TRP - World at War Released v0.8.18

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Lothos
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Re: TRP - World at War ALPHA Released v0.8.2

Post by Lothos »

CaesarAug wrote: Mon Oct 30, 2023 8:18 am Hi, Lothos. Since you are using the three default cavalry slots (brigade, division, corps) to introduce two new non-cavalry units, I notice that you changed the default two cavalry_movement sounds to regular infantry movement.

Makes sense, though for the remaining cavalry corps in-game, its movement will sound like regular infantry. I don’t suppose there is any way to mod which sound a specific unit should use…

But here’s my question: I also noticed you introduced an entirely new troops2 sound in your mod. It likewise sounds like regular infantry movement but since no such sound appears in game default, I was wondering what purpose it serves? Does the game engine recognise a troops2 sound? Thanks!
Sound unfortunately is hard coded to be shared over several units. So unfortunately I can't put the cavalry sound back. I chose the sounds as best I could due to the limitations.
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Re: TRP - World at War ALPHA Released v0.8.2

Post by SagsGames77 »

Playing this mod for the first time and quite enjoying it, although I am making a few tactical errors due to unfamiliarity.

The point I wanted to make is that I feel carrier-based bombers are overpowered against land targets. Just had a panzer corps destroyed (down from 5 points to zero) by CVL attacks and same for Chinese infantry corps 3-4 hexes inland. In fact my opponent makes sure his panzers stay well away from the coast due to this feature.

I know this game can't replicate everything in a totally realistic way, but has consideration been made to only allowing carrier bombers to attack naval targets (and I would suggest air units on the ground) and not ground units, or at least only degrade morale/readiness rather than causing consistent strength point damage?

As I say, I think they are too powerful in the current set-up and this distorts the game rather too ahistorically for my taste.

Also would like to say kudos to Lothos for putting the time in to make this great mod.
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Lothos
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Re: TRP - World at War ALPHA Released v0.8.2

Post by Lothos »

SagsGames77 wrote: Fri Nov 03, 2023 9:05 pm The point I wanted to make is that I feel carrier-based bombers are overpowered against land targets. Just had a panzer corps destroyed (down from 5 points to zero) by CVL attacks and same for Chinese infantry corps 3-4 hexes inland. In fact my opponent makes sure his panzers stay well away from the coast due to this feature.
Yes I have seen this before, I been thinking of raising Carrier defense of all land units by 1. I can't lower the attack on the Carrier planes unfortunately and keep it balanced and I still want them to be able to do damage to land units because carriers are needed for the islands.
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Lothos
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Re: TRP - World at War ALPHA Released v0.8.2

Post by Lothos »

TRP World v0.8.3 RC1 has been released on Discord, this has everything in the Europe version plus some big changes in China

########################
# TRP 0.8.3 RC1 World
########################

Officially released
Last edited by Lothos on Tue Nov 14, 2023 5:19 pm, edited 1 time in total.
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Lothos
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Re: TRP - World at War ALPHA Released v0.8.3

Post by Lothos »

TRP World v0.8.3 Has been released, lots of improvements in the Pacific/China area. Please provide feedback! Also added recommended house rules in the first post.

########################
# TRP 0.8.3 World
########################

- (New) Translations added for French, Spanish and German.
- (New) USA (once at war), Convoy to UK was changed from 20% to 10%
- (New) China, new partisan system (AI Axis excluded from the special effects)
--- All partisan points will produce partisans
--- Garrison that point will suppress the partisan HOWEVER unless you have 10 or more units with 5 hexes then their is a chance that partisans will still attack the area, damage units and supply lines
--- These special attack will happen at the begining of the Allied turn so that China has a chance to follow up with an attack.
- (New) Germany, can use Diplomacy on Vichy
- (New) USA/Canada, Eagle Squadron (was broken) redesigned as a decision for the UK
- (New) Australia & New Zealand can no longer OP their planes out of their home countries
- (New) Canada, cannot build Medium bombers till 1/1/1941
- (New) Canada, cannot build Fighters till 1/1/1941
- (New) UK, Decision for USA that sends a Medium bomber to UK (the bomber is now Canadian)
- (New) Escort Carriers defense against air attack increased by 1
- (New) USA, has a popup to inform them on which countries that could get trade with by using diplomacy
- (New) UK, 7th Armoured Division decision changed to be reflect Mobile Division Egypt
- (New) UK, Basra event will cost more MPP to deploy units
- (New) UK, Egypt event will cost more MPP to deploy units
- (New) Cuba's main ally country changed from UK to USA
- (New) Mountain Units spotting range in Mountains increased from 1 to 2
- (New) Australia, if they are conquered a convoy to Japan will be created
- (New) India, if they are conquered a convoy to Japan will be created
- (New) France, changes to their starting tech/researching
- (New) Japan, Franco Thai War decision added and the Annexation of Indo-China to Japan is tied to it
- (New) Germany, Garrison requirements on Soviet border tooltip improved to show you exactly what are the requirements
- (New) AA, has been turned back on for Major Fortress, Major Cities, Capitals and Major Capitals
- (New) AA Units (not resources), changed starting value for Strategic Bomber attack from 2 to 0 (tech raises it still)
- (New) MPP, is now focused in Capitals, Mines, Oil Fields and Major Cities (Industrial Centers) everything else is just supplies
- (New) Iraq, will send its resources to France until they surrender or loose Toulon then it will go to the UK
- (New) Cuba, will send resources to the USA if their mobilization is 20 or higher
- (New) Columbia, will send resources to the USA if their mobilization is 20 or higher
- (New) Saudia Arabia, will send all its resources to USA if it reaches 20% mobilization
- (New) Saudia Arabia, will send all its resources to Japan if it reaches 20% mobilization
- (New) Gibraltar changed to a regular fortress
- (New) Germany, modified the event to invade Denmark to add units to the 2 new ports
- (New) Logistic, tech changes
--- No longer lowers OP costs
--- Increases morale of all units by 5% per level
- (New) Naval Weaponry Upgrade for Surface Combat ships removed
--- USA, Germany and Japan Heavy Cruisers - Dreadnought have +1 attack values (to baseline)
--- Italy Battleships have +1 attack values (to baseline)

- (OOB) Italy, gets 2 transports instead of 1 at the start
- (OOB) Italy, lowered Tac bomber cap from 3 to 2 and increased Medium bomber cap from 1 to 2
- (OOB) Germany, garrison build cap raised by 2 (to account for new ports in Denmark)
- (OOB) Germany, removed all motorized corps from production que
- (OOB) USA, starts with nothing in the production que
- (OOB) AA unit caps changed to the following
--- UK lowered from 3 to 2
--- USSR lowered from 3 to 2
--- Germany lowered from 5 to 3
- (OOB) UK, following changes
--- Remove Armor Train from their available builds
--- Lowered Armor Division Max from 4 to 2
--- Lowered Armor Corp Max from 5 to 2
--- Lowered Para Corp Max from 2 to 1
--- Increased Mech Corp Max from 1 to 2
--- Lowered Artillery SP Max from 2 to 1
--- Lowered Heavy Artillery Max from 2 to 1
--- Heavy Artillery can't be built till 8/1/1940 (they get one by event in North Africa)
- (OOB) Canada following changes
--- Removed both Fighters from the Production Que
--- Removed all units from the production quest except for the destroyer that comes on 11/17/1939
--- Lowered HQ max from 2 to 1
--- Lowered Tank Destroyer from 1 to 0
--- Lowered Motorized Corps from 2 to 1
--- Lowered Armor Corp from 1 to 0
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CaesarAug
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Re: TRP - World at War ALPHA Released v0.8.3

Post by CaesarAug »

Curious, Lothos, as to your criteria on why you disabled Naval Weaponry research upgrades for surface units (except carriers). Thanks.
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Lothos
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Re: TRP - World at War ALPHA Released v0.8.3

Post by Lothos »

CaesarAug wrote: Wed Nov 15, 2023 12:15 am Curious, Lothos, as to your criteria on why you disabled Naval Weaponry research upgrades for surface units (except carriers). Thanks.
Naval Weaponry for carriers is because planes improve over time.

When you build a battleship the guns are fixed, they do not take the big guns off and put new ones on that are bigger. They just build a new ship when that happens.

So Ship vs Ship (which was Naval Tech for them) should never change in that respect.

Now Carrier vs Ship does change because planes get better. Ships defense to that is Anti Air Tech.
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CaesarAug
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Re: TRP - World at War ALPHA Released v0.8.3

Post by CaesarAug »

Understood. While we’re at it… have you considered some sort of modification that might differentiate ship classes (other than combat stats)? You see, it seems that every ship class is the “same” because they all have 10 max strength. As such, the only real difference between ship classes is limited to attack/defence values.

I’ve play-tested reducing the max strength per ship class. It sounds good in theory, but I wasn’t altogether satisfied with the results.

And since “naval defense” is really “naval attack” while defending, there is no proper “defense” rating like “armour” that would make battleships much harder to sink than light cruisers, for example.

I’ve been tweeking and play-testing naval evasion on attack and defense in an attempt to differentiate between ship classes. Of course, there is only one setting which includes all surface naval combat, including carrier naval air and submarine combat, which I would prefer be separate. I like the concept in principle, though it needs further play-testing.

I noticed you have incorporated this to submarines in your mod. Have you by chance considered using naval evasion in this regard, in some way, for all naval units?
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Lothos
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Re: TRP - World at War ALPHA Released v0.8.3

Post by Lothos »

CaesarAug wrote: Wed Nov 15, 2023 12:52 am Understood. While we’re at it… have you considered some sort of modification that might differentiate ship classes (other than combat stats)? You see, it seems that every ship class is the “same” because they all have 10 max strength. As such, the only real difference between ship classes is limited to attack/defence values.

I’ve play-tested reducing the max strength per ship class. It sounds good in theory, but I wasn’t altogether satisfied with the results.

And since “naval defense” is really “naval attack” while defending, there is no proper “defense” rating like “armour” that would make battleships much harder to sink than light cruisers, for example.

I’ve been tweeking and play-testing naval evasion on attack and defense in an attempt to differentiate between ship classes. Of course, there is only one setting which includes all surface naval combat, including carrier naval air and submarine combat, which I would prefer be separate. I like the concept in principle, though it needs further play-testing.

I noticed you have incorporated this to submarines in your mod. Have you by chance considered using naval evasion in this regard, in some way, for all naval units?
All Naval Units have some form of evasion already. The game engine does not have the ability to distinguish so much between naval units.

Personally I prefer the opposite direction, to simplify navies and go away from individual ships and instead turn them into something like fleets. The problem is that 10 is max strength so it would be to easy to just wipe out an entire fleet so I never took it in that direction.
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CaesarAug
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Re: TRP - World at War ALPHA Released v0.8.3

Post by CaesarAug »

Well, I’ve been testing a combination of naval evasion (attack and defense) base values, as well as 5-levels of researchable upgrades.

So for instance, naval units might have a base naval evasion of 0% and with 5-levels of Naval Warfare might max out at 25% (+5% per level) or even 50% (+10% per level). But this arrangement does not differentiate ship classes.

Another setup would be, for example: a super-battleship might have a base naval evasion of 60%, a battleship 50%, a battlecruiser 40%, a heavy cruiser 30%, a light cruiser 20%, destroyers 10%, an escort carrier 25%, a fleet carrier 50% (or half all these values), in either of these cases with no researchable upgrades, of course. This would somehow model to some degree the submarine dive % chance for surface units, as it were.

This latter arrangement does differentiate ship classes, it would be more a matter of selecting their respectively different base evasion values for playability. More play-testing!
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Pocus
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Re: TRP - World at War ALPHA Released v0.8.3

Post by Pocus »

The version shows as 0.5.5 alpha, so I'm unsure I have downloaded the right file?
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Lothos
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Re: TRP - World at War ALPHA Released v0.8.3

Post by Lothos »

Pocus wrote: Sat Nov 25, 2023 7:00 am The version shows as 0.5.5 alpha, so I'm unsure I have downloaded the right file?
We are up to version 0.8.3
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Lothos
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Re: TRP - World at War ALPHA Released v0.8.3

Post by Lothos »

Just an FYI, I discovered today that their are some strange errors in various AI files and Event files. I have no idea how these errors got their and I been fixing them. These errors somehow got into the official release and I have no idea how it got passed the editor checks (at first).

I am working on a new release to address all of these and hopefully will have it out tomorrow sometime.
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Lothos
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Re: TRP - World at War ALPHA Released v0.8.4

Post by Lothos »

TRP World v0.8.4 release with the emergency fix I mentioned earlier


########################
# TRP 0.8.4 World
########################

- (New) Added Victory Condition/Description text for supported languages
- (New) Major Ports can now build AA again
- (New) Submarines get a very large defensive bonus when stationed inside a Major Port
- (New) Some partisan areas on the map changed to effect supply only (instead of generating partisans)
--- These areas will change back to partisans if UK says yes to S.O.E. decision
--- Norway, Sweden and Yugoslavia

- (Map) Bordeaux (145,94) set as a Primary Supply
- (Map) Added text to Gibraltar/Suez Canal info points so you know what ship type can pass
- (Map) Added some rail lines near Joensuu Finland

- (AI) Germany, improvements to its early years production choices
- (AI) Germany, improvements on its invasion of Yugoslavia and preparation for Russia
- (AI) Germany, improvements on its attack on Greece
- (AI) USSR, improvements to its early years production choices
- (AI) UK, made some adjustments to its starting Sub AI
- (AI) UK, Norway invasion AI had some adjustments
- (AI) South Africa, improvements to get their troops out of Ethiopia once they are liberated

- (Bug) Croatia formation event will only trigger if Yugoslavia falls and no allied units within 15 hexes of Belgrade
- (Bug) AI Files Fixed some strange errors (no clue how they got their)
- (Bug) Event Files Fixed some strange errors (no clue how they got their)
- (Bug) Fixed a textual bug in the Transport AI files
- (Bug) Bordeaux (145,94) no longer says Industrial Center
- (Bug) Garrison units will now De-Entrench the enemy when they attack
- (Bug) Mountain units will now De-Entrench the enemy when they attack
- (Bug) Cavalry units will now De-Entrench the enemy when they attack
- (Bug) Nantes (143,88) now set as the Alternate Capital for France to resolve the bug of giving some extra MPP to Germany by creating a new capital
- (Bug) Air attacks on ships in a port will now be the same as if you attacked them at sea
- (Bug) Hong Kong will no longer give an NM hit to China when captured by the Axis and instead give an NM bonus to Japan
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CaesarAug
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Re: TRP - World at War ALPHA Released v0.8.4

Post by CaesarAug »

Lothos, I’m wondering about this “bug” change: “Air attacks on ships in a port will now be the same as if you attacked them at sea.”

What exactly did you edit to modify this?
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Lothos
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Re: TRP - World at War ALPHA Released v0.8.4

Post by Lothos »

CaesarAug wrote: Sat Dec 09, 2023 7:25 am Lothos, I’m wondering about this “bug” change: “Air attacks on ships in a port will now be the same as if you attacked them at sea.”

What exactly did you edit to modify this?
Ports gave a bonus defense to units stationed in them. I removed them all for minor ports but for major ports left a defense bonus for subs and they had the sub pens to protect them from attack.

However you can now build AA in major ports to get defense bonuses back
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CaesarAug
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Re: TRP - World at War ALPHA Released v0.8.4

Post by CaesarAug »

Oh, so if I understand aright, you previously modded port air defence for naval units, but in the latest versions you removed these bonuses?

I’m not aware of any such port bonuses in default-game scenarios, hence my inquiry as to you mentioning a correction for this “bug.”
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Lothos
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Re: TRP - World at War ALPHA Released v0.8.4

Post by Lothos »

Working on TRP World v0.8.5 which will be a major overhaul on how Air Power works. It also introduces a new bomber type called the "Tank Buster". I am waiting for the NATO symbols and to update the sprites before I put out a new Release Candidate. Once I get the images updated, I will post again on here, figure I let everyone know it's coming.

########################
# TRP 0.8.5 World
########################

- Re-Organized all the Decision IDs to make it easier to expand in the future

- (New) Airships removed
- (New) Medium Bombers moved into Airship spot giving them Strategic Attack
- (New) Tank Buster (Bomber) comes online in 1942 and has extra attack against Armor units
- (New) Strategic Attack units will hit the unit on the resource as well as the resource 100% of the time
- (New) France no longer has an Alternate Capital
- (New) River Penalty Changes
-- River attack penalty increased from 20% to 30%
-- Major Rivers attack penalty increased from 35% to 50%
-- Except Engineers No Penalty
- (New) USA, lowered Strategic Bomber max from 6 to 4
- (New) Algeria, Morocco, Senegal and Syria increased transport from 0 to 1
- (New) French Collapse Changed (Requires German troops actually in France)
--- 3 new Events to lower French Morale that will fire if the invasion is through Belgium
--- French NM lowering flat lined
--- UK Land Units in France, within 7 hexes of Paris, negate it
--- UK has 5 Land Units or more in France the French get a 500 NM bonus per turn
- (New) French West Africa lowered Garrison Max to 1 and removed Corp unit from build caps
- (New) French Equatorial Africa lowered Garrison Max to 1
- (New) USSR, Removed Fighter, Tactical and Medium Aircraft from Production Que and changed to UK Lend-Lease Decisions
- (New) Tactical Bombers do less damage to land units
- (New) Tactical Bombers had their morale damage doubled
- (New) Carriers do less damage to land units and their morale damage is increased with each level of naval tech
- (New) Medium Bombers no longer do damage to land units
- (New) Land units no longer have AA upgrades (except for AA units)
- (New) Paratroopers have the AT tech added
- (New) USSR, added Destruction of the Dnieper Dam decision
- (New) USSR, Peace with Orthodox Church decision
- (New) USSR, added some historical events
- (New) USA, added some historical events
- (New) Invasion of France Penalties changed and will only fire if attacked through Belgium (not Maginot)
--- NOTE: If you attack through Maginot and take a hex that will then prevent any of this from firing
--- France, NM Penalty -1600 if German troops in French Territory
--- France, NM Bonus +1600 if UK troops within 8 hexes of Paris while Germans are in French Territory
--- France, NM Bonus +500 if UK has at least 5 land units within 8 hexes of Paris while Germans are in French Territory
--- France, 50% to suffer a 30% morale hit each turn while Germans are in French Territory
--- Germany Attacking through the Maginot Line will prevent this from firing even if they change their mind and attack Belgium
- (New) Winter War, Random Event USSR can accidentally hit a Swedish Transport (+1 mobilization for Sweden)
- (New) Winter War, Random Event USSR can accidentally drop bombs on Swedish Territory (+1 mobilization for Sweden)
- (New) Japan, several new historical events/decisions added
- (New) China, several new historical events/decisions added
- (New) Surrender Decisions were copied (and adjusted) from TRP Europe

- (Map) Poland, adjusted weather for zone 104 (Warsaw is in that zone) to be clear till October 20th
- (Map) UK, Liverpool changed terrain a little so that 3 hexes can load transports instead of 2

- (OOB) Germany, adjusted starting position of Armor Corp from hex 180,71 to 180,72 for AI reasons

- (AI) Germany, adjustments to invasion of Poland
- (AI) Germany, surrender helper for Poland added 300 MPP for Plundering Poland
- (AI) Germany, adjustments to its invasion of Low Countries
- (AI) Germany, adjustments to its invasion of France
- (AI) UK, Improvements to evacuating the BEF
- (AI) UK, adjusted how it garrisons the UK

- (Bug) Germany, fixed an issue if Denmark's mobilization was not 0 that the annexation would not happen (they just need to be neutral now)
- (Bug) USSR, fixed an issue if the Baltic States mobilization was not 0 that the annexation would not happen (they just need to be neutral now)
- (Bug) USA, fixed an issue where Eagle Squadron Decision and US East Coast Escorts shared the same decision ID causing problems (ID 313)
- (Bug) Italy, fixed an issue where you were asked to deploy the Italian sub at Bordeaux on the exact same turn France surrendered
- (Bug) Germany, fixed an issue where Vichy was still sending 10 MPP even though they were gone
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Lothos
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Re: TRP - World at War ALPHA Released v0.8.4

Post by Lothos »

EMEGERENCY THAT EFFECTS ALL CURRENT TRP GAMES regardless of Version.

Patch v1.28 (Executable from Matrix) disables the Declare War button on the War Maps screen if certain Editor settings are used (which I am using).

This will prevent Major Powers from DOWing other Major Powers.

So, Germany can NEVER DOW Russia (which is how I discovered it in my PBEM game)

I have a FIX; however, you will need to restart your games.

I am sorry, there is no other way for me to resolve this.

Major Power will be back on the Diplomacy screen again, but you won't be able to assign Diplomacy Chips to them, however you can Declare War.

Please Re-Download v0.8.4 from the main post

Once you install it the game will show up as TRP - World 0.8.4a
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Lothos
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Re: TRP - World at War ALPHA Released v0.8.4

Post by Lothos »

Added a new recomended house rule to the first post

- W: Communist Chinese units can't go into Chinese territory
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