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mdpeyrot

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pacing question

First of all, I gotta say my jaw has been on the floor all evening reading what you folks are doing. Great work! Finding this mod led me to finally go buy HOI.

Admittedly I don't have much experience with C.O.R.E. or HOI in general yet, but my question has to do with the pacing of the game. I hate reading these AAR's about this country or the next taking over the world by 1943, etc. Most every wargame I've seen allows an unrealistic tempo of operations. The nature of these games allows what would be months of planning to be accomplished almost instantaneously. I'm not sure if planning phase or need to accumulate supplies or whatever sets the pace, but it seems out of whack.

Has the work done in C.O.R.E. reduced the pace to reasonable levels?
 

MateDow

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Re: pacing question

Originally posted by mdpeyrot

Has the work done in C.O.R.E. reduced the pace to reasonable levels?

Welcome to the addiction :D This has been dealt with by slowing down the movement rate of many of the units to more reasonable levels. This slows down the overall pace by slowing down operations. The pace of the game is still faster than real life due to the eliminations of almost all of the bureaucrats from the game. Having a decision chain of one makes things go much faster. I don't know a way to simulate the massive bureaucracies of the world (and probably don't want to) in the game. MDow
 

MateDow

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Re: new countries

Originally posted by Ghost_dk
btw. 32 degrees in the shade and the beer is cold cold COLD, in Alanya, Turkey.

Ghost_dk

Must be in Celcius. I can't imagine wanting a cold beer at 32° F. Although, I admit, it would be cold :D MDow
 

Morpheus506

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Hmm.... Beersicles.... You think it would sell?:D
 

unmerged(18274)

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While I've heard a lot of good things about HoI 1.05c, I'd still rather play the CORE mod due to it's higher realism level. But what I'd really like would be to play them combined. Will the next CORE update work with 1.05c, or will I just have to wait a little longer? :)
 

McNaughton

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AI Garrison Question

I have a question regarding AI files, notably a certain tag for Province Garrisons.

Take this as a basic AI Garrison file (from CORE Greece)

Code:
	country_priorities = {
		BUL = 50
		TUR = 50
		YUG = 50
		ITA = 100
		GER = 100
	}
	
	province_priorities = {
		
		# Japanese Home Islands
		874 = 50		# Ionannia
		872 = 50		# Thessaloniki
		891 = 100		# Athinai
		869 = 25		# Agrinion
		875 = 25		# Larisa
		887 = 75		# Crete
	}

Now, I know you can do the following to the AI file, with it working (Take note of country_priorities and BUL)

Code:
	country_priorities = {
		BUL = -1
		TUR = 50
		YUG = 50
		ITA = 100
		GER = 100
	}
	
	province_priorities = {
		
		# Japanese Home Islands
		874 = 50		# Ionannia
		872 = 50		# Thessaloniki
		891 = 100		# Athinai
		869 = 25		# Agrinion
		875 = 25		# Larisa
		887 = 75		# Crete
	}

But can you do the following? (take note of province_priorities 874 and 872)

Code:
	country_priorities = {
		BUL = 50
		TUR = 50
		YUG = 50
		ITA = 100
		GER = 100
	}
	
	province_priorities = {
		
		# Japanese Home Islands
		874 = -1		# Ionannia
		872 = -1		# Thessaloniki
		891 = 100		# Athinai
		869 = 25		# Agrinion
		875 = 25		# Larisa
		887 = 75		# Crete
	}

Help would be appreciated, as I would like to set some provinces to a ZERO value on a border (against a particular nation), but not necessarily every province bordering that nation.
 

unmerged(18202)

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Re: Re: pacing question

Originally posted by MateDow
I don't know a way to simulate the massive bureaucracies of the world (and probably don't want to) in the game.

Although it's not like they don't pay a visit. I had never played Nationalist China before, and my first time, I paused at start and had a look at my cabinet. To my cackling delight I had, what was it, three 'Corrupt Kleptocrats!' I praised the name of Paradox for their realism and candour.

Seriously, if they set out to add bureaucratic factors, you could simulate it with stuff like random completion delays at the end of a new unit (without telling you in advance! right now they're always on time if you give 'em the materiel). Convoys could fail to start immediately. Intelligence about other countries could be outright wrong or misleading. There could be outages of supply across lands with military access; those idiots rerouted the wrong train, etc.

Not sure how much of that I'd want.

Of course, if you really want to simulate bureaucracy, the game comes with the perfect tool: the manual in the shrinkwrapped game off the shelf! It offers:

a) few answers to your actual questions
b) plenty of answers that relate to fictional features
c) awkward organization
d) many outright errors

Perhaps if I want the feel of bureaucracy, I can just pick a random game feature I'm not familiar with and attempt to edify myself about it using this little book. Très réaliste!

jkk
 

unmerged(18202)

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I recognize that we already have a lot of threads. Question: how thinkable is it for there to be a thread relating to unit names and reporting of problems and issues? Much work remains to be done in this area, and much of it requires the input of the general gaming public with its multilingual talents.

It would be fantastic, for example, if a Thai gamer were to show up and be able to tell us how to represent his nation's units in Thai, as we have done for many other languages. It would also be great to have a place for corrections, problems, and other issues relating to unit naming. If someone wants to point out that such and such a unit never shows up in the Slobovian army, or that the pride of the Perspirian army was the Royal Perspirian Right Guard, great, I'm down with that; let's talk about it.

A thread for this would make it much easier to collate this information and continue to improve the flavour of CORE, in my view. Right now the matter would need to be posted to one of the regional/national threads, or to the current version thread, and that means fifteen or so places to try and monitor.

jkk
 

Halibutt

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Originally posted by jkkelley
I recognize that we already have a lot of threads. Question: how thinkable is it for there to be a thread relating to unit names and reporting of problems and issues? Much work remains to be done in this area, and much of it requires the input of the general gaming public with its multilingual talents.

It would be fantastic, for example, if a Thai gamer were to show up and be able to tell us how to represent his nation's units in Thai, as we have done for many other languages. It would also be great to have a place for corrections, problems, and other issues relating to unit naming. If someone wants to point out that such and such a unit never shows up in the Slobovian army, or that the pride of the Perspirian army was the Royal Perspirian Right Guard, great, I'm down with that; let's talk about it.

A thread for this would make it much easier to collate this information and continue to improve the flavour of CORE, in my view. Right now the matter would need to be posted to one of the regional/national threads, or to the current version thread, and that means fifteen or so places to try and monitor.
Apparently you've missed the semi-official unitnames.csv Mod which works on what you propose since many months... Moreover, most of the lists we prepared there are already included in C.O.R.E. as they are part of every single HoI patch...
Cheers

Edit/ Where the hell is the search function?
 

Steel

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Originally posted by Vulcan
While I've heard a lot of good things about HoI 1.05c, I'd still rather play the CORE mod due to it's higher realism level. But what I'd really like would be to play them combined. Will the next CORE update work with 1.05c, or will I just have to wait a little longer? :)


The next release (v0.6) is in test with 1.05c. In the meantime you can optionally use just the 1.05c HoI.exe with C.O.R.E. v0.532, however doing so will make naval combat a little odd.
 

Steel

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Re: AI Garrison Question

Originally posted by McNaughton
I have a question regarding AI files, notably a certain tag for Province Garrisons.

I've used that in the Japanese AI with mixed success. Don't think I've checked it again in 1.05c so load up the game and check :) You never quite know what Johan changes ;)
 

unmerged(18202)

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Originally posted by Halibutt
Apparently you've missed the semi-official unitnames.csv Mod which works on what you propose since many months... Moreover, most of the lists we prepared there are already included in C.O.R.E. as they are part of every single HoI patch...

Oh. Well, I didn't know about this when I started working on it myself, and my work is up for possible inclusion in CORE, so I'll post there. Didn't mean to step on anyone's toes, but when I mentioned this out loud before, no one told me and I was encouraged to go ahead.

I assumed that no one was working on it much because there are so many nationalities in 1.05x that are not in CORE, and because the file is in disarray, and because so many of the names vastly exceed the field limit and result in repeat naming.

I should sub that thread, I guess, read it all, and post there.

jkk
 

McNaughton

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Re: Re: AI Garrison Question

Originally posted by Steel
I've used that in the Japanese AI with mixed success. Don't think I've checked it again in 1.05c so load up the game and check :) You never quite know what Johan changes ;)

It seems to be mixed in 1.05c, as it worked some places, but not in others.
 

Generalisimo

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Originally posted by jkkelley
Oh. Well, I didn't know about this when I started working on it myself, and my work is up for possible inclusion in CORE, so I'll post there. Didn't mean to step on anyone's toes, but when I mentioned this out loud before, no one told me and I was encouraged to go ahead.

I assumed that no one was working on it much because there are so many nationalities in 1.05x that are not in CORE, and because the file is in disarray, and because so many of the names vastly exceed the field limit and result in repeat naming.

I should sub that thread, I guess, read it all, and post there.

jkk
yep, all your suggestions are being done there... go and check for yourself. :D
 

unmerged(18588)

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I'm not sure how useful this is, since CORE 0.532 isn't tested with 1.05c, but playing as Italy with a total clean install of all of 1.05c (not just the .exe) and 0.532 (totally new game as well), I had a crash to desktop when the Sudentenland went to Germany. When I reloaded the game, Czechoslovakia joined the Axis, and this did not happen again.

I also could not join an alliance with Germany still, and was forced to edit the saved game to join.

Sadly, I don't have this game to send off: I saved over it in the middle of a war thinking the Czech event hadn't happened yet, as nothing had crashed.
 

unmerged(18738)

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Just voicing a concern out loud

Do we have any real way of measuring the sum of all likely warentry events running at any one time for a particular nation?

For example, are we aware of all the events (and their warentry modifiers) that affect US or Japanese warentry values?

I ask this for future reference because if we see that a nation is hesitant to go to war, or (more likely the case now with the surplus of events) too eager to get into a tussle, it would be nice to know if we need to proportionately crank down the warentry modifiers rather than be stymied by what is going on with a nation's behaviour and keep adding events.

Does anyone understand what I am trying to say here?

OK, I really just wanted to use the word 'stymied' and spell behavior in a British manner in a post today. I confess!

-PK
 
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