TRP - World at War Released v0.8.19

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

Post by Lothos »

AlbertN wrote: Tue Aug 20, 2024 7:30 am 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)
I do not understand your question with planes, their are no issues with AA etc... so not sure what you are refering to.
AlbertN
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Re: TRP - World at War Released v0.8.14a

Post by AlbertN »

Ground weapons tech is not working or has been disabled.
Anti air tech functions as it should.

Isn't there an issue?
By issue I mean that planes will gradually get less efficient in grind attacks as the relevant tech does not augment anymore their attack power against land targets?
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Lothos
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Re: TRP - World at War Released v0.8.14a

Post by Lothos »

AlbertN wrote: Tue Aug 20, 2024 10:29 am Ground weapons tech is not working or has been disabled.
Anti air tech functions as it should.

Isn't there an issue?
By issue I mean that planes will gradually get less efficient in grind attacks as the relevant tech does not augment anymore their attack power against land targets?
You are not looking at the techs overwall. Your analysis is incorrect.

Ground Attacks is not being degraded, it has been flat lined. The techs effect Plane vs Plane combat.
Umeu
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Re: TRP - World at War Released v0.8.14a

Post by Umeu »

do long range transport vehicles still exist in this mod? Do they work the same or have they been changed?
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Lothos
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Re: TRP - World at War Released v0.8.14a

Post by Lothos »

Umeu wrote: Thu Aug 22, 2024 3:43 am do long range transport vehicles still exist in this mod? Do they work the same or have they been changed?

What is long range transport vehicles? Not familiar with that.
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Re: TRP - World at War Released v0.8.14a

Post by Umeu »

Lothos wrote: Thu Aug 22, 2024 9:11 am
Umeu wrote: Thu Aug 22, 2024 3:43 am do long range transport vehicles still exist in this mod? Do they work the same or have they been changed?

What is long range transport vehicles? Not familiar with that.
long range amphibious assault/transport vehicle. You have the short range one, which looks like 1 ship, and the long range is the one with the double ship icon.
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Lothos
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Re: TRP - World at War Released v0.8.14a

Post by Lothos »

Umeu wrote: Thu Aug 22, 2024 9:34 am
Lothos wrote: Thu Aug 22, 2024 9:11 am
Umeu wrote: Thu Aug 22, 2024 3:43 am do long range transport vehicles still exist in this mod? Do they work the same or have they been changed?

What is long range transport vehicles? Not familiar with that.
long range amphibious assault/transport vehicle. You have the short range one, which looks like 1 ship, and the long range is the one with the double ship icon.
Because of AI reasons some countries have short range and some have long range.
AlbertN
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Re: TRP - World at War Released v0.8.14a

Post by AlbertN »

Can you do a tutorial on how to start as Axis? I've seen your tutorials, you profess that for France one should lose 500ish MPP and that you saw some guy wasting a few thousands there.
Frankly I've tried just Poland a few times and by spending British points to repair Poles, through 4 turns of combat there, Germans lose 400-500ish MPP in replacements to come in general, through a few tries.
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Lothos
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Re: TRP - World at War Released v0.8.14a

Post by Lothos »

AlbertN wrote: Sat Aug 24, 2024 8:36 pm Can you do a tutorial on how to start as Axis? I've seen your tutorials, you profess that for France one should lose 500ish MPP and that you saw some guy wasting a few thousands there.
Frankly I've tried just Poland a few times and by spending British points to repair Poles, through 4 turns of combat there, Germans lose 400-500ish MPP in replacements to come in general, through a few tries.
I dont think I said you should loose only 500MPP. I think I said my best game ever that is all I lost.

I think on average you loose about 2000MPP but my opponent in that game lost something insane like 5000MPP cause he was attacking as if he had rabies LOL
Umeu
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Re: TRP - World at War Released v0.8.14a

Post by Umeu »

Lothos wrote: Thu Aug 22, 2024 9:56 am
Umeu wrote: Thu Aug 22, 2024 9:34 am
Lothos wrote: Thu Aug 22, 2024 9:11 am


What is long range transport vehicles? Not familiar with that.
long range amphibious assault/transport vehicle. You have the short range one, which looks like 1 ship, and the long range is the one with the double ship icon.
Because of AI reasons some countries have short range and some have long range.
thanks.

provided both players play equally well, is it possible for Germany to knock out France by the historical date (somewhere in June?). Is taking Paris typically enough to kill France, or do you need to do more damage? I saw your video series but by june 5th (ep18), your opponent was still 3 hexes away from even reaching Paris and France seemed still decently alive.
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Lothos
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Re: TRP - World at War Released v0.8.14a

Post by Lothos »

Umeu wrote: Sun Aug 25, 2024 8:16 am
Lothos wrote: Thu Aug 22, 2024 9:56 am
Umeu wrote: Thu Aug 22, 2024 9:34 am

long range amphibious assault/transport vehicle. You have the short range one, which looks like 1 ship, and the long range is the one with the double ship icon.
Because of AI reasons some countries have short range and some have long range.
thanks.

provided both players play equally well, is it possible for Germany to knock out France by the historical date (somewhere in June?). Is taking Paris typically enough to kill France, or do you need to do more damage? I saw your video series but by june 5th (ep18), your opponent was still 3 hexes away from even reaching Paris and France seemed still decently alive.
Even in historical terms what Germany did was a fluke and because of the inept French leadership.

It's virtually impossible to make France fall that fast against a competent opponent.

The problem is you can't make people forget history lol
AlbertN
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Re: TRP - World at War Released v0.8.14a

Post by AlbertN »

Well while it is impossible to have players 'play' as France historical there can be artificial hindrances in place.

From Morale to possibly have the French army very passive.
If their infantry has 1 action point and garrisons 0 (they can only rail operate?) it may mirror better how sluggish was their command chain.
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Torplexed
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Re: TRP - World at War Released v0.8.14a

Post by Torplexed »

Everybody wants an Allied AI or human opponent that makes the same mistakes the Allies made in 1940. Plus, in a game with a one unit per hex stacking limit it's hard to concentrate the panzers the way the Germans did historically.
Umeu
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Re: TRP - World at War Released v0.8.14a

Post by Umeu »

Torplexed wrote: Sun Aug 25, 2024 1:44 pm Everybody wants an Allied AI or human opponent that makes the same mistakes the Allies made in 1940. Plus, in a game with a one unit per hex stacking limit it's hard to concentrate the panzers the way the Germans did historically.
not necessarily, just wanted to know what kind of mod/game to expect. Both are valid game types.
PAWMatrix
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Re: TRP - World at War Released v0.8.14a

Post by PAWMatrix »

Hello,

Like the Mod. However the Navy stuff is a bit off. I used to mod for Darkest Hour from Paradox, & have the 3 most complete books of the worlds navies from 1874-1960.

I have extensively mapped out all the units from 1900 till end of WW2 in 1945.

Some tweaks would fix your Navy to much better than it currently is. I would be glad to provide proof & help make your
mod even better. Capital ships are easy, but I would like to understand Destroyers, Torpedo Boats, Submarines. What is the ratio? Every 10 ships built = 1 counter?

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

Post by PAWMatrix »

Been poking around seeing how mods work.

I have finished capital ships for France, but still need to understand the ratio for minor ships, Destroyers, Subs & TBs.
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Paul Wakeman
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Lothos
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Re: TRP - World at War Released v0.8.14a

Post by Lothos »

PAWMatrix wrote: Wed Aug 28, 2024 9:28 am Been poking around seeing how mods work.

I have finished capital ships for France, but still need to understand the ratio for minor ships, Destroyers, Subs & TBs.
At one point I had virtually every major historical ship but it was to much. It overwhelmed people to much and it was not getting the desired effect. I slimmed it down till it got to a point where we get results more in line with history.
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Re: TRP - World at War Released v0.8.14a

Post by PAWMatrix »

No worries, I just started playing so that makes perfect sense.

If that is the case, then the only thing is some of the types are slightly off, otherwise looks good.

Question on USA, I think you said game has no AI yet for USA.
Could you not use scripts from out of the box game?

I am keen on playing your game solo from both sides, but didn't want to start an Axis game if no chance of USA doing anything.
Paul Wakeman
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Lothos
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Re: TRP - World at War Released v0.8.14a

Post by Lothos »

PAWMatrix wrote: Sat Aug 31, 2024 11:21 am No worries, I just started playing so that makes perfect sense.

If that is the case, then the only thing is some of the types are slightly off, otherwise looks good.

Question on USA, I think you said game has no AI yet for USA.
Could you not use scripts from out of the box game?

I am keen on playing your game solo from both sides, but didn't want to start an Axis game if no chance of USA doing anything.
The way AI is codded in the Strategic Command Game Engine you really can not take it from one and move it to the other.

I am working hard to create one but it takes 1000s of hours of simulations etc... and each time I make a change I have to restart the simulation from the begining.

It takes my PC about 8 to 10 hours just to get from 1939 to Pearl Harbour (December 1941).

So think about that, I make a small change and then I have to literally wait till the next day to see how it worked out LOL.

I think that right their tells you how difficult it really is.
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Re: TRP - World at War Released v0.8.14a

Post by PAWMatrix »

Wow - thanks for the info on that.

Will give the Allies a whirl 1st solo & see how I go.

Thanks for your hard work.
Paul Wakeman
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