TRP - World at War Released v0.8.19

User avatar
Goodenough
Posts: 48
Joined: Mon Jun 20, 2016 1:29 pm
Location: UK

Re: TRP - World at War Released v0.8.13

Post by Goodenough »

That's a really useful image, thanks.

Looks like you've purchased all the German Motorised Corps!

Any chance of a reports graph showing the respective strengths of all the countries Land, Air and Naval forces?
User avatar
Lothos
Posts: 1249
Joined: Tue May 23, 2006 8:22 pm

Re: TRP - World at War Released v0.8.13

Post by Lothos »

Goodenough wrote: Thu May 09, 2024 11:09 am That's a really useful image, thanks.

Looks like you've purchased all the German Motorised Corps!

Any chance of a reports graph showing the respective strengths of all the countries Land, Air and Naval forces?
Aye, I posted it cause I see people attack early and the problem is they have to stop every now and then to heal their units.

With this setup you never stop, you have enough units to replace your injured ones and you keep going.

And sorry no graph chart.
User avatar
Lothos
Posts: 1249
Joined: Tue May 23, 2006 8:22 pm

Re: TRP - World at War Released v0.8.14

Post by Lothos »

TRP World v0.8.14 has been released

Lots of adjustments to Russia (Map), Partisan changes in Russia, want to see how this new Partisan system works out for people. If this seems to be a good system then I will encorporate it in other key places in the game.

Lots of air power changes as the late game bombers/strategic bombers are still way to over power and can wipe out entire CORP. Was playing a PBEM game in 1943 and from April 1943 to August 1943 he was able to use the German airforce to kill over 1000MPP, per turn, of Russian units with air power. The best he ever did was to kill 1900MPP in just a single turn. I believe this was tied to level 3 bombers have 60% demobilization.

########################
# TRP 0.8.14 World
########################

- (New) China, will get an NM boost when Japan is at war with the Allies
- (New) UK, AA unit can not be built until April 1940
- (New) UK, AA unit in Malta must remain in Malta if not Italian Mobilization will increase (can't be replaced with another unit)
- (New) AT cost lowered from 200 to 150
- (New) Subs used supply again, setting causes subs to not use Supply when Naval Cruising which is to powerful
- (New) Stratgic Bombers/Maritimes Bombers lowered base Evasion chance from 15% to 0% (they get 5% from Aerial research)
- (New) USA, USSR, UK if they hold their original capitals and all full mobilized their NM will increase 100 per turn
- (New) China, if they hold their original capital (include all allies) and all fully mobilized their NM will increase 100 per turn
- (New) Yugoslavia, has a 50% per game (instead of 40% per turn) of joining the Axis if all the Balklans Capitals are Axis controlled
- (New) New Zealand has a failsafe join allies date of 10/01/1939
- (New) German/Italian units in Romania near the Russia border will raise USSR Mobilization (Tooltip at hex 197,90 explains conditions)
- (New) Artillery, will be less effective when attacking in rough terrain
- (New) Tank Buster(s), lowered damage against other unit types other than tanks
- (New) All planes except for fighters and strategic bombers had their morale damage flat lined to just base and no longer increases with research
- (New) Fighters, base strike range change from 5 to 2 (still increases with Long Range). Fighters when equiped with bombs have extra weight so they have shorter ranges
- (New) Intercept vs Escort bug discovered and reported to devs (they confirmed) temporary changes till the bug is fixed
--- Fighters no longer demoralize
--- Ground strike tech disabled

- (Map) All Industrial Centers are now Primary Supply Points (should help resovle Italy surrending and nothing higher than 3 supply)
- (Map) Reworked European USSR
- (Map) China added a bunch of terrain
- (Map) Murmanks, redid the map again around it to better represent its location
- (Map) USSR, New Partisan system (Human only) in the European portion of the country, less Partisan nodes but Partisans will spawn in unknown locations
- (Map) Singapore, Hex 326,184 turned into a solid land so ships can not pass

- (OOB) Italy moved artillery from 187,122 to 186,123
- (OOB) USSR, second engineer will come in November 1939 instead of January 1940
- (OOB) Comm. China added HQ in the far North
- (OOB) Comm. China (OOB) infantry corp in the center by Sian
- (OOB) China, Starting Research added Anti-Tank
- (OOB) USSR, increased Anti-Air unit from 2 to 3 max

- (AI) Finland/USSR updated for new Murmansk design
- (AI) UK, decisions for USA send Aircraft and Eagle squadron will deploy in the UK (for AI only not human player)
- (AI) Germany, will no longer have to deal with partisans (garrisoning) in Russia this will help the AI use cities to increase supply with HQs


- (Bug) Burma Road Tooltip fixed
- (Bug) Murmansk is a Primary supply again
- (Bug) Mountain Units have special defenses in Hills, (High) Mountains and Plateaus again
- (Bug) Crete, resolved an issue where if UK chose the decision to garrion it they would loose control of the island if Greece surrendered
- (Bug) USSR, Stalingrad Workers Decision will deploy the 2 Infantry Corps again


House Rules also Updated
########################################################################
# Recommended House Rules
# W = World
# E = Europe
# B = Both
########################################################################
- W: Communist Chinese, when entering Chinese territory, must be within 5 hexes of a Communsit Chinese hex
- W: Other than China & Com. China no other country (on the Allied side) can enter China/Com. China territory.
- W: China & Com. China units cannot leave Chinese territory until all of China is liberated.
- W: Japanese Fleet should not attack (or be within 20 hexes) of the US west coast for 6 months after the war starts
- E: India, Malaya, Australia & New Zealand should never be invaded by the Axis
- B: Cannot use ships to block ports to prevent invasions etc... Example: Russia using subs to block Brunei from invasion
- B: Germany cannot declare war on the Low Countries till May 1940
- B: Hungary units should never enter Romanian territory
- B: Romanian units should never enter Hungary/Bulgarian territory
- B: Bulgarian units should never enter Russian and Romanian territory
- B: Finland units must stay within Russia and Scandinavia
- B: Allies, no bombing or camping any of the Spanish ports that the Axis use to re-supply subs while Spain is Neutral
- B: Everyone, no camping any transport hexes including the Gibraltar pass
- B: Paratroopers, after used must wait at least 2 full turns before you can Paradrop again (on the 3rd turn you can do it)
User avatar
OldCrowBalthazor
Posts: 2693
Joined: Thu Jul 02, 2020 12:42 am
Location: Republic of Cascadia

Re: TRP - World at War Released v0.8.13

Post by OldCrowBalthazor »

Lothos wrote: Thu May 09, 2024 7:50 pm
Goodenough wrote: Thu May 09, 2024 11:09 am That's a really useful image, thanks.

Looks like you've purchased all the German Motorised Corps!

Any chance of a reports graph showing the respective strengths of all the countries Land, Air and Naval forces?
Aye, I posted it cause I see people attack early and the problem is they have to stop every now and then to heal their units.
Yep...a June 41 start of Barbarossa (like historical) usually mean your completely ready with Inf2 upgrades on all Inf and Mech, all Motorized Inf Corps on the board and all German Hqs on the board.

Early launch may seem beneficial, but really isn't if for example your juggling to upgrade your infantry to Inf2 while pushing east..........
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
User avatar
Lothos
Posts: 1249
Joined: Tue May 23, 2006 8:22 pm

Re: TRP - World at War Released v0.8.14a

Post by Lothos »

Put out another release to fix a very important bug with France

########################
# TRP 0.8.14a World
########################

- (Map) Switzerland has been reworked, it will be painful to attack them

- (Bug) France, morale hits for German outflanking maginot are firing again
James Taylor
Posts: 692
Joined: Fri Feb 08, 2002 10:00 am
Location: Corpus Christi, Texas
Contact:

Re: TRP - World at War Released v0.8.14a

Post by James Taylor »

Wow! That Barbarossa map has way too much unit clutter.
SeaMonkey
Durin69
Posts: 31
Joined: Thu Mar 31, 2022 3:02 pm

Re: TRP - World at War Released v0.8.14a

Post by Durin69 »

Is it possible to continue a game with an updated version?
User avatar
Lothos
Posts: 1249
Joined: Tue May 23, 2006 8:22 pm

Re: TRP - World at War Released v0.8.14a

Post by Lothos »

Durin69 wrote: Wed May 15, 2024 12:25 pm Is it possible to continue a game with an updated version?
No, you have to restart
User avatar
OldCrowBalthazor
Posts: 2693
Joined: Thu Jul 02, 2020 12:42 am
Location: Republic of Cascadia

Re: TRP - World at War Released v0.8.14a

Post by OldCrowBalthazor »

Hi well I got a joint production going with GamingWithTheColonel for YT. This is my first go with the World version of TRP. Also this match is using v8.10. There's an intro and then a chapter covering the house-rules we are using, including a new one concerning Oahu and Japanese incursions east of the Hawaiian Islands.

https://www.youtube.com/watch?v=Mv37vr2hS04
Attachments
TRP-World YT Thumbnail.jpg
TRP-World YT Thumbnail.jpg (201.47 KiB) Viewed 1429 times
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
Durin69
Posts: 31
Joined: Thu Mar 31, 2022 3:02 pm

Re: TRP - World at War Released v0.8.14a

Post by Durin69 »

Lothos wrote: Wed May 15, 2024 12:38 pm
Durin69 wrote: Wed May 15, 2024 12:25 pm Is it possible to continue a game with an updated version?
No, you have to restart
I sincerely hope that the next game of Fury Software is a bit more permissive here, it's really a PITA.
User avatar
Lothos
Posts: 1249
Joined: Tue May 23, 2006 8:22 pm

Re: TRP - World at War Released v0.8.14a

Post by Lothos »

Lothos vs Machiafish

Their is a youtube series I am posting and it will start updating on June 15th

It is more than just going over the game, I go over strategies etc...

https://www.youtube.com/playlist?list=P ... OM1a_u6Z28
Attachments
Lothos vs Machiafish.jpg
Lothos vs Machiafish.jpg (708.67 KiB) Viewed 1334 times
CSSS
Posts: 262
Joined: Sat Jul 24, 2004 2:08 am
Location: TEXAS

Re: TRP - World at War Released v0.8.14a

Post by CSSS »

Do you think that both your TRP will be posted to Steam? The reason they look amazing, and I have tried dozens of times to download into my files both WIE and WAW at various time. With a solid zero success rate. I feel that the average old age users like me simply lack the innate skills that you younger guys have. So we need a simple click to install and it works.
User avatar
Lothos
Posts: 1249
Joined: Tue May 23, 2006 8:22 pm

Re: TRP - World at War Released v0.8.14a

Post by Lothos »

Unfortunately no, the game engine is not designed to work with steam modding. You will have to follow the install instructions.
User avatar
Lothos
Posts: 1249
Joined: Tue May 23, 2006 8:22 pm

Re: TRP - World at War Released v0.8.14a

Post by Lothos »

Created some videos to teach people how to play TRP

TRP Youtube Training
User avatar
Lothos
Posts: 1249
Joined: Tue May 23, 2006 8:22 pm

Re: TRP - World at War Released v0.8.14a

Post by Lothos »

For people struggling with installing the mod I made this video

TRP Youtube Installation Instructions
vispainiusii
Posts: 8
Joined: Sun Feb 13, 2022 12:55 pm

Re: TRP - World at War Released v0.8.14a

Post by vispainiusii »

Wrote this up with more care... but then I logged out before I could submit. So...here goes again.

TLDR:
I have some suggestions. Love the mod.

1. Increase the size of California. I don't think it'll impact gameplay massively in a negative way but it sure will make the area look better.
2. Add some more roads and/or towns w/small ports in Alaska. One island location is Adak Army and Naval Operations base. it was notable for supplying U.S Sub operations in the north pacific and would in the game too honestly, if a player wanted to use it this way.
3. More roads necessarily. Notably:
- Persian road between Karrachi and Bandar Abbas
- More Burma Roads...(why even bother invading into india when you could just naval invade instead in the current situation. There are no roads and it just isn't worth the pain for either the UK or Japan to even *attempt* a frontline through those mountains with zero roads between. E.g connect the Mandalay-Yenangyuang road's middle point to the indian town of Chittagon (9). Also connect Imphal to Mahwun and Ledo to Myitkyinia. Potentially Lhasa to Ledo as well.
- In base game, I have memories of fighting entire fronts in the region. In my recent playthrough with this mod, it doesn't seem like it'll be relevant at all.
4. Australia
- Too easy to take. No garrisons pop up, no corps or divisions pop up, and it's entirely feasible to naval invade both major locations with zero time to build something. I suggest a UK/Japan style emergency recruit style event. Historically: Australia did have a home guard and had enough troops by 1942 that even at bare minimum it would have like ... 5 garrisons + 1 armor division pop up if invaded I think. Alternatively, change those spawned garrisons+1 armor div. to like... 5 1/2 strength infantry divisions and 1 1/2 strength armor division.
- Basically: This requires the UK to dedicate resources to bringing the spawned troops up to speed and Operate to crisis locations but also isn't a instant reconquest of lost Aussie territories against a determined Japanese invader. TLDR: it does is prevent a lazy Japan conquest utilizing only like 1-2 units at conquer most and 5 cheap garrisons to hold everything with ease.
5. Script ideas (I'm not good at this and have little idea how it works beyond vague understanding)
- Hawaii is particularly critical to hold for the USA in this mod. Maybe enhance emphasis on that for the AI? I don't know.
- Island hop secure DEI and islands near Australia first as USA/Australia
- UK leave something to guard India coastline?
6. Engineers
- Maybe experiment with increasing them by 1 for certain countries since there is so much larger map?
User avatar
Lothos
Posts: 1249
Joined: Tue May 23, 2006 8:22 pm

Re: TRP - World at War Released v0.8.14a

Post by Lothos »

vispainiusii wrote: Tue Jul 09, 2024 11:54 pm Wrote this up with more care... but then I logged out before I could submit. So...here goes again.

TLDR:
I have some suggestions. Love the mod.

1. Increase the size of California. I don't think it'll impact gameplay massively in a negative way but it sure will make the area look better.
2. Add some more roads and/or towns w/small ports in Alaska. One island location is Adak Army and Naval Operations base. it was notable for supplying U.S Sub operations in the north pacific and would in the game too honestly, if a player wanted to use it this way.
3. More roads necessarily. Notably:
- Persian road between Karrachi and Bandar Abbas
- More Burma Roads...(why even bother invading into india when you could just naval invade instead in the current situation. There are no roads and it just isn't worth the pain for either the UK or Japan to even *attempt* a frontline through those mountains with zero roads between. E.g connect the Mandalay-Yenangyuang road's middle point to the indian town of Chittagon (9). Also connect Imphal to Mahwun and Ledo to Myitkyinia. Potentially Lhasa to Ledo as well.
- In base game, I have memories of fighting entire fronts in the region. In my recent playthrough with this mod, it doesn't seem like it'll be relevant at all.
4. Australia
- Too easy to take. No garrisons pop up, no corps or divisions pop up, and it's entirely feasible to naval invade both major locations with zero time to build something. I suggest a UK/Japan style emergency recruit style event. Historically: Australia did have a home guard and had enough troops by 1942 that even at bare minimum it would have like ... 5 garrisons + 1 armor division pop up if invaded I think. Alternatively, change those spawned garrisons+1 armor div. to like... 5 1/2 strength infantry divisions and 1 1/2 strength armor division.
- Basically: This requires the UK to dedicate resources to bringing the spawned troops up to speed and Operate to crisis locations but also isn't a instant reconquest of lost Aussie territories against a determined Japanese invader. TLDR: it does is prevent a lazy Japan conquest utilizing only like 1-2 units at conquer most and 5 cheap garrisons to hold everything with ease.
5. Script ideas (I'm not good at this and have little idea how it works beyond vague understanding)
- Hawaii is particularly critical to hold for the USA in this mod. Maybe enhance emphasis on that for the AI? I don't know.
- Island hop secure DEI and islands near Australia first as USA/Australia
- UK leave something to guard India coastline?
6. Engineers
- Maybe experiment with increasing them by 1 for certain countries since there is so much larger map?
Thanks for using numbers as its easier to respond

1) Unfortunately, I can't really do this. I am max map size and can't make it any bigger. The west coast needs to remain the size it is because technically it should be furtther away.

2) Their was not really much up their, adding another base sure but much more than that well its not relevant honestly.

3) Burma is not suppose to be a big front, it was historically a pain and very little way for manuevering. The main focus for charging up this way is to cut China off from foreign aide. This is not Europe so the roads you are asking for does not really make sense to what was historically their. Base game is not comparable, sorry.

4) Their is nothign wrong with Australia. The problem is the Allied player needs to think long term. I am not going to give you free stuff so you do not have to think long term. So build units and defend it. In my Youtube videos I say multiple times that the UK at the end of 1940 and most of 1941 needs to build lots of Pacific units to prepare for the Pacific War. If they do not Japan will run all over the place.

5) AI is irrelvant in the current version, as I mentioned in the notes their really is no Pacific AI. If you are playing a solo game in World do not expect a good Pacific War. Its really for PBEM.

6) Their are enough engineers already, we do not need to spam forts all around the world.
AlbertN
Posts: 4272
Joined: Tue Oct 05, 2010 3:44 pm
Location: Italy

Re: TRP - World at War Released v0.8.14a

Post by AlbertN »

The 'Ground Attack' technology seems to add the wrong type of statistics.

I just saw it was 'disabled', but isn't it iffy then - besides depowering the Axis that start with Stukas and such tech, AA will get better, but bombers won't?
It seems plainly wrong to me.

Italian units being weaker is wrong - ontop of the 'low economy' Italy has - seems an unnecessary double dip.
User avatar
Lothos
Posts: 1249
Joined: Tue May 23, 2006 8:22 pm

Re: TRP - World at War Released v0.8.14a

Post by Lothos »

AlbertN wrote: Mon Aug 19, 2024 10:10 pm The 'Ground Attack' technology seems to add the wrong type of statistics.

I just saw it was 'disabled', but isn't it iffy then - besides depowering the Axis that start with Stukas and such tech, AA will get better, but bombers won't?
It seems plainly wrong to me.

Italian units being weaker is wrong - ontop of the 'low economy' Italy has - seems an unnecessary double dip.
Relook at the stats, your analysis is incorrect.
AlbertN
Posts: 4272
Joined: Tue Oct 05, 2010 3:44 pm
Location: Italy

Re: TRP - World at War Released v0.8.14a

Post by AlbertN »

Noticed just now Italian infantry cost a bit less - smooth.

What about the bomber technology though?
Given I understand planes can be a killer when ammassed and I think in the vanilla game can just obliterate units. (Albeit they are the only way to seize Malta)
Post Reply

Return to “MODS and Scenarios”