I have intention of seeming rude, just stating the facts.
You still didn't adequately explain why the AI gets the Afrika Korps in Nov 1940, but a player gets it in May 1941 when it historically formed in Jan 1941 and began arriving in Africa in early Feb 1941.
I understand about the AI needing it ...
Search found 95 matches
- Fri Jun 27, 2025 5:08 pm
- Forum: Scenario Design and Modding
- Topic: TRP - Total Realism Project for War in Europe (1.10b Download)
- Replies: 1484
- Views: 114249
- Fri Jun 27, 2025 1:17 am
- Forum: Scenario Design and Modding
- Topic: TRP - Total Realism Project for War in Europe (1.10b Download)
- Replies: 1484
- Views: 114249
Re: TRP - Total Realism Project for War in Europe (1.10b Download)
So, you claim the AI does not cheat.
First, the AI can place a new unit and upgrade it immediately. The player cannot. I also have seen a new unit placed and then move/attack. This might be unavoidable simply due to the programming but don't state up front that the AI has "no cheats."
The Africa ...
First, the AI can place a new unit and upgrade it immediately. The player cannot. I also have seen a new unit placed and then move/attack. This might be unavoidable simply due to the programming but don't state up front that the AI has "no cheats."
The Africa ...
- Fri Mar 21, 2025 9:48 pm
- Forum: Scenario Design and Modding
- Topic: TRP - Total Realism Project for War in Europe (1.10b Download)
- Replies: 1484
- Views: 114249
Re: TRP - Total Realism Project for War in Europe (1.9 Download)
You still have not answered the supply question on Axis units in North Afrika. I read the tool tip. The Axis now has 21 units in North Africa between Tripoli and El Alamein NOT counting HQ and garrisons, 11 of which are core units. This is ridiculous. You can't counter as the Allied player because ...
- Fri Mar 21, 2025 3:13 am
- Forum: Scenario Design and Modding
- Topic: TRP - Total Realism Project for War in Europe (1.10b Download)
- Replies: 1484
- Views: 114249
Re: TRP - Total Realism Project for War in Europe (1.9 Download)
I was just contemplating that perhaps a better solution to our discussion is to create some new units. Currently, we have strategic bombers, tactical bombers, medium bombers, maritime bombers and "carrier bombers." But we only have one unit for Fighters (or choose fighter carrier).
Why not have ...
Why not have ...
- Fri Mar 21, 2025 1:00 am
- Forum: Scenario Design and Modding
- Topic: TRP - Total Realism Project for War in Europe (1.10b Download)
- Replies: 1484
- Views: 114249
Re: TRP - Total Realism Project for War in Europe (1.9 Download)
I disagree with your assessment of twin engine escort fighters. Yes, the Germans had the BF 110 series, but they were cannon fodder against the more nimble and faster fighters, and they saw severe losses in the Battle of Britain. They were terrible escorts and were repurposed as night fighter ...
- Fri Mar 21, 2025 12:34 am
- Forum: Scenario Design and Modding
- Topic: TRP - Total Realism Project for War in Europe (1.10b Download)
- Replies: 1484
- Views: 114249
Re: TRP - Total Realism Project for War in Europe (1.9 Download)
I did read the tool tip, and it says the same regardless of playing axis or allies. For supply purposes, a maximum of 15 units not counting HQ's and garrisons and no more than 4 can be corps size between Tripoli and El Alamein.
The Axis has 18 units, NOT counting garrisons and HQs, and NINE of them ...
The Axis has 18 units, NOT counting garrisons and HQs, and NINE of them ...
- Thu Mar 20, 2025 4:07 am
- Forum: Scenario Design and Modding
- Topic: TRP - Total Realism Project for War in Europe (1.10b Download)
- Replies: 1484
- Views: 114249
Re: TRP - Total Realism Project for War in Europe (1.9 Download)
Just to check, I turned off the fog of war. The Italians have FIVE corps units between Tripoli and El Alamein and they are not taking any losses so apparently the Axis AI can do whatever it wants in North Africa in terms of units.
EDIT. Checked again. Now the Axis have 16 units not counting HQ and ...
EDIT. Checked again. Now the Axis have 16 units not counting HQ and ...
- Thu Mar 20, 2025 2:18 am
- Forum: Scenario Design and Modding
- Topic: TRP - Total Realism Project for War in Europe (1.10b Download)
- Replies: 1484
- Views: 114249
Re: TRP - Total Realism Project for War in Europe (1.9 Download)
I believe a few serious bugs? exist with the mod in conjunction with the original programming.
1. The supply problem in the North Afrika war was mainly a German and Italian issue due to Malta and the British presence. But this is what happened. As the Allies, I moved 5 total units (4 Inf, 1 HQ) to ...
1. The supply problem in the North Afrika war was mainly a German and Italian issue due to Malta and the British presence. But this is what happened. As the Allies, I moved 5 total units (4 Inf, 1 HQ) to ...
- Mon Mar 10, 2025 9:02 pm
- Forum: Scenario Design and Modding
- Topic: TRP - Total Realism Project for War in Europe (1.10b Download)
- Replies: 1484
- Views: 114249
Re: TRP - Total Realism Project for War in Europe (1.9 Download)
Thank you for the quick response.
Hmmm, I thought I was doing combined arms with armor, Infantry and A/C on each target. I don't know of any mechanism for simultaneous attack so I'm curious. Unfortunately, you didn't mention where I can view your videos except you tube. But under what name?
I still ...
Hmmm, I thought I was doing combined arms with armor, Infantry and A/C on each target. I don't know of any mechanism for simultaneous attack so I'm curious. Unfortunately, you didn't mention where I can view your videos except you tube. But under what name?
I still ...
- Sun Mar 09, 2025 8:22 pm
- Forum: Scenario Design and Modding
- Topic: TRP - Total Realism Project for War in Europe (1.10b Download)
- Replies: 1484
- Views: 114249
Re: TRP - Total Realism Project for War in Europe (1.9 Download)
A few comments:
1. It's much too hard to kill units. Part of the problem is you surround a city and attack the unit inside. You kill it to 1 step and the next turn it reinforces back to 10! A unit out of supply, even in a city should not be able to fully reinforce itself. I have had cases where an ...
1. It's much too hard to kill units. Part of the problem is you surround a city and attack the unit inside. You kill it to 1 step and the next turn it reinforces back to 10! A unit out of supply, even in a city should not be able to fully reinforce itself. I have had cases where an ...
- Sun Dec 31, 2023 1:21 am
- Forum: Strategic Command WWII War in Europe
- Topic: New Patch v1.28.00
- Replies: 25
- Views: 1946
Re: New Patch v1.28.00
With the new patch I find that A/C now attack and defend in ALL weather conditions, snow, blizzard and rain. Is this by design? A/C don't seem to be grounded in bad weather or be affected by bad weather to fly, move, attack or defend even when the entire area is in bad weather.
- Thu Jul 08, 2021 6:23 pm
- Forum: Scenario Design and Modding
- Topic: Fall Weiss II - WIE 14.0 - (Ready for Download)
- Replies: 1140
- Views: 47452
RE: Fall Weiss II - WIE 7.3 - (Ready for Download)
<t> Crispy or Bill,<br/>
<br/>
So I was Playing Fall Weiss II 7.3. As the German player, I took Murmansk. The notice said that Soviet morale was decreased. Imagine my surprise when the morale bar INCREASED! And no, there were no other events that turn that would cause an increase in Soviet Morale ...
<br/>
So I was Playing Fall Weiss II 7.3. As the German player, I took Murmansk. The notice said that Soviet morale was decreased. Imagine my surprise when the morale bar INCREASED! And no, there were no other events that turn that would cause an increase in Soviet Morale ...
- Wed Apr 07, 2021 11:32 pm
- Forum: Gary Grigsby's War in the East 2
- Topic: Air power
- Replies: 2
- Views: 231
Air power
<t> So I am playing Axis against Soviet AI. I use AI airpower in totality, letting the computer handle it. On the first turn the Axis airpower slaughtered the Soviet air force on the ground. It's now turn 46 and my Airpower has flown less than 50 TOTAL sorties mostly some supply runs. What's going ...
- Wed May 13, 2020 9:58 pm
- Forum: Mods and Scenarios
- Topic: World War One Mod!
- Replies: 78
- Views: 7941
RE: World War One Mod!
<t> I must be doing something wrong? I unzipped the files into the John Tiller campaign folder and sure enough the correct WW1 1.1 folder is in there. I found the WW1.exe file but when I click on it I get "windows can not access specified drive path or file. You may not have the appropriate ...
- Fri May 01, 2020 1:42 pm
- Forum: Scenario Design and Modding
- Topic: Fall Weiss II - WIE 14.0 - (Ready for Download)
- Replies: 1140
- Views: 47452
RE: Fall Weiss II - WIE 6.2 - (Ready for Download)
<t> So in the middle of a second play through on 6.2 as the allies, first time as axis.<br/>
<br/>
1). I noticed Brits attacking Berlin as an event and Russians attacking the Romanian oil but where is the Luftwaffe doing the London Blitz? One of the main reasons the Battle of Britain was lost is ...
<br/>
1). I noticed Brits attacking Berlin as an event and Russians attacking the Romanian oil but where is the Luftwaffe doing the London Blitz? One of the main reasons the Battle of Britain was lost is ...
- Mon Apr 27, 2020 1:55 pm
- Forum: Scenario Design and Modding
- Topic: Fall Weiss II - WIE 14.0 - (Ready for Download)
- Replies: 1140
- Views: 47452
RE: Fall Weiss II - WIE 6.1 - (Ready for Download)
<t> So I redownloaded 6.1 and still had the same problem. It would not show up. Frustration makes for innovation so I looked at the files and noticed the data file was older than the .cgn file (Should have been today's date). I deleted that data file guessing that a new data file needed to be ...
- Sun Apr 26, 2020 2:33 pm
- Forum: Scenario Design and Modding
- Topic: Fall Weiss II - WIE 14.0 - (Ready for Download)
- Replies: 1140
- Views: 47452
RE: Fall Weiss II - WIE 6.1 - (Ready for Download)
<t> Crispy,<br/>
Thanks for the quick response.<br/>
I actually downloaded the latest patch to the main game. When I did, I had two pages of campaigns to choose from and Fall Weis 20 was one of them. Perhaps the menu simply did not allow for the large number of mods until the latest patch? In any ...
Thanks for the quick response.<br/>
I actually downloaded the latest patch to the main game. When I did, I had two pages of campaigns to choose from and Fall Weis 20 was one of them. Perhaps the menu simply did not allow for the large number of mods until the latest patch? In any ...
- Sat Apr 25, 2020 1:30 am
- Forum: Scenario Design and Modding
- Topic: Fall Weiss II - WIE 14.0 - (Ready for Download)
- Replies: 1140
- Views: 47452
RE: Fall Weiss II - WIE 6.1 - (Ready for Download)
<t> I downloaded 6.1 44.44MB, unpacked it and copied the files into the proper campaigns folder where the other mods are (they all show up and work) but there is no campaign in the start up menu (again, all the other mods are there.)<br/>
So I tried what you said and opened the .cgn file in the ...
So I tried what you said and opened the .cgn file in the ...
- Thu Apr 16, 2020 2:58 pm
- Forum: John Tiller’s Campaign Series Support
- Topic: Opportunity fire
- Replies: 3
- Views: 287
RE: Opportunity fire
<t> I know I already complained but since EF3 is not available yet?!<br/>
I have had three battalions of PZIV F2 tanks (that's 192 vehicles) since mid '42. It's now the end of '44 and I just got 1 Battalion upgraded to PZ V's.<br/>
Now to be clear, only 175 PZIV F2's were even produced PERIOD with ...
I have had three battalions of PZIV F2 tanks (that's 192 vehicles) since mid '42. It's now the end of '44 and I just got 1 Battalion upgraded to PZ V's.<br/>
Now to be clear, only 175 PZIV F2's were even produced PERIOD with ...
- Sat Mar 28, 2020 1:46 am
- Forum: John Tiller’s Campaign Series Support
- Topic: Opportunity fire
- Replies: 3
- Views: 287
Opportunity fire
<t> Some observations to fix or change in current versions or the new version.<br/>
<br/>
1. I have tried on multiple occasions to adjust the opportunity fire ranges on units but it never works. I've also had sections greyed out when I clearly have those units available. Does the menu only work ...
<br/>
1. I have tried on multiple occasions to adjust the opportunity fire ranges on units but it never works. I've also had sections greyed out when I clearly have those units available. Does the menu only work ...