TRP - Total Realism Project for War in Europe (1.9 Download)

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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)

Post by Lothos »

So, I wont be releasing anything for another week or two (maybe 3). Just depends!

Since I really did not like how tank to tank combat was going and realized tanks against other tanks are better attacking then defending I decided to do a complete relook and revamp of the combat stats.

My first step is organizing it all in an Excel document with all the techs, attack types etc... Screenshots attached.

While doing this I noticed that Anti-Tank had a classification of Light Armor for their attack type yet Mechanized Division had its attack type as Hard while its parent (Mechanized Corps) is Light Armor.

Since attack types are locked and can't be changed I may be flipping the two of them to make it more consistent and changing a few other things around. Anyways just some early thoughts. The next release will be 1.2 since it will have these changes which hopefully will be a major overhaul to combat.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)

Post by Lothos »

The ones with the * are the ones I want to change their type and the new their current type is to the right. Keep in mind that Hard/Soft etc... all attack types are locked. I have a fixed amount and they can not be shifted around. From the slots I can use (Their are some types I can not changed as their special abilities are locked which are Engineers, Partisans, Paratrooper, Anti-Air, Artillery Types, Strat. Artillery Types, Rockets and Armored Train).

Soft - Garrison
Soft - * Div. (Infantry)
Soft - Corps (Mountain)
Soft - Corps (Light)
Soft - Corps (Cav)

Hard - * Pillbox
Hard - Corps (Infantry)
Hard - Corps (Motorized)
Hard - Corps (Elite)
Hard - * Div. (Mechanized)

Light Armor - Tank Destroyer

Light Armor - * Anti-Tank
Light Armor - Corps (Mech.)
Light Armor - Div. (Armor)

Tank - Corps (Armor)
Tank - Corps (Elite Armor)

The slots I have available to me are listed below plus the sound effects file (which the file name can not be changed but the specific file can be)

5 Soft - corps_army_movement (2) - cavalry_movement (3)
5 Hard - corps_army_movement (5)
4 Light Armor - motorized_movement (3) - tank_movement (1)
2 Tank - tank_movement (2)

I am thinking of changing it to this list below

Soft - HQ
Soft - Garrison
Soft - Pillbox
Soft - Engineers
Soft - Corps (Mountain)
Soft - Corps (Light)
Soft - Corps (Cavalry)
Soft - Partisan

Hard - Div. (Infantry)
Hard - Corps (Infantry)
Hard - Corps (Motorized)
Hard - Corps (Elite)
Hard - Paratrooper
Hard - Anti-Tank

Anti-Air - Anti-Air

Artillery - Art. Rocket
Artillery - Self Propelled
Artillery - Art. Heavy

Strat. Artillery - Gun Rail
Strat. Artillery - Gun Coastal

Rocket - Rockets

Light Armor - Tank Destroyer
Light Armor - Div. (Mechanized)
Light Armor - Armored Train
Light Armor - Corps (Mechanized)
Light Armor - Div. (Armor)

Tank - Corps (Armor)
Tank - Corps (Elite Armor)

This seems to me to be a bit more normalized then
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mssm45
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Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)

Post by mssm45 »

Very serious design approach ... I can't wait to try this mod when the tuning will be completed.

I hope that's it's not only for playing against the AI but also versus a human player (PBEM).
AKA Belgavox
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)

Post by Lothos »

mssm45 wrote: Thu Feb 23, 2023 12:19 pm Very serious design approach ... I can't wait to try this mod when the tuning will be completed.

I hope that's it's not only for playing against the AI but also versus a human player (PBEM).
Several people have already played MP

Baltazaar posted about 10+ hours of video from his MP game with an earlier version

Here is the first link in the series

https://www.youtube.com/watch?v=d43EtCFWg2Y&t=883s
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)

Post by Lothos »

On another note, trying to decide what to do with Airships.

I want to get rid of them, it is a wasted slot that really no-one uses

The bad side is that it is considered a Strategic Bomber so it has the same limitations of a strategic bomber in fact I believe everything is identical in its functionality (if anyone knows different please say something).

I am up for any ideas on what to change this plane (airship) to
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mssm45
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Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)

Post by mssm45 »

Lothos wrote: Thu Feb 23, 2023 1:21 pm On another note, trying to decide what to do with Airships.

I want to get rid of them, it is a wasted slot that really no-one uses

The bad side is that it is considered a Strategic Bomber so it has the same limitations of a strategic bomber in fact I believe everything is identical in its functionality (if anyone knows different please say something).

I am up for any ideas on what to change this plane (airship) to
V1 & 2?
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)

Post by Lothos »

mssm45 wrote: Thu Feb 23, 2023 3:49 pm
Lothos wrote: Thu Feb 23, 2023 1:21 pm On another note, trying to decide what to do with Airships.

I want to get rid of them, it is a wasted slot that really no-one uses

The bad side is that it is considered a Strategic Bomber so it has the same limitations of a strategic bomber in fact I believe everything is identical in its functionality (if anyone knows different please say something).

I am up for any ideas on what to change this plane (airship) to
V1 & 2?
Has to be a plane, not a rocket.

FYI, their is already a Rocket unit in the game.
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Taxman66
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Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)

Post by Taxman66 »

Not sure why Pillboxes would be a soft attack. Typically they are stuffed with enough support firepower that they should qualify as hard I would think. While they are supposed to be high defense, I don't think you should be able to park weak units next to them with impunity.

I love the US Airship unit and wish they had more. Admittedly, I'm not too familiar with how many they had and how they were used (not counting the small defensive ones with chains/wires to mess with low flying aircraft); but I presume if the game designers included them it was enough to justify their existence.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)

Post by Lothos »

Taxman66 wrote: Thu Feb 23, 2023 6:05 pm Not sure why Pillboxes would be a soft attack. Typically they are stuffed with enough support firepower that they should qualify as hard I would think. While they are supposed to be high defense, I don't think you should be able to park weak units next to them with impunity.

I love the US Airship unit and wish they had more. Admittedly, I'm not too familiar with how many they had and how they were used (not counting the small defensive ones with chains/wires to mess with low flying aircraft); but I presume if the game designers included them it was enough to justify their existence.
Pillboxes - Please refer to my comments in the main post that started this discussion! I have a fixed number of Soft and Hard attacks. I can not change the attack type. So if Pillboxes needs to be hard attack then a different unit that has Hard Attack will need to be changed to Soft. In this case it was a decision based on weight of what is used more.

As for Airship, only the US has it and its just a single unit. Rather put something else in its place that all the countries can use.
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steevodeevo
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Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)

Post by steevodeevo »

Giving it a go now, like 'the feel' of it so far. if i discover anything interesting from my POV I will post.

p.s. is the world or europe TRP mod version the most complete & playable?
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)

Post by Lothos »

steevodeevo wrote: Fri Feb 24, 2023 10:18 am Giving it a go now, like 'the feel' of it so far. if i discover anything interesting from my POV I will post.

p.s. is the world or europe TRP mod version the most complete & playable?
Europe
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OldCrowBalthazor
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Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)

Post by OldCrowBalthazor »

Lothos wrote: Thu Feb 23, 2023 1:18 pm
mssm45 wrote: Thu Feb 23, 2023 12:19 pm Very serious design approach ... I can't wait to try this mod when the tuning will be completed.

I hope that's it's not only for playing against the AI but also versus a human player (PBEM).
Several people have already played MP

Baltazaar posted about 10+ hours of video from his MP game with an earlier version

Here is the first link in the series

https://www.youtube.com/watch?v=d43EtCFWg2Y&t=883s
Balthazor is the name. 🙂

Btw Lothos...been following your threads and see your reworking some more things here with TRP-Europe. I was curious how this is going since I was planning an MP match for YT starting later in the spring.

I definitely want to test before committing to a campaign with another Youtuber, especially if the changes are really dramatic. The armor changes your suggesting come to mind and I get your point there. Anyways we may hold back for awhile longer if a big revamp is coming.

Also...like Taxman, I always buy and use the US Airship as it's perfect for maritime reece (away from fighters haha) but I understand the reasoning for using that airplane slot for something else. Question is, what other aircraft are there not already covered except maybe non-maritime recon aircraft?
I know the devs have wrote in the past that dedicated recon aircraft are abstractly worked in to the other air units as they weren't as numerous to to warrant a dedicated unit(s).

Anyways..we are following your work.
Cheers.
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)

Post by Lothos »

OldCrowBalthazor wrote: Fri Feb 24, 2023 11:37 am
Lothos wrote: Thu Feb 23, 2023 1:18 pm
mssm45 wrote: Thu Feb 23, 2023 12:19 pm Very serious design approach ... I can't wait to try this mod when the tuning will be completed.

I hope that's it's not only for playing against the AI but also versus a human player (PBEM).
Several people have already played MP

Baltazaar posted about 10+ hours of video from his MP game with an earlier version

Here is the first link in the series

https://www.youtube.com/watch?v=d43EtCFWg2Y&t=883s
Balthazor is the name. 🙂

Btw Lothos...been following your threads and see your reworking some more things here with TRP-Europe. I was curious how this is going since I was planning an MP match for YT starting later in the spring.

I definitely want to test before committing to a campaign with another Youtuber, especially if the changes are really dramatic. The armor changes your suggesting come to mind and I get your point there. Anyways we may hold back for awhile longer if a big revamp is coming.

Also...like Taxman, I always buy and use the US Airship as it's perfect for maritime reece (away from fighters haha) but I understand the reasoning for using that airplane slot for something else. Question is, what other aircraft are there not already covered except maybe non-maritime recon aircraft?
I know the devs have wrote in the past that dedicated recon aircraft are abstractly worked in to the other air units as they weren't as numerous to to warrant a dedicated unit(s).

Anyways..we are following your work.
Cheers.
The combat state changes are a few weeks away. I have the excel sheet with the new stats done (finished it yesterday). I am plugging in the new numbers now and re-arranging the units. I fixed the unit.txt file already for the new re-arranged units (6 units got shuffled around).

MAJOR STEPS
- *DONE* Add New Unit Base Combat Stats
- Adjust all the new tech levels and their changes to the units
- Adjust the graphic images/sprites for the 6 shuffled units
- Combat Data (shift their values around for the 6 shuffled units)
- Adjust the build que
- Play test ALLOT!

As for the Airship, one idea was to turn it into a short range Naval Bomber. Problem is that the slot is hardcoded to be a Strategic Bomber attack type so when attacking a port you may not hit the ships themselves.

Another thing that will change is Elite Status of Units. My thinking right now is to lower the Experience of Units from 3 to 1 and increase HQs experience from 3 to 5.

This will bring up even more how important leaders are!
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steevodeevo
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Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)

Post by steevodeevo »

I will obviously start over many times as I get the feel for the mod, I made what appears to be an assumption and an initial error. I took Warsaw in September and immediately started to pull my troops West. However Poland didn't surrender, so II moved some units back into Poland and took more cities, including as far east as Brest.

However Poland didn't surrender until the 27th October as I found out that I needed to take Krakow as well as Warsaw it seems.

Also the Russians didn't invade Poland at all.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)

Post by Lothos »

steevodeevo wrote: Fri Feb 24, 2023 1:24 pm I will obviously start over many times as I get the feel for the mod, I made what appears to be an assumption and an initial error. I took Warsaw in September and immediately started to pull my troops West. However Poland didn't surrender, so II moved some units back into Poland and took more cities, including as far east as Brest.

However Poland didn't surrender until the 27th October as I found out that I needed to take Krakow as well as Warsaw it seems.

Also the Russians didn't invade Poland at all.
If you are playing MP then it is possible the Russians choose not to take their half of Poland.

In SP it will happen 100% of the time, however it happens after Poland surrenders. Poland will surrender sometime after Warsaw is taken. In most games it is within 1 to 2 turns from Warsaw falling. I am not sure how the EXE determines this but I think their is just some random factor to it.
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Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)

Post by steevodeevo »

Lothos wrote: Fri Feb 24, 2023 1:59 pm
steevodeevo wrote: Fri Feb 24, 2023 1:24 pm I will obviously start over many times as I get the feel for the mod, I made what appears to be an assumption and an initial error. I took Warsaw in September and immediately started to pull my troops West. However Poland didn't surrender, so II moved some units back into Poland and took more cities, including as far east as Brest.

However Poland didn't surrender until the 27th October as I found out that I needed to take Krakow as well as Warsaw it seems.

Also the Russians didn't invade Poland at all.
If you are playing MP then it is possible the Russians choose not to take their half of Poland.

In SP it will happen 100% of the time, however it happens after Poland surrenders. Poland will surrender sometime after Warsaw is taken. In most games it is within 1 to 2 turns from Warsaw falling. I am not sure how the EXE determines this but I think their is just some random factor to it.
hi, apologies, I should have said my game mode; I was playing SP. Russia never did invade Poland, at least not yet since Poland's capitulation and it is now late December. They did invade Finland.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)

Post by Lothos »

steevodeevo wrote: Sat Feb 25, 2023 4:45 pm
Lothos wrote: Fri Feb 24, 2023 1:59 pm
steevodeevo wrote: Fri Feb 24, 2023 1:24 pm I will obviously start over many times as I get the feel for the mod, I made what appears to be an assumption and an initial error. I took Warsaw in September and immediately started to pull my troops West. However Poland didn't surrender, so II moved some units back into Poland and took more cities, including as far east as Brest.

However Poland didn't surrender until the 27th October as I found out that I needed to take Krakow as well as Warsaw it seems.

Also the Russians didn't invade Poland at all.
If you are playing MP then it is possible the Russians choose not to take their half of Poland.

In SP it will happen 100% of the time, however it happens after Poland surrenders. Poland will surrender sometime after Warsaw is taken. In most games it is within 1 to 2 turns from Warsaw falling. I am not sure how the EXE determines this but I think their is just some random factor to it.
hi, apologies, I should have said my game mode; I was playing SP. Russia never did invade Poland, at least not yet since Poland's capitulation and it is now late December. They did invade Finland.
Are you sure you are playing the mod? (That's not really possible what you are saying (at least I do not believe it is)
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Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)

Post by steevodeevo »

Lothos wrote: Sat Feb 25, 2023 8:31 pm
steevodeevo wrote: Sat Feb 25, 2023 4:45 pm
Lothos wrote: Fri Feb 24, 2023 1:59 pm

If you are playing MP then it is possible the Russians choose not to take their half of Poland.

In SP it will happen 100% of the time, however it happens after Poland surrenders. Poland will surrender sometime after Warsaw is taken. In most games it is within 1 to 2 turns from Warsaw falling. I am not sure how the EXE determines this but I think their is just some random factor to it.
hi, apologies, I should have said my game mode; I was playing SP. Russia never did invade Poland, at least not yet since Poland's capitulation and it is now late December. They did invade Finland.
Are you sure you are playing the mod? (That's not really possible what you are saying (at least I do not believe it is)
LOL, yea I'm playing the mod.

Enjoying it so far, is there a piece you've written that discusses 'the philosophy' of the changes you are trying to achieve?

So far it feels tougher than vanilla. It seems that movement is much slower, and feels closer to the strategic movement of SC WW1, so you have to think further ahead. Naval combat seems more punishing at least on surface ships and for the Axis at least. I'm looking forward to the War in the Atlantic as you have greatly extended the play area there so it should be much easier to hide U-Boats and play cat and mouse.

Carriers are terrifying, they warp in and and a couple can kill a fully loaded Battleship or Sub in one turn and then warp out again, invisible making the Brits terrifying at sea.

I haven't yet worked out the Air War, kill rates seem similar so far to vanilla. But fighter spotting is almost doubled it seems, which should be interesting. especially as the game doesn't have any Recon aircraft like Storch's..

I'm enjoying it a lot so far but haven't yet felt the 'pace' of the mod so I'm likely to restart (I've destroyed my German surface fleet already by March1940!). I am also not too sure what to do with all the extra space in Africa and the Italians are yet to play there part in NA.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)

Post by Lothos »

steevodeevo wrote: Sun Feb 26, 2023 10:04 am
Lothos wrote: Sat Feb 25, 2023 8:31 pm
steevodeevo wrote: Sat Feb 25, 2023 4:45 pm

hi, apologies, I should have said my game mode; I was playing SP. Russia never did invade Poland, at least not yet since Poland's capitulation and it is now late December. They did invade Finland.
Are you sure you are playing the mod? (That's not really possible what you are saying (at least I do not believe it is)
LOL, yea I'm playing the mod.

Enjoying it so far, is there a piece you've written that discusses 'the philosophy' of the changes you are trying to achieve?

So far it feels tougher than vanilla. It seems that movement is much slower, and feels closer to the strategic movement of SC WW1, so you have to think further ahead. Naval combat seems more punishing at least on surface ships and for the Axis at least. I'm looking forward to the War in the Atlantic as you have greatly extended the play area there so it should be much easier to hide U-Boats and play cat and mouse.

Carriers are terrifying, they warp in and and a couple can kill a fully loaded Battleship or Sub in one turn and then warp out again, invisible making the Brits terrifying at sea.

I haven't yet worked out the Air War, kill rates seem similar so far to vanilla. But fighter spotting is almost doubled it seems, which should be interesting. especially as the game doesn't have any Recon aircraft like Storch's..

I'm enjoying it a lot so far but haven't yet felt the 'pace' of the mod so I'm likely to restart (I've destroyed my German surface fleet already by March1940!). I am also not too sure what to do with all the extra space in Africa and the Italians are yet to play there part in NA.
The first post in this thread has a write up about some things to be aware of in the mod.

I am currently reworking all the combat numbers which will be in the 1.2 release of the mod (hopefully within the next 2 weeks).

I would not decimate your surface fleet so hastily next time. If you do then the Russians will control the Baltic once you go to war with them as they have a good size fleet you need to deal with.

I typically (as the Axis) build all my Maritime bombers and Anti-Aircraft first once i started researching all the techs except Amphibious.

The Sub War will be very difficult as the AI is awesome at protecting its convoys. You need to do allot of hit the convoy route, run away (NOT along the convoy line but actually leave the line) and then hit some where else. It is best to hit areas all over the Atlantic and not just concentrate in the North Atlantic. That will force the AI to spread his forces out.

For the first year of the war in the Atlantic you should be ok as the Axis, but as the French Colonies start building up their ASW fleet things will get complicated.

I am in the middle of doing a test run with the new combat stats right now. Been streaming it at times in the Discord channel in case anyone wants to watch and comment on it. So far its looking good, combat is more bloodier!
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Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)

Post by steevodeevo »

many thanks, that's helpful. One of two things you suggest there that I don't normally do (and given I am not very successful at this game, they are worth trying!)
Steve
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