TRP - World at War Released v0.8.18

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Lothos
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Re: TRP - World at War ALPHA Released v0.5.6

Post by Lothos »

Kuebelwagen wrote: Sun Oct 02, 2022 3:42 pm Hi Lothos... i finished the first version of the 3D Spritepack for your mod. It is only adapting the Lines so everything will pass with your new unit order. Specially for the Mountain Infantry i added a new icon so you can identify them.

Maybe you will add it to your main mod: https://we.tl/t-3ZyZKs4Gtd
On vacation will be back Tuesday but will definitely add it

And Super Thank you
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Re: TRP - World at War ALPHA Released v0.5.6

Post by Numdydar »

I finished the campaign (I won in 9/43) using 5.4 of your mod as the Axis on Normal and have the following thoughts. I went the historical path as the Axis except I did not invade Russia in 1941 and wanted to invade England instead.

I love the mod and still think Fury should work with you on WaW 2 using your work as this is exactly what I wanted WaW to be when I bought it. So thank you very much for all your hard work on this effort.

Weather - The weather changed between the Axis and Allied turns. It really bothered me to start with, but since each turn is 10 days, that could easily happen in RL. Plus over time it will even out so I kind of like it now :)

MMPs - This needs to be reworked somehow. This is tied to research costs since research is so slow due to the extended timeline that the 'extra' MMPs that went to research can now go to building more 'stuff' instead. While this does make all sides somewhat stronger, it really does not balance out well for the Allies.

As an example, Germany alone was making over 900 MMPs in April '41 and had 139 land units while England was only making around 700 and had 98 land units. The UKs units were spread out over the world while Germany's were more concentrated. The same was true for sea and air as well. I did not start seriously raiding convoy routes until May '41 which made the difference in MMps even worse as convoy income went from around 300 to 100. Waiting for lv 1 subs makes a difference lol.

This is a hard thing to balance over the long timeframe of the game, but I would suggest a 25% reduction across the board in MMP income. As I never really felt a MMP 'pinch' as Germany after France fell. I had no problem putting 5 chits into Russia for a 750 MMP cost to keep them pacified until I took care of England.

US - I know the US AI in the Pacific was not active. The US AI did do a good job in the convoy wars. Once the UK fell though, they were totally MIA. No ships, nothing. They did invade a minor African nation on the West coast, do not recall which one. They did help out a little bit when Japan invaded India with a few US ships but that was it.

Oddities - After England fell, SA declared war by itself on Madagascar. The rest of VF stayed at peace. Madagascar joined the Axis at that point. The SA AI did a good job of invading but neglected to bring over a HQ so they were not able to capture the island. It did take a while to repeal the invasion.

I hope these notes help you. I have saved games at various points if you need them. Just let me know.
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Lothos
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Re: TRP - World at War ALPHA Released v0.5.6

Post by Lothos »

Numdydar wrote: Tue Oct 04, 2022 2:43 pm I finished the campaign (I won in 9/43) using 5.4 of your mod as the Axis on Normal and have the following thoughts. I went the historical path as the Axis except I did not invade Russia in 1941 and wanted to invade England instead.

I love the mod and still think Fury should work with you on WaW 2 using your work as this is exactly what I wanted WaW to be when I bought it. So thank you very much for all your hard work on this effort.

Weather - The weather changed between the Axis and Allied turns. It really bothered me to start with, but since each turn is 10 days, that could easily happen in RL. Plus over time it will even out so I kind of like it now :)

MMPs - This needs to be reworked somehow. This is tied to research costs since research is so slow due to the extended timeline that the 'extra' MMPs that went to research can now go to building more 'stuff' instead. While this does make all sides somewhat stronger, it really does not balance out well for the Allies.

As an example, Germany alone was making over 900 MMPs in April '41 and had 139 land units while England was only making around 700 and had 98 land units. The UKs units were spread out over the world while Germany's were more concentrated. The same was true for sea and air as well. I did not start seriously raiding convoy routes until May '41 which made the difference in MMps even worse as convoy income went from around 300 to 100. Waiting for lv 1 subs makes a difference lol.

This is a hard thing to balance over the long timeframe of the game, but I would suggest a 25% reduction across the board in MMP income. As I never really felt a MMP 'pinch' as Germany after France fell. I had no problem putting 5 chits into Russia for a 750 MMP cost to keep them pacified until I took care of England.

US - I know the US AI in the Pacific was not active. The US AI did do a good job in the convoy wars. Once the UK fell though, they were totally MIA. No ships, nothing. They did invade a minor African nation on the West coast, do not recall which one. They did help out a little bit when Japan invaded India with a few US ships but that was it.

Oddities - After England fell, SA declared war by itself on Madagascar. The rest of VF stayed at peace. Madagascar joined the Axis at that point. The SA AI did a good job of invading but neglected to bring over a HQ so they were not able to capture the island. It did take a while to repeal the invasion.

I hope these notes help you. I have saved games at various points if you need them. Just let me know.
I appreciate the feedback on TRP world and will go through it to see what I can pull out to help improve it.

HOWEVER

Keep in mind, it is an Alpha and it is NOT playable yet in Single player. The AI is not ready yet.

At best you can play Multiplayer with some house rules.
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Re: TRP - World at War ALPHA Released v0.5.6

Post by OldCrowBalthazor »

Hi Lothos,
FYI I am recording some epic turns of TRP-WiE for your pleasure (and others). I have Allied turns 94,95 and 96 so far which is Aug 30, Sept 9, and Sept 19, 1942. I may do more as a mini-series. I plan to do a short introduction of both Europe and World TRP in addition and will air that just before. Because of scheduling of other series I have up...these TRP vids will go up shortly after Oct 19 or 20, 2022.
I will post links here when they go up which will be in an episodic fashion.

Included is an image of the thumbnails for YT I will be using.

cheers
Mike
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Re: TRP - World at War ALPHA Released v0.5.6

Post by Numdydar »

Lothos wrote: Wed Oct 05, 2022 12:02 am
Numdydar wrote: Tue Oct 04, 2022 2:43 pm I finished the campaign (I won in 9/43) using 5.4 of your mod as the Axis on Normal and have the following thoughts. I went the historical path as the Axis except I did not invade Russia in 1941 and wanted to invade England instead.

I love the mod and still think Fury should work with you on WaW 2 using your work as this is exactly what I wanted WaW to be when I bought it. So thank you very much for all your hard work on this effort.

Weather - The weather changed between the Axis and Allied turns. It really bothered me to start with, but since each turn is 10 days, that could easily happen in RL. Plus over time it will even out so I kind of like it now :)

MMPs - This needs to be reworked somehow. This is tied to research costs since research is so slow due to the extended timeline that the 'extra' MMPs that went to research can now go to building more 'stuff' instead. While this does make all sides somewhat stronger, it really does not balance out well for the Allies.

As an example, Germany alone was making over 900 MMPs in April '41 and had 139 land units while England was only making around 700 and had 98 land units. The UKs units were spread out over the world while Germany's were more concentrated. The same was true for sea and air as well. I did not start seriously raiding convoy routes until May '41 which made the difference in MMps even worse as convoy income went from around 300 to 100. Waiting for lv 1 subs makes a difference lol.

This is a hard thing to balance over the long timeframe of the game, but I would suggest a 25% reduction across the board in MMP income. As I never really felt a MMP 'pinch' as Germany after France fell. I had no problem putting 5 chits into Russia for a 750 MMP cost to keep them pacified until I took care of England.

US - I know the US AI in the Pacific was not active. The US AI did do a good job in the convoy wars. Once the UK fell though, they were totally MIA. No ships, nothing. They did invade a minor African nation on the West coast, do not recall which one. They did help out a little bit when Japan invaded India with a few US ships but that was it.

Oddities - After England fell, SA declared war by itself on Madagascar. The rest of VF stayed at peace. Madagascar joined the Axis at that point. The SA AI did a good job of invading but neglected to bring over a HQ so they were not able to capture the island. It did take a while to repeal the invasion.

I hope these notes help you. I have saved games at various points if you need them. Just let me know.
I appreciate the feedback on TRP world and will go through it to see what I can pull out to help improve it.

HOWEVER

Keep in mind, it is an Alpha and it is NOT playable yet in Single player. The AI is not ready yet.

At best you can play Multiplayer with some house rules.
I guess I should have made it clear that I KNEW it was an ALPHA and not rdy for actual use. Sorry about that. I just wanted to provide my thoughts in order to help you make this even better while in development.

If you need any help let me know. I'd be glad to do some playtesting when you think you are rdy.
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Re: TRP - World at War ALPHA Released v0.5.6

Post by Lothos »

OldCrowBalthazor wrote: Wed Oct 05, 2022 3:18 am Hi Lothos,
FYI I am recording some epic turns of TRP-WiE for your pleasure (and others). I have Allied turns 94,95 and 96 so far which is Aug 30, Sept 9, and Sept 19, 1942. I may do more as a mini-series. I plan to do a short introduction of both Europe and World TRP in addition and will air that just before. Because of scheduling of other series I have up...these TRP vids will go up shortly after Oct 19 or 20, 2022.
I will post links here when they go up which will be in an episodic fashion.

Included is an image of the thumbnails for YT I will be using.

cheers
Mike
Sounds good to me!
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Re: TRP - World at War ALPHA Released v0.5.6

Post by Lothos »

Numdydar wrote: Wed Oct 05, 2022 3:35 pm
Lothos wrote: Wed Oct 05, 2022 12:02 am
Numdydar wrote: Tue Oct 04, 2022 2:43 pm I finished the campaign (I won in 9/43) using 5.4 of your mod as the Axis on Normal and have the following thoughts. I went the historical path as the Axis except I did not invade Russia in 1941 and wanted to invade England instead.

I love the mod and still think Fury should work with you on WaW 2 using your work as this is exactly what I wanted WaW to be when I bought it. So thank you very much for all your hard work on this effort.

Weather - The weather changed between the Axis and Allied turns. It really bothered me to start with, but since each turn is 10 days, that could easily happen in RL. Plus over time it will even out so I kind of like it now :)

MMPs - This needs to be reworked somehow. This is tied to research costs since research is so slow due to the extended timeline that the 'extra' MMPs that went to research can now go to building more 'stuff' instead. While this does make all sides somewhat stronger, it really does not balance out well for the Allies.

As an example, Germany alone was making over 900 MMPs in April '41 and had 139 land units while England was only making around 700 and had 98 land units. The UKs units were spread out over the world while Germany's were more concentrated. The same was true for sea and air as well. I did not start seriously raiding convoy routes until May '41 which made the difference in MMps even worse as convoy income went from around 300 to 100. Waiting for lv 1 subs makes a difference lol.

This is a hard thing to balance over the long timeframe of the game, but I would suggest a 25% reduction across the board in MMP income. As I never really felt a MMP 'pinch' as Germany after France fell. I had no problem putting 5 chits into Russia for a 750 MMP cost to keep them pacified until I took care of England.

US - I know the US AI in the Pacific was not active. The US AI did do a good job in the convoy wars. Once the UK fell though, they were totally MIA. No ships, nothing. They did invade a minor African nation on the West coast, do not recall which one. They did help out a little bit when Japan invaded India with a few US ships but that was it.

Oddities - After England fell, SA declared war by itself on Madagascar. The rest of VF stayed at peace. Madagascar joined the Axis at that point. The SA AI did a good job of invading but neglected to bring over a HQ so they were not able to capture the island. It did take a while to repeal the invasion.

I hope these notes help you. I have saved games at various points if you need them. Just let me know.
I appreciate the feedback on TRP world and will go through it to see what I can pull out to help improve it.

HOWEVER

Keep in mind, it is an Alpha and it is NOT playable yet in Single player. The AI is not ready yet.

At best you can play Multiplayer with some house rules.
I guess I should have made it clear that I KNEW it was an ALPHA and not rdy for actual use. Sorry about that. I just wanted to provide my thoughts in order to help you make this even better while in development.

If you need any help let me know. I'd be glad to do some playtesting when you think you are rdy.
Oh, believe me I appreciate it. If someone is willing to take the time to try and play the World version of the mod in its current state the least I can do is read through all the feedback they have so I can see what I can pull out of it and either fix or improve.

Thank you :)
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Re: TRP - World at War ALPHA Released v0.5.6

Post by Lothos »

Was on vacation most of this past week

May have a release on Monday but have not decided. Hard at work adding the Japan invasion AI. Although it will have one line on the change log, IT IS ALLOT OF WORK!

Have the Japan AI breaking down the pacific into zones.

if that works will do something similar with USA and then start adding a fleet AI if the invasion AI seems to work.
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Re: TRP - World at War ALPHA Released v0.5.6

Post by OldCrowBalthazor »

Lothos wrote: Sun Oct 09, 2022 12:19 am Was on vacation most of this past week

May have a release on Monday but have not decided. Hard at work adding the Japan invasion AI. Although it will have one line on the change log, IT IS ALLOT OF WORK!

Have the Japan AI breaking down the pacific into zones.

if that works will do something similar with USA and then start adding a fleet AI if the invasion AI seems to work.
Good luck on that AI work. I could well imagine how difficult that work must be. Btw have latest version of this mod...will do a short feature of both TRP mods in game overview and places links to your two mod forum threads on YT. After that I will schedule out the TRP-WiE MP turns I have..its turning into a mini-series haha. I have about 7 consecutive turns done from Aug 30, 1942 through early Nov 1942...so the transition from summer to winter is included. Epic East Front battles and an early Sicily-Salerno campaign is happening, plus other naval actions off Norway. i'll post here when the first vid goes up. Cheers.
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Re: TRP - World at War ALPHA Released v0.5.6

Post by Lothos »

Have some bad news, trying to get the DEVs to help out as I discovered some major issues with the invasion AI

Thread link below for anyone that wants to read

https://www.matrixgames.com/forums/view ... 9#p5041669
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Re: TRP - World at War ALPHA Released v0.5.6

Post by OldCrowBalthazor »

Lothos wrote: Mon Oct 10, 2022 11:14 am Have some bad news, trying to get the DEVs to help out as I discovered some major issues with the invasion AI

Thread link below for anyone that wants to read

https://www.matrixgames.com/forums/view ... 9#p5041669
I have read this and am with the understanding some of the desired AI scripting was insurmountable when Elessar was trying to complete the War in the Pacific Mod. I know AI invasions were one difficult challenge as were naval operations in general, especially on a huge map like his. That mod as it stands now is great btw...but is only intended for MP..and is brilliant in that regards.
I know you may not want to hear this but possibly a MP version of World may be the only solution you have atm. I don't know.

Your TRP-WiE MOD is excellent also...and a video description of the mod and then a series is under development. The MP play with the TRP-WiE mod is some of the best I have encountered...and I have been playing face to face and internet multiplayer war games for decades.
I hope you don't give up on World just yet...possibly there are solutions undiscovered concerning the AI. If not, consider at least a MP version. Let us humans make the hard decisions. 😉

cheers
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Re: TRP - World at War ALPHA Released v0.5.6

Post by Unfortunate Son »

Lothos,

I agree with Old Crow your mods are some of the best we have played /seen. We hope you will continue to at least develop them as a multi-player games.

They would be well received I believe by many in the SC community who enjoy MP matches. 😎
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Re: TRP - World at War ALPHA Released v0.5.6

Post by BillRunacre »

Unfortunate Son wrote: Fri Oct 14, 2022 4:19 am Lothos,

I agree with Old Crow your mods are some of the best we have played /seen. We hope you will continue to at least develop them as a multi-player games.

They would be well received I believe by many in the SC community who enjoy MP matches. 😎
I totally agree, keep at it Lothos!
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Re: TRP - World at War ALPHA Released v0.5.6

Post by Lothos »

BillRunacre wrote: Fri Oct 14, 2022 9:02 am
Unfortunate Son wrote: Fri Oct 14, 2022 4:19 am Lothos,

I agree with Old Crow your mods are some of the best we have played /seen. We hope you will continue to at least develop them as a multi-player games.

They would be well received I believe by many in the SC community who enjoy MP matches. 😎
I totally agree, keep at it Lothos!
Right now I am taking a break. I am bummed on the issue with the AI invading itself. I love doing AI work and it is heart breaking that their is no way for me to make an AI Japan that tries to win the game. Sure German AI can try and win but its not possible to code an Japan AI to try and win.

Their is no real work around to solve the AI invading itself. Their is a band aid which is to detect an Axis unit in the hex but then that requires every single place has to be garrisoned by Japan at all times. They will simply run out of units and have no chance of ever invading USA or India.

Some people will say, well use garrison units, this then runs into another problem. Their is no way to tell the AI to transport a garrison unit to a location as the AI (as confirmed by devs) will never transport a garrison unit.

One possibility was to tie it back to decisions as they do have the Alignment command per province which could be used to solve this issue. However, their are two major hurdles on this that have no work arounds. First, AI events do not play with Decision events marked as TYPE= 2. This is needed to see if a province keeps exchanging hands back and forth between Axis and Allied controlled so the chain of AI events can turn themselves on or off depending on circumstances. Second, the max decision IDs you can have is 1500. Their are two files that have Trigger IDs assigned to them and their is simply not enough IDs (even if TYPE= 2 issue was resolved) to do all the invasions.

I am taking some time off from the mod and playing Divide and Conquer on Medieval Total War II.

To explain myself better, my passion is AI work. That is why I started this mod. I really enjoy it, but creating an AI that I know has 0 chance at all to win is not something I enjoy doing and the entire point of making a mod and doing all this for free is to do something you enjoy.
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Re: TRP - World at War ALPHA Released v0.5.6

Post by Tanaka »

Lothos wrote: Fri Oct 14, 2022 10:56 am
BillRunacre wrote: Fri Oct 14, 2022 9:02 am
Unfortunate Son wrote: Fri Oct 14, 2022 4:19 am Lothos,

I agree with Old Crow your mods are some of the best we have played /seen. We hope you will continue to at least develop them as a multi-player games.

They would be well received I believe by many in the SC community who enjoy MP matches. 😎
I totally agree, keep at it Lothos!
Right now I am taking a break. I am bummed on the issue with the AI invading itself. I love doing AI work and it is heart breaking that their is no way for me to make an AI Japan that tries to win the game. Sure German AI can try and win but its not possible to code an Japan AI to try and win.

Their is no real work around to solve the AI invading itself. Their is a band aid which is to detect an Axis unit in the hex but then that requires every single place has to be garrisoned by Japan at all times. They will simply run out of units and have no chance of ever invading USA or India.

Some people will say, well use garrison units, this then runs into another problem. Their is no way to tell the AI to transport a garrison unit to a location as the AI (as confirmed by devs) will never transport a garrison unit.

One possibility was to tie it back to decisions as they do have the Alignment command per province which could be used to solve this issue. However, their are two major hurdles on this that have no work arounds. First, AI events do not play with Decision events marked as TYPE= 2. This is needed to see if a province keeps exchanging hands back and forth between Axis and Allied controlled so the chain of AI events can turn themselves on or off depending on circumstances. Second, the max decision IDs you can have is 1500. Their are two files that have Trigger IDs assigned to them and their is simply not enough IDs (even if TYPE= 2 issue was resolved) to do all the invasions.

I am taking some time off from the mod and playing Divide and Conquer on Medieval Total War II.

To explain myself better, my passion is AI work. That is why I started this mod. I really enjoy it, but creating an AI that I know has 0 chance at all to win is not something I enjoy doing and the entire point of making a mod and doing all this for free is to do something you enjoy.
Oh bummer. Just started following your work as recommended by OCB. Finished the WIE thread and was excited to read about the new WAW work but see this now happening. Dang there was a lot of promise here I hope something can get resolved!
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Re: TRP - World at War ALPHA Released v0.5.6

Post by OldCrowBalthazor »

Tanaka wrote: Mon Oct 17, 2022 3:52 am
Oh bummer. Just started following your work as recommended by OCB. Finished the WIE thread and was excited to read about the new WAW work but see this now happening. Dang there was a lot of promise here I hope something can get resolved!
Hey Tanaka...the TRP-WiE mod latest version is awesome.
Unfortunate Son and I been playing the same match since July (an earlier version but we are in too deep to stop atm)

I have an overview episode of the TRP-WiE mod coming public on Oct 19, 2022, and then a series that's starts mid stream circa Aug 1942 and then on. We are currently drifting into Dec 1942. I didn't plan do do a series from the beginning of the campaign but it's so damn good I decided to do some reveals on how this mod works.

I already have talked to another YTbr about doing a grand campaign of TRP-WiE sometime next year after he gets familiar with it. There are 30 turns in a game year so it will be a huge commitment.

Thing is if we do this not only Lothos but the community can see both sides as the campaign rolls out. It would be epic I can guarantee from the gameplay I have been involved with in the beta MP test I am conducting with Unfortunate Son atm.

I'll post here a link to the intro video when it goes public.
Probably on the WiE forum also. This mod has big time merit and is very realistic as far as SC mechanics go. 🙂
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Re: TRP - World at War ALPHA Released v0.5.6

Post by Lothos »

Tanaka wrote: Mon Oct 17, 2022 3:52 am Oh bummer. Just started following your work as recommended by OCB. Finished the WIE thread and was excited to read about the new WAW work but see this now happening. Dang there was a lot of promise here I hope something can get resolved!
Thank you

Their seems to be only three options

1) Use Cancel Commands by searching for friendly units in the hex, but the side effect is Japan will never pose any threat to the US as they will never have enough units.

2) Remove all AI and have it be MP only (not a fan of this option at all)

3) Stop working on the project

I have not decided yet what to do so for the time being I am playing a different game in my spare time instead of working on this. It is a big decision, I just really hate my options.
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Re: TRP - World at War ALPHA Released v0.5.6

Post by Tanaka »

OldCrowBalthazor wrote: Mon Oct 17, 2022 7:57 am
Tanaka wrote: Mon Oct 17, 2022 3:52 am
Oh bummer. Just started following your work as recommended by OCB. Finished the WIE thread and was excited to read about the new WAW work but see this now happening. Dang there was a lot of promise here I hope something can get resolved!
Hey Tanaka...the TRP-WiE mod latest version is awesome.
Unfortunate Son and I been playing the same match since July (an earlier version but we are in too deep to stop atm)

I have an overview episode of the TRP-WiE mod coming public on Oct 19, 2022, and then a series that's starts mid stream circa Aug 1942 and then on. We are currently drifting into Dec 1942. I didn't plan do do a series from the beginning of the campaign but it's so damn good I decided to do some reveals on how this mod works.

I already have talked to another YTbr about doing a grand campaign of TRP-WiE sometime next year after he gets familiar with it. There are 30 turns in a game year so it will be a huge commitment.

Thing is if we do this not only Lothos but the community can see both sides as the campaign rolls out. It would be epic I can guarantee from the gameplay I have been involved with in the beta MP test I am conducting with Unfortunate Son atm.

I'll post here a link to the intro video when it goes public.
Probably on the WiE forum also. This mod has big time merit and is very realistic as far as SC mechanics go. 🙂
I look forward to watching! Is the TRP-WIE mod complete finalized then?
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Re: TRP - World at War ALPHA Released v0.5.6

Post by Tanaka »

Lothos wrote: Mon Oct 17, 2022 4:00 pm
Tanaka wrote: Mon Oct 17, 2022 3:52 am Oh bummer. Just started following your work as recommended by OCB. Finished the WIE thread and was excited to read about the new WAW work but see this now happening. Dang there was a lot of promise here I hope something can get resolved!
Thank you

Their seems to be only three options

1) Use Cancel Commands by searching for friendly units in the hex, but the side effect is Japan will never pose any threat to the US as they will never have enough units.

2) Remove all AI and have it be MP only (not a fan of this option at all)

3) Stop working on the project

I have not decided yet what to do so for the time being I am playing a different game in my spare time instead of working on this. It is a big decision, I just really hate my options.
I understand. I can see you put a lot of work into this and can understand the frustration. I see OCB praises your WIE mod are you done working on that version as well?
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Lothos
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Joined: Tue May 23, 2006 8:22 pm

Re: TRP - World at War ALPHA Released v0.5.6

Post by Lothos »

Tanaka wrote: Mon Oct 17, 2022 4:34 pm
Lothos wrote: Mon Oct 17, 2022 4:00 pm
Tanaka wrote: Mon Oct 17, 2022 3:52 am Oh bummer. Just started following your work as recommended by OCB. Finished the WIE thread and was excited to read about the new WAW work but see this now happening. Dang there was a lot of promise here I hope something can get resolved!
Thank you

Their seems to be only three options

1) Use Cancel Commands by searching for friendly units in the hex, but the side effect is Japan will never pose any threat to the US as they will never have enough units.

2) Remove all AI and have it be MP only (not a fan of this option at all)

3) Stop working on the project

I have not decided yet what to do so for the time being I am playing a different game in my spare time instead of working on this. It is a big decision, I just really hate my options.
I understand. I can see you put a lot of work into this and can understand the frustration. I see OCB praises your WIE mod are you done working on that version as well?
Their is no such thing as done, it is just when do I decide to stop working on it. I have some more minor changes in the pipe and some AI tweeks I wanted to do in the future.

It is extremely playable in single player. But like I always say, remember when playing the AI you have the advantage of knowing history and the AI does not. Play the game as if everything is new to you and do not take advantage of AI weaknesses that can not be fixed.

For example in Hearts of Iron the AI can never see large encirclements so when people complained about my AI not handling that I would tell them the same thing which is DO NOT DO IT as the issue is not fixable.
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