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Junkyard_Pope

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Does anyone else find it funny how CORE is not even at a 1.0 by the time that HoI 2 comes out? I think it's funny at ironic- but is it just me?
 

JRaup

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Junkyard_Pope said:
Does anyone else find it funny how CORE is not even at a 1.0 by the time that HoI 2 comes out? I think it's funny at ironic- but is it just me?

Well, most of us would have more time if we weren't involved with the HoI2 beta work. Plus, we also need to await the release of HoI Platinum (or CORE edition, depending on whose web site you look at), so that we can be ready to make any required corrections for that as well.
 

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Well, in most mod communities, the mod is never actually done, you can never stop adding events to CORE/HOI so in theory, they're never done, just released.

Art is never finished, only abandoned.
 

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Junkyard_Pope said:
Does anyone else find it funny how CORE is not even at a 1.0 by the time that HoI 2 comes out? I think it's funny at ironic- but is it just me?
HoI 2 is not out yet so it is quite possible CORE could be at 1.0 before it is released. Version numbers are whatever the authors say they are. CORE is like many free software projects in being conservative in its versioning; if it was a commercial product the current version might be released as '1.0'.
 

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Jace said:
sorry if this upsets anyone but when will there be a new core its been a while just wondering.


Probably not before October, and more likely November. Read above for the exact reasosn why.
 

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Jace said:
sorry if this upsets anyone but when will there be a new core its been a while just wondering.
Earlier in the thread (post #168) Steel said he was planning to release 0.85 on the 21st. It's only been about a month since 0.84 was released (same day HoI 1.06c was released).
 

SEMPER FI

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Suggested Infantry Gun Tech Revision

I think C.O.R.E. has done an excellent job expanding the HOI game. I have been tweaking the techs a little and hope you approve. This post deals with the infantry gun technologies (armor and artillery tech groups).

Not all nations utilized the infantry gun; therefore, it is impossible to have an accurate picture across the board. I based most of my research on the German and Japanese Armies and their use of these weapons. My references are the U.S. War Department handbooks of the German and Japanese Military forces.

My numbers (Germans only) are based upon the T/Os of the various divisions in the Wehrmacht:
- Infantry Div (pre-1944): 20 x 75mm and 6 x 150mm Infantry Howitzers.
- Infantry Div (1944): 18 x 75mm and 6 x 150mm Infantry Howitzers.
- Mountain Div: 38 x 75mm and 6 x 150mm Infantry Howitzers.
- Motorized Div (Mech): 12 x 150mm SP Infantry Howitzers
- Armored Div:12 x 75mm and 12 x 150mm SP Infantry howitzers.

Suggested Revision:
application = { # Infantry Gun 37mm+
id = 14003
name = CTECN_14003
desc = TECH_APP_ARTILLERY_1_3_DESC

required = { 14001 }
chance = 90
cost = 4
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { type = soft_attack which = infantry when = now value = .5 }
command = { type = soft_attack which = motorized when = now value = .5 }
command = { type = soft_attack which = bergsjaeger when = now value = .5 }
command = { type = soft_attack which = militia value = 0.5 }
command = { type = supply_consumption which = militia when = now value = 0.1 }
command = { type = supply_consumption which = infantry when = now value = 0.1 }
command = { type = supply_consumption which = motorized when = now value = 0.1 }
command = { type = supply_consumption which = bergsjaeger when = now value = 0.1 }

application = { # Infantry Gun 70mm+
id = 14004
name = CTECN_14004
desc = CTECD_14004

required = { 14003 14051 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { type = soft_attack which = infantry when = now value = 1 }
command = { type = soft_attack which = motorized when = now value = 1 }
command = { type = soft_attack which = bergsjaeger when = now value = 1 }
command = { type = soft_attack which = militia value = 0.5 }
command = { type = supply_consumption which = militia when = now value = 0.1 }
command = { type = supply_consumption which = infantry when = now value = 0.1 }
command = { type = supply_consumption which = motorized when = now value = 0.1 }
command = { type = supply_consumption which = bergsjaeger when = now value = 0.1 }
command = { type = deactivate which = 14003}

application = { # Infantry Gun 100mm+
id = 14102
name = CTECN_14102
desc = CTECD_14102

required = { 14004 14052 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { type = soft_attack which = infantry when = now value = .5 }
command = { type = soft_attack which = motorized when = now value = .5 }
command = { type = soft_attack which = bergsjaeger when = now value = .5 }
command = { type = soft_attack which = militia value = 0.5 }
command = { type = deactivate which = 14153 }
command = { type = deactivate which = 14601 }

application = { # Infantry Gun 120mm+
id = 14153
name = CTECN_14153
desc = CTECD_14153

required = { 14004 14052 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { type = soft_attack which = infantry when = now value = .5 }
command = { type = soft_attack which = motorized when = now value = .5 }
command = { type = soft_attack which = bergsjaeger when = now value = .5 }
command = { type = soft_attack which = militia value = 0.5 }
command = { type = deactivate which = 14102 }
command = { type = deactivate which = 14601 }

application = { # Infantry Gun 150mm+
id = 14601
name = CTECN_14601
desc = CTECD_14601

required = { 14004 14052 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { type = soft_attack which = infantry when = now value = .5 }
command = { type = soft_attack which = motorized when = now value = .5 }
command = { type = soft_attack which = bergsjaeger when = now value = .5 }
command = { type = soft_attack which = militia value = 0.5 }
command = { type = deactivate which = 14102 }
command = { type = deactivate which = 14153 }

application = { # Light Assault Gun (100mm+)
id = 2305
name = CTECN_2305
desc = CTECD_2305

required = { 2103 14102 11203 } # add Combined Arms Warfare Doctrine
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { type = soft_attack which = armor when = now value = 1 }
command = { type = soft_attack which = mechanized when = now value = 1 }
command = { type = supply_consumption which = armor when = now value = 0.1 }
command = { type = supply_consumption which = mechanized when = now value = 0.1 }


application = { # Light Assault Gun (120mm+)
id = 2350
name = CTECN_2350
desc = CTECD_2350

required = { 2103 14153 11203 } # add Combined Arms Warfare Doctrine
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { type = soft_attack which = armor when = now value = 1 }
command = { type = soft_attack which = mechanized when = now value = 1 }
command = { type = supply_consumption which = armor when = now value = 0.1 }
command = { type = supply_consumption which = mechanized when = now value = 0.1 }


application = { # Light Assault Gun (150mm+)
id = 2351
name = CTECN_2351
desc = CTECD_2351
required = { 2103 14601 11203 } # add Combined Arms Warfare Doctrine
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { type = soft_attack which = armor when = now value = 1.5 }
command = { type = soft_attack which = mechanized when = now value = 1.5 }
command = { type = supply_consumption which = armor when = now value = 0.2 }
command = { type = supply_consumption which = mechanized when = now value = 0.2 }

I’m not a fan of having to upgrade units unless absolutely necessary; therefore, I removed this requirement from the assault gun technologies. Besides, there are no upgrade requirements for researching light and medium artillery technologies. Equipping an artillery regiment for any type of division would be more expensive than a couple of assault guns assigned to a division.

If these suggestions agree with you, I have some more concerning Anti-tank weapons and Artillery. Please let me know if you wish to see them.
 
Last edited:

etmccann2004

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Possible CORE Change

I absolutely love playing CORE 0.84. However, there is one small matter I would like to see reconsidered in future versions. This is the matter of the extended ranges for AI-controlled ships and aircraft. While I know that the AI needs to be "compensated" for its shortcomings, I think the current situation unbalances the matter.

In my current game as Germany, for instance, as soon as I declared war on Poland, the US rebased its airforce to the UK-even their pathetic pre-war fighters with (supposedly) very low range-without the use of carriers or stop-overs. The US fleet began sailing all around my coast and all over the Med, with fleets based in the US. The UK launched repeated tactical bomber raids on Ploesti and deep into Germany, flying from the Liverpool area. As far as the Battle of the Atlantic goes, in 1939 my subs were intercepted in the mid-Atlantic a couple of times by bombers based in New York or Boston (no "air-gap" for my U-Boats to exploit).

The funniest thing that happened was in 1941, when I sank the American carrier Ranger off the coast of Gibraltar. Having no other carriers in the Atlantic and no friendly territory close-by, I watched in stunned amazement as the carrier planes flew non-stop across the length of France, Switzerland, Austria, then south across Yugoslavia, Greece, across the Med, all the way down to somewhere around the Sudan-Ethiopia border. This fascinated me so much, I made no attempt to intercept them on their route.

Anyhow, I don't think these things will sink the game; they just produce some annoyingly ahistorical behaviors. Would it be possible to "tone down" the range advantages just a tad? :)
 

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From the way that the A.I. airforce performs you'd think that every pilot was either Jaws from James Bond or a thousand incarnations of Hari.
 

herm

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Steel said:
v0.84 will probably install ok in 1.06 and should run fine, a few things to be aware of:

- Province.csv should now load properly with mod-dir.
In v0.84, there's no longer a C.O.R.E. version in the default directory structure (only in \mod-CORE). To make this work properly you need to manually copy the file across.

Could someone please translate this for me? What does he say I need to do if I want to use 1.06 with C.O.R.E.?

Thanks!
 

Ghost_dk

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herm said:
Could someone please translate this for me? What does he say I need to do if I want to use 1.06 with C.O.R.E.?

Thanks!

if you have 1.06c installed just install CORE 0.84 on top of that and you should be fine :)

Ghost_dk
 

herm

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Ghost_dk said:
if you have 1.06c installed just install CORE 0.84 on top of that and you should be fine :)

Ghost_dk

But I don't want to have 1.06c, I want 1.06 not c :)

And Steel said in his post some things about what to think about then.
 

unmerged(34480)

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Sep 19, 2004
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gunboat said:
How is the best way to disable this tech?

just make all entries in the file light_aircraft_tech.txt with "Fighter Escort Tactics (AI Only)" looking like the following example:
----------------------------------------------

}

application = { # Basic Fighter Escort Tactics (AI Only)
id = 10007
name = CTECN_10007
desc = CTECD_10007

required = { 10104 4002 }
chance = 90
cost = 0
time = 0
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
----------------------------------------------------------------------

this way u dont suffer the double balance fix from 1.06c and core v84
with the disabled core balance fix u only have the anti stack 1.06c fix active and so its at least playable

not a perfect way but better than nothing
 

unmerged(34490)

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Greetings all,

New to HoI and not sure about previous editions. I would like to play with your well-regarded mod. Which version of HoI should I patch to in order to avoid the CAG problems I have been reading about?

Thanks for your help,
Aikamun
 

Ghost_dk

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herm said:
But I don't want to have 1.06c, I want 1.06 not c :)

And Steel said in his post some things about what to think about then.


Ahh I see ;) , Well in that case you need to copy the province.csv in the core files on top of the vanilla one to get the right one when you load CORE.

Ghost_dk
 

herm

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Thanks Ghost, seems to work fine.

Does the no time limit patches work with CORE?
 

jdrou

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etmccann2004 said:
This is the matter of the extended ranges for AI-controlled ships and aircraft. While I know that the AI needs to be "compensated" for its shortcomings, I think the current situation unbalances the matter.
The AI range cheats are not part of C.O.R.E.; they are built into the hoi.exe file. While it is probably possible to create AI-only techs reducing their base ranges to compensate for the cheats I doubt it will happen.

herm said:
Does the no time limit patches work with CORE?
No reason they shouldn't. There probably won't be any events outside the normal timeframe of the game though.
 
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Ghost_dk

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herm said:
Thanks Ghost, seems to work fine.

Does the no time limit patches work with CORE?

we havent really tested it ourselves but from what others have told us it works fine.

Ghost_dk
 
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