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snoopdogg

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I tried playing my newly installed core today, and during the load after the opening cinematic, the game minimized and stopped working. Vanilla HOI was working fine before I added the download. I also noticed a dosbox like pop up when I loaded up core. Any ideas what could be wrong? I tried reinstalling everything from scratch, no dice.
 

Spartacii

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frank2003 said:
Please, stop counting peas.
A German KG had about 100 bombers, a German JG had about 120 planes, but it doesn´t matter at all. An airunit represents a large number of planes (exceptions are the CAGs).

But it is exactly the CAGs that are the primary subject of discussion here since they are the only type of plane that SHOULD be used on carriers. Vanilla HoI allows players to put on the carriers 1 to 4 air units, of almost any type. Since every single air unit represents 100 planes, that's up to 400 planes in just one carrier! That's totally unrealistic. This has been discussed before in the forums at great length.

Most carriers had less than 100 planes and not all of them were torpedo bombers (to sink ships) but also fighters (to defend the carrier), scouts (to give early warning), and dive bombers (to support amphibious operations). So as you can see, not all of the few planes that a carrier held were actually ship-killers.

One of the CORE FAQs is relevant to the topic for those who haven't read it:

"Q: CAG? What the hell is CAG? Where are torpedo planes?

A: Carrier Air Group is the mixed unit of carrier based fighters, torpedo planes and dive bombers and REPLACES torpedo planes in the building queue. Since the Hearts of Iron game allows players to put on the carriers 1-4 air units, CAG's were introduced into C.O.R.E. to make carrier based units closer to the historical sizes (roughly 20-120 planes, depending on the carrier type).

IMPORTANT! HOUSE RULE: When equiping aircraft carriers with the plane units, players should use CAG's only. Historically, other air units were not able to operate succesfully from the board of a carrier."

Also remember that carrier planes, because they had to be light, small, and have folded wings, did not have the firepower or could carry as much ordinance or have as great a range as their land based cousins. All of these makes them less effective.

Yes, German KG and JG squadrons had 100 to 120 craft, but the last I remember, this conversation was primeraly about the effectiveness of carrier based planes against ships, which the KG and JG groups were not, so their size is irrelevant to the topic.

A secondary topic was the effectiveness of naval bombers. The problem is that historically, naval bombers were not used in flights of 300 to 400 planes at a time, meaning 3 or 4 units in game terms. There were not thousands or even hundreds of naval bombers from the same nation patroling their coasts looking for enemy ships to sink at any one time. But naval bombers are so effective that this is exactly what many gamers resort to. And gamers do not build just 3 or 4 naval bombers units but a dozen or more, meaning over 1200 naval bombers! Worse, they place them on carriers which is wholly unrealistic.

That's just not realistic. Nations builded and used thousands and tens of thousands of fighters and dive bombers and tactical bombers and strategic bombers but the number of torpedo planes and naval bombers was much smaller.

As it is, naval bombers are so effective against ships, that playing as Germany or Italy, a viable strategy is for you to not built a surface navy at all and place all those ICs into building flight upon flight of naval bombers and once they are ready and hostilities break out, you can unleash them to severely cripple the Royal Navy, causing the Mediterranean and the North Sea to be clear of British ships. I know. I have done exactly that in the game.

But that is not what happened in real life. Naval bombers were not as effective in real life as they are in the game, and therefore, Germany and Italy had to built and rely on ships and submarines and mines in addition to naval bombers to hold of the Allied navies.

Even if Germany had chosen not to built the Bismack or the Tirpitz and used their ICs to build squadrons of naval bombers instead, they just would not have been able to sink or even cripple the Royal Navy.

In WWII, most ships were sank by submarines or carrier based torpedo planes and to a lesser extent by other ships and mines. Proportionally, naval bombers did not sink as many ships. But as it is in the game, naval bombers are one of the primary, if not the primary ships-killers. This is just not realistic.
 

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Spartacii said:
But as it is in the game, naval bombers are one of the primary, if not the primary ships-killers. This is just not realistic.

I certainly don't agree with Frank in this debate, but I also don't agree with this statement.

Fear of LBA was a primary influence on almost all naval ops in WW2. I think that a player leading the UK must recognize this and build sufficient fighter planes to shield the RN from the possibility of a huge German nav bomber fleet. This is part of the paper-scissors-rock of prewar prep in the 36 scenario. Historically, this is why the Brit fleet was based in Scapa Flow (as opposed to Portsmouth, etc.) and why the interception of German raiders was not conducted in Helgoland Bight, but the GIUK gap.

In the Med, if the Brit cares enough to develop Malta with AA capacilities, forts, and a decent fighter presence, he can shield his fleet right to the shores of Tripoli. Or not, if he doesn;t choose to. This is all part of the fun and balance.

I agree with your point as regards Frank's statements, but I disagree strongly with this particular statement.
 

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Wytchking said:
What on earth happened to my Czech armour advances?

I'm playing as germany, and having defeated both France and Poland by 38(they DoW'ed me, and got soundly trashed) promtly absorbed Austria. Invigourated by all this fighting the nasty Czechs didn't want to hand over Sudetenland. It did not help them much, but I'm now in July 39 waiting for my free tech from Czecoslovakia. In wain it seems.

I've searched for the eventnumber everywhere, but it seems to have disappeared, for I can't fin it anywhere. Anybody know what happened to it or what eventnumber it is, so I can fire it manually?
Don't know why you didn't get that event... Is CZE axis or is your puppet?

BTW the event number is 2030.
 

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snoopdogg said:
I tried playing my newly installed core today, and during the load after the opening cinematic, the game minimized and stopped working. Vanilla HOI was working fine before I added the download. I also noticed a dosbox like pop up when I loaded up core. Any ideas what could be wrong? I tried reinstalling everything from scratch, no dice.
Some users seems to have problem in loading CORE, the causes are still uncertain... read THIS thread for some suggestions.
 

Ghost_dk

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Der Bismarck said:
Will their be a new CORE release this weekend?
A correction of the current logistics penality would be most appreciated

The logistic penalty is hardcoded and cannot be altered through modding.
 

frank2003

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Sorry Spartacii,
but AI will not know to only use CAGs against ships.
I think it is somehow strange to change stats of ships to fit in a houserule. In almost every Core game there are much more landbased airunits than seabased ones. Additionally LOTS of ships were damaged or sunk by landbased aircraft.
To minimize this problem the planeunit size has to be adapted and not the ship stats.
 

unmerged(28970)

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General Discussion

Deviating from the flow of the above topics but,
congratulations to the CORE team on an exceptional mod...

however has anyone thought about changing the supply system within the game. I think it needs improvement.
 

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Medal of Honor said:
Deviating from the flow of the above topics but,
congratulations to the CORE team on an exceptional mod...

however has anyone thought about changing the supply system within the game. I think it needs improvement.

There are preciously few facets of the supply system we can change with tools available to CORE. We can change the IC cost for supply production and how many points units eat up in a term. We can also use events to give or take away supplies from the capital of a country.

The logistic train and supply combat penalties are hardcoded and cannot be changed. Sourcing supply from provinces is hardcoded and cannot be changed. Rules for which province supplies your army are also hardcoded. We can affect those rules a little bit by changing province ownership, national claims, and alliances, but this leads to a huge mess in diplomatic and strategic relationship, which messes up the AI and the general flow of the game.

Overall, other then changing total amount of supplies available to a country, we can't mod supplies in any significant way.

Zerli
 

unmerged(28058)

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I still think its doesn't matter, logisitical distance negatives make any long-range seaborn operation impossible. Look at Guadacanal historically, the fighting was tough yes, but it wasn't impossible, yet in the game the Americans will suffer like -60% logistical distance from Hawaii and therefore lose no matter what. It makes seaborn invasions across the Pacific or Atlantic impossible.
 

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Faaip de Oiad said:
I still think its doesn't matter, logisitical distance negatives make any long-range seaborn operation impossible. Look at Guadacanal historically, the fighting was tough yes, but it wasn't impossible, yet in the game the Americans will suffer like -60% logistical distance from Hawaii and therefore lose no matter what. It makes seaborn invasions across the Pacific or Atlantic impossible.

Who said they should launch from Hawaii. They can use their allies right around the corner as supply stations. Australia and New zealand will be usable if US is allied.

Ghost_dk
 

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Spartacii said:
A secondary topic was the effectiveness of naval bombers. The problem is that historically, naval bombers were not used in flights of 300 to 400 planes at a time, meaning 3 or 4 units in game terms. There were not thousands or even hundreds of naval bombers from the same nation patroling their coasts looking for enemy ships to sink at any one time. But naval bombers are so effective that this is exactly what many gamers resort to. And gamers do not build just 3 or 4 naval bombers units but a dozen or more, meaning over 1200 naval bombers! Worse, they place them on carriers which is wholly unrealistic.

That's just not realistic. Nations builded and used thousands and tens of thousands of fighters and dive bombers and tactical bombers and strategic bombers but the number of torpedo planes and naval bombers was much smaller.

As it is, naval bombers are so effective against ships, that playing as Germany or Italy, a viable strategy is for you to not built a surface navy at all and place all those ICs into building flight upon flight of naval bombers and once they are ready and hostilities break out, you can unleash them to severely cripple the Royal Navy, causing the Mediterranean and the North Sea to be clear of British ships. I know. I have done exactly that in the game.

But that is not what happened in real life. Naval bombers were not as effective in real life as they are in the game, and therefore, Germany and Italy had to built and rely on ships and submarines and mines in addition to naval bombers to hold of the Allied navies.

Even if Germany had chosen not to built the Bismack or the Tirpitz and used their ICs to build squadrons of naval bombers instead, they just would not have been able to sink or even cripple the Royal Navy.

In WWII, most ships were sank by submarines or carrier based torpedo planes and to a lesser extent by other ships and mines. Proportionally, naval bombers did not sink as many ships. But as it is in the game, naval bombers are one of the primary, if not the primary ships-killers. This is just not realistic.

I totally agree that nav bombers hould be efficient but not as efficient as they are now.
 

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Historically the invasion was launched from bases on New Caledonia and Vanuatu...much more near than Hawaii...
I like the penality...in ww2 it was dramatically hard to make a landing on a not completely fortificated beach even across the Channel!
So I see no reason why Germany should be able to land without hard difficulties in USA!!
 

unmerged(28058)

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It was an example guys, lol I haven't even played as America in COI .81 yet.

I see what you guys are trying to achieve, but I think it can get out of hand with like 100% negatives, etc.
 

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Faaip de Oiad said:
It was an example guys, lol I haven't even played as America in COI .81 yet.

I see what you guys are trying to achieve, but I think it can get out of hand with like 100% negatives, etc.

Its really not our doing were simply adabting to the system as paradox has made it.

Ghost_dk
 

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juv95hrn said:
I totally agree that nav bombers hould be efficient but not as efficient as they are now.

When you mention their effectivity now do you mean as a single unit or as a unrealistic 12 unit stack?

I find it very deisturbing if we would have to downgrade the effect of a unit because players choose to put a lot of units in one stack.

Ghost_dk
 

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Core MP - how do you handle a FRA/USA player?

It is quite popular in MP games - at least that´s what I assume - to have a single player first play France, and, after France´s fall, the USA.

Advantages:
- better defense of France (ok, maybe unhistorical :) )
- The France player still has fun after losing, actually the game really starts for him then
- The US is not streamlined from 36 on and is ready to kick butt in 41, but has to live with the inferiority most US weapons had IRL when entering the war. --> More realistic gameplay.

But there is one problem - how does one get around the fact that for instance all AI ships in CORE get a range +100000? We used to manually edit this, but it took me like 20 minutes to do this. And, I believe, there are certain other AI only treats and advantages that have to be edited out, once a formerly French player takes over an AI run US.

Suggestions?
 
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