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Nov 4, 2006
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I've been playing as Germany, and have beaten Russia completely. I rejected the Bitter Peace events, as I didn't want Russia to later on attack Germany once the peace-treaty's duration ran out. Anyway, I had to conquer every Soviet province, except for the last three before that could happen, more or less than those three provinces, and the puppetising option didn't work. I did try puppetizing after conquering every province, but the only option allowed was annexation of Russia, which I didn't want because of all the partisans, and the need to suppress them with numerous military forces. Perhaps it could be arranged that Russia etc. could still be puppetised, even with all or most provinces controlled by the invading forces.

Secondly, when I puppetised the Soviet Union, it came back as part of the Axis, still named as the Soviet Union, which is a communist term. Given that the new regime is now a combination of fascist/paternal autocrat in terms of type, having it still called the Soviet Union, instead of "Russia" seems illogical to me. That really needs to be changed.

Also, I haven't played the game further, as of yet, but I've noticed that the new Axis-friendly Russia has no factories, and therefore no ICs, even a day or two after the puppetisation. One would expect a newly conquered nation to regain ICs, immediately, once it re-allied with the conquerors. I did notice, by the way, that the Soviet Union managed to build one IC after I'd conquered all the SU's factories - this seems illogical to me as one shouldn't be able to carry on building units/factories etc. without access to ICs.

One last thing, I ordered various anti-aircraft brigades, but after some were accepted, the rest were unable to be added on to other units. It could be because some units haven't been upgraded to 1943-types, but maybe it's due to other causes.Any ideas?
 
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As regards my first point in my previous post, I just remembered that I'd been forced to use the "acceptall" command to get the Soviet Union puppetised. This seems illogical, and should be made a more likely event - after all, by that stage I'd conquered every Russian province except the two on the Kamchatka peninsula. The only really viable alternative, without using the "acceptall" cheat, is to have Transuralia and Siberia set up, and then hand over the rest of the Russian provinces to them, in order to avoid the extra transport-point costs re partisans etc.
 

Black Lotus

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Is there anyway to organize the technology trees a bit better in .30? When I first started up CORE for DD my eyes were bleeding with the amount of techologies there was. Also the backgrounds of some of the technology trees are a little bland like the naval one. I understand that your first priorities would be for events and the A, I'm just suggesting to make it all look nice.
 

Hagar

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Black Lotus said:
Is there anyway to organize the technology trees a bit better in .30? When I first started up CORE for DD my eyes were bleeding with the amount of techologies there was. Also the backgrounds of some of the technology trees are a little bland like the naval one. I understand that your first priorities would be for events and the A, I'm just suggesting to make it all look nice.
They are being overhauled, especially the armor, land doctrine, naval and naval doctrine techs. But I don't think we go easy on techs, and space is and remains limited. Backgrounds can be changed of course, but I guess it's far more important to get the techs and models in first.
 

Myrmidon

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I agree and see the balance issue. In my personal experance the Armor and Land doctrine were intresting and new yet could better. The armor/arty section felt somewhat jumbled and took some study to make sense of it, though I suspect this may be a layout issue and not substance. I do like the blueprints option - " research x and gain blueprints for y ". I'd like to see more of that if possible.

Land Doctrines left me a bit fuzzy, not seeing much of a differance in some of the more industrial nations ( usa vs germany ). Prehaps a bit more tweeking to tailor it to the major nations?

Kudos on the industrial aspect. I was able to get the US to 500+ wartime IC and it felt like I was playing the worlds industrial super power. Oil conversion just made it that much better, yes... I bothered to research them as the USA.

Naval combat has been fun, with the right timing I got to open up with my NC and Iowa classes into INJ CV's at 15km : )

Thank You MateDow, the USN in my hands feels like a sledgehammer of CV stack of doom. I also like to play up the battle of the atlantic and the ASW rules are working well imho, CVL's and DD's with CL's acting as the " big guns " are in a struggle with the wulfpacks from the coast of greenland to the coast of west affrica. I've found Uboats in long island sound... a nasty suprise for my supply convoys!

CV warfare has been fun, supriseingly fast and deadly. I've lost Wasp and Hornet in two days, the INJ drawing blood yet unable to come to match my ability to ram Essex and now Midway class CV's down their throats.

Some things I would like to see after a few games

Post War - Units, Events, Alliances, Options.

Adding a lot fo the HoI:1 Flavor events to this edition, if only for flavor reasons. That is what brought me to CORE in the first place.

For the USA I'd like to see a bit of spice in the techteams. Lots of options from the Cali/CSA nations. I mean hey... even if to just change some faces it would be nice : ) Military leaders as well, I'd be willing to go through my books and find some promotion dates and such, if needed.

Aside from that, this is a great mod and I'm a loyal fan. Looking forward to the next upgrade.
 

Hagar

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Myrmidon said:
I agree and see the balance issue. In my personal experance the Armor and Land doctrine were intresting and new yet could better.
Both will get a complete overhaul in 0.30. Not sure how they work out yet, as I just got info on the structure itself, but for me it's back to the drawing board graphics wise. Luckily I'd wisely steered clear of the Armor tree... :)

Myrmidon said:
Post War - Units, Events, Alliances, Options.
On the wishlist for version 0.40.

Myrmidon said:
Adding a lot fo the HoI:1 Flavor events to this edition, if only for flavor reasons. That is what brought me to CORE in the first place.
We've started making an inventory of the original CORE1 events, to find out which ones will be migrated to CORE2. Expect those to be added from 0.40 onwards.

Myrmidon said:
For the USA I'd like to see a bit of spice in the techteams. Lots of options from the Cali/CSA nations. I mean hey... even if to just change some faces it would be nice : ) Military leaders as well, I'd be willing to go through my books and find some promotion dates and such, if needed.
Work in progress, though any ideas or input is appreciated.

Myrmidon said:
Aside from that, this is a great mod and I'm a loyal fan. Looking forward to the next upgrade.
Great to hear that Myrmidon... I'm sure you won't be disappointed. :D
 

Loerst

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Suggestions for the new version:

Egypt should be more active and should enter the alliance with UK when threatened (or maybe even before that). Now it could happen, that Italians destroy British Army, but then stop on the egyptian border and just sit there for years. I'm quite sure that in reality Rommel and Italians would be glad to capture Cairo and push to the Suez, no matter what the opinion of egyptian goverment.

Allies should liberate Ethiopia after they conquer the territory from the Italians. In reality Emperor returned to the throne already in january 1942 and was given more or less free hands when dealing with internal affairs (however, with the military or international affairs it was quite opposite). In game terms - as soon as the entire territory of the country is liberated, puppet ethiopia, member of the allies, should emerge. After the end of the war, Ethiopia should lose its "puppet" status.
-more on http://en.wikipedia.org/wiki/East_African_Campaign_(World_War_II)


A question:

As a SU I lost some territory to the GER. The same land was later recaptured by the Allies. Now I can't send my troops to the territory which is legally mine, but occupied by someone I'm not in war with. Will my territory again become mine at the end of war or should I declare war to recapture it?
 
Last edited:

Hagar

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The Egypt setup is under review in 0.30, and has to be changed. Can't really answer you on the other two issues, really.
 
Nov 4, 2006
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Due to a suggestion elsewhere on the HOI2 list, I tried to insert the abbreviation for Germany(ie GER) into the no_exp_forces_to { } line in every AI country file under the modCORE2 subdirectory, in order to prevent the bug where allied countries keep shifting their forces onto German control, after I've tried to return control of them back. Like the G'KAR event-mod, it failed completely, in this regard, which means I'm pretty much unable to carry on playing. I particularly like the CORE game, as it reminds me a bit of the AGCEEP mod for Europa UNiversalis 2, and I sincerely hope that this expeditionary forces bug gets sorted out completely in the next CORE 0.30 patch.
 

unmerged(46366)

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Hey, great work on the mod. I enjoyed your hoi1 version immensely.

Two (wildly different) questions.

1) Do you plan to incorporate Catalonia as a possible country. From looking at the files it appears as if you do but I was wondering if there will be a provision for an anarchist "CNT" version of the Catalan government (completely plausible in real life and would add an interesting dynamic to the game)

2) Will there be a way for the ai to build nuclear reactors? It almost seems as if you would have to do it by event, but at that it would not seem to be conceptually too difficult to accomplish. I think overall the game would be immensely more enjoyable as Germany or the USSR if you had to allow for the havoc the US could eventually wreak on you with, uh, WMDs.....
 

Hagar

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Cuauhtemoc said:
Hey, great work on the mod. I enjoyed your hoi1 version immensely.
Thanks! We aim to please... :)

Cuauhtemoc said:
1) Do you plan to incorporate Catalonia as a possible country. From looking at the files it appears as if you do but I was wondering if there will be a provision for an anarchist "CNT" version of the Catalan government (completely plausible in real life and would add an interesting dynamic to the game)
Is an ongoing discussion right now. Probably not for 0.30.

Cuauhtemoc said:
2) Will there be a way for the ai to build nuclear reactors? It almost seems as if you would have to do it by event, but at that it would not seem to be conceptually too difficult to accomplish. I think overall the game would be immensely more enjoyable as Germany or the USSR if you had to allow for the havoc the US could eventually wreak on you with, uh, WMDs.....
Nuclear techs are under review, as the current Vanilla setup is way off with historical facts. I'm no expert on AI matters, so I can't answer you on that front...
 
Nov 4, 2006
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Ghost_dk said:
you added a GER inside the brackets and started a new game right?

Actually, I didn't restart a new game, though i did just add GER to the brackets otherwise. Are you absolutely sure it would work if I restarted? I really don't want to go through several years of gameplay, only for the same bug to happen again.
 

Loerst

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@cromcruachan - try also changing "exp_force_ratio=0.000" for the countries that annoy you at appropriate sections of your save file.

@hagar: suggestion

I play as SU. I noticed that researching airborne divisons gives an organisation penalty to all the other type of units. That way it doesn't seem likely for anybody to research that project at all, as practically nobody want to see the core of the army - infantry, armor, mech units, just everybody - lose its organisation just because some paratroopers emerged. I suggest that penalty be removed.

I also noticed, that it is possible to research airborne '43 without having airborne '40 researched or even go backward, first researching '43 and only then start with '40. A bug, I suppose.

Other than that, I would like to congratulate you on a super mod you made. A few weeks ago I was still a little grumpy about all the novelties, now I don't play anything else that CORE. :)

Greetings from Slovenia,
Loerst
 
Last edited:
Nov 4, 2006
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I'm currently unable to sort out my savegame as I cannot find the individual entries for each country. The savegame(EUG) file seems to be a hopelessly muddled mix of descriptions of naval units, sunk or otherwise. I did try to use the "Find" function to locate each individual country but found no specific entry, just endless commands detailing trade-treaties etc. Wher exactly am I supposed to put in this command?
 
Last edited:
Nov 4, 2006
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Loerst, I hope this mention of airbonre bugs reducing the org of other units is only confined to the SU? If it's also a problem with Germany, I think I'll have to wait until CORE 0.30 to continue playing as I would prefer an ahistorical game involving Germany using paratroops. This may explain partly why my German forces were doing so badly against the Nationalist Chinese army in 1943 after I'd done some extensive airborne research.
 

HistoryMan

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Reducing the org of other land units if you strip out the guys who will be paratroopers specifically is deliberate - it is not a bug, nor is it confined to one country. What it means is that you have chosen to concentrate your airborne training into specialised units - so your Paratroopers get +9% ORG, other units lose 3% ORG (or so) since they no longer receive any airborne training (the presumption before you research paratroop units is that all your units get some rudimentary training in being air dropped, etc). It's a one-off hit - and (to be honest) you will barely notice 3% org loss.

Tim
 

Hagar

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Loerst said:
I also noticed, that it is possible to research airborne '43 without having airborne '40 researched or even go backward, first researching '43 and only then start with '40. A bug, I suppose.
Something for Dec to answer I guess. He's in charge of the infantry tech tree.

Loerst said:
Other than that, I would like to congratulate you on a super mod you made. A few weeks ago I was still a little grumpy about all the novelties, now I don't play anything else that CORE. :)
I know precisely what you mean... I guess we've all been down that road ourselves. I haven't played DD even once to be honest, and haven't played regular HoI2 since 0.10 came out about a year ago. I got hooked on CORE hook, line and sinker. :p
 

unmerged(53922)

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If you are interested I fixed/improved some things in DD :

Some of them are:

- Fixed wrong money value in /db/resource_values.csv from 12 to 160 to the same ratio as placed in db/misc.txt (supplies/money - 20:1). Corrected trades values on money in every scenario.
- 100% working NoExpForces MOD v 1.1b to DD 1.2 all scenarios, to human players only (AI countries still will be using EXP forces) in Single & Multiplayer with information how to use it in any MOD
- AI airpower tweaked. Interdiction, logistical strike, runway cratering, installation strike missions are turned off, as totally useless in AI management.
- Offensive supply turned off for all AI's. EX. SOV often has units without supplies becouse that
- Portugal AI will be building convoys, when needed.
- Fixed China Surrender event. Now puppeted Nat China will have leaders, except sleeped by original event. China and Warlord manpower stay the same as in original.
- Fixed ai_revolters.txt events. Now countries after next liberations will have always free resources and IC
 
Last edited:

dec152000

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CromCruachan said:
Actually, I didn't restart a new game, though i did just add GER to the brackets otherwise. Are you absolutely sure it would work if I restarted? I really don't want to go through several years of gameplay, only for the same bug to happen again.

Hi,

If you don't restart the changed AI files won't be loaded so any effect you are attempting to get is lost. I didn't see what the problem you were trying to fix was so I can't comment on the likelyhood of this fixing it.

mm