked for me...

:D
 

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Re: crashing using russia...

Originally posted by mvkvdacid13
For some reason, my game crashes when I am using Russia. This is within the first year of the game. I declared war on poland and yeah. don't know why.
I am on the latest update for HOI and CORE
well, zip the save game and send it to me... :D
i see what i can do :D
 

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Originally posted by jkkelley
I'm not sure if this 'UNKNOWN STRING WAN' bug has been reported. Latest everything, 5.32, yada yada.

When playing as NatChi, attempting to build a new cruiser in early years with starting naval techs, the only cruiser build option is 'UNKNOWN STRING WAN'. No idea what happens if you pick it, because I assume it will cause instability. The Chinese starting cruisers are called 'Revenue Cruisers' and would be no match for a 1942 US destroyer flotilla. I'm assuming that somehow there's some mismatch in the unit database for these revenue cruisers.

Zipped savegame on request.

jkk
this is the problem the modded models.csv:
MODEL_19_1;Revenue Cruiser;;;;;;;;;;x
MODEL_19_1;Protected Cruiser;;;;;;;;;;x

edit the revenue cruiser to:
MODEL_19_0;Revenue Cruiser;;;;;;;;;;x

:D
 

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Re: Re: Re: Hhmmmmmmmmmmm................

Originally posted by Mikematotski
Will there be any upgrades for MP for C.O.R.E such as patch 0.532 ?
Hope so though multiplayer mode is much more fun to play.....

Captain Jack
well, probably later we will do another one.... just try what i recommended you in the previous post.... ;)
 

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Re: Great Patriotic War tech - WTF?

Originally posted by Lord_VR
Time to research - 7600 days. That means that if I start researching in 1936 it should be done some time in the 50's.

And since I can't find any logical trigger, such as SU-GER at war with eachother in the event folder, I'm clueless as of why it was added. Is it a bug, or just something stupid as "it too good are being is! LOL!", in which case it shouldn't even been added at all.

Also, how about making some of the techs only able to certain nations (if not be research, then via events with logical triggers) that could represent the strenghts, and maybe weaknesses, of certain countries? All those techs could be placed in the bottom of each tech tree and are unresearchable and can only be retrieved via events. Just a thought of mine...

Anyway, it's a great mod. Keep it up!
like jdrou said, some techs are not there for researching them, they are granted to the AI... ;)
If they are granted to the player, they give too much advantage over the AI... :D
 

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Originally posted by mvkvdacid13
SykoNurse, other than keep on merging these threads why not keep it seperated so people will notice what others are asking? small questions like why russian crashes and where to check version?
Because, if you READ THE STICKIES, you will know that THIS is the place to ask things AND YOU DO NOT NEED to create a new thread.
clear?
:D
 

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Originally posted by SykoNurse
i´d like to but it really depends on the posting times as the merge function sorts the post after this...:(
now i try to be quick and quote the question in my comment if necessary to have it sort of highlighted...
don't hear that SykoNurse, good work, and THANKS FOR MERGING THEM IN SECONDS... :D

Read the Stickies before complaining the next time. ;)
 

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Re: CORE and No Time Limit

Originally posted by Smacky
I am curious about something: I am testing CORE .532 and the No Time Limit 1.2. I set the date in my scenario file to start at 1933 and when I start the game it comes up as January 1, 1933 and then immediately goes to January 1, 1935. Is this a known issue? Did I miss something?

I haven't tried it without CORE installed. To be honest, I have tried setting an early start date at all. I have played 1.05b with the no time mod and ran all the way out to 1953. Just seems weird it would skip two years like that.

Thanks for any help or suggestions!

Smacky

By the way, nice looking mod :)
sorry, but i can't help you with that... i do not have the No Time Limit installed... :(
 
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