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

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Jazon
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Jazon »

Hi,
nice changes to Polish Campaign! I believe in multiplayer Poland would stand a bit shorter, because Axis player will apply better strategy to conquer then AI, but anyway it should take at least 4 turns and cause some damage to Germans, so they would need to spend MPP's for replacements before they will be ready to hit in the West.
I am looking forward to see MP after those changes. So far I am watching Duedman with Old Crow, and it is pretty interesting. I can't wait to see how Barbarossa will play out in this MOD.
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Taxman66 »

Lothos,

With the Axis refusing Vichy, why not just set up Algeria to be the new (Free?) France and go through the same process as you do with French Guyana when Vichy is installed. Then you can add the free units. Just remember the planes are the ones from the USA, so they go to France instead of going to UK/Canada or kept by the USA.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Lothos »

Taxman66 wrote: Wed Jun 07, 2023 2:41 pm Lothos,

With the Axis refusing Vichy, why not just set up Algeria to be the new (Free?) France and go through the same process as you do with French Guyana when Vichy is installed. Then you can add the free units. Just remember the planes are the ones from the USA, so they go to France instead of going to UK/Canada or kept by the USA.
Thats a good idea, France should be able to keep fighting but suffer the same penalties as being conquered. Perhaps still establish Free France on surrender and I can then place Free French Forces in Algeria so they can keep up the fight and I may be able to have the French Navy keep it going to (would need to test).

Thank you Taxman666
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Taxman66 »

While I like to think of myself as a Devil's advocate, that's one too many 6s. ;)
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by OldCrowBalthazor »

Taxman666?
That must be a Freudian slip on Lothos part. 😁
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Taxman66 »

Devil's auditor. :twisted:
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by OldCrowBalthazor »

Taxman66 wrote: Wed Jun 07, 2023 7:07 pm Devil's auditor. :twisted:
Aye. You do have a wicked pen. 😈
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Jazon »

Hi!
I got an idea that was going on my head for long time. As you know, railroad gauge was different in European countries and Soviet Union. European was 1435 mm while Soviet 1520 mm. When Soviets annexed Eastern Poland in 1939, during two years of occupation, they changed the railroad gauge to their standards, also in Bessarabia (annexed part of Romania). In Baltic States however, most of the railroad gauge was still European. Why this is important? Reinforcements and supplies was the biggest problem on Eastern Front for Germans, who either tried to convert existing railroads to their gauge(If I am not mistaken they did on railroads to Minsk and Kiev). So de facto Germans used two railroads system -default within Europe, and Eastern on occupied lands of Soviet Union. SO, my idea is very easy, to keep it simple. On Polish-Soviet border from 1939, and Baltic States and Romania borders, break one hex of railroads. Just erase it.
Therefore, later in the game, if German player would like to transport strategically a division from France to Stalingrad, he would need to FIRST transport it to ex. Kishinov, then next turn march to Vinnitsta, and next turn go by railway to Stalingrad. That would give a bit headache to Germans, also will motivate Soviet player to block North-South railway line in first months of German Invasion, so Soviets would keep German army strategically separated.
What do you guys think?
Jazon
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Lothos »

Jazon wrote: Thu Jun 15, 2023 6:19 am Hi!
I got an idea that was going on my head for long time. As you know, railroad gauge was different in European countries and Soviet Union. European was 1435 mm while Soviet 1520 mm. When Soviets annexed Eastern Poland in 1939, during two years of occupation, they changed the railroad gauge to their standards, also in Bessarabia (annexed part of Romania). In Baltic States however, most of the railroad gauge was still European. Why this is important? Reinforcements and supplies was the biggest problem on Eastern Front for Germans, who either tried to convert existing railroads to their gauge(If I am not mistaken they did on railroads to Minsk and Kiev). So de facto Germans used two railroads system -default within Europe, and Eastern on occupied lands of Soviet Union. SO, my idea is very easy, to keep it simple. On Polish-Soviet border from 1939, and Baltic States and Romania borders, break one hex of railroads. Just erase it.
Therefore, later in the game, if German player would like to transport strategically a division from France to Stalingrad, he would need to FIRST transport it to ex. Kishinov, then next turn march to Vinnitsta, and next turn go by railway to Stalingrad. That would give a bit headache to Germans, also will motivate Soviet player to block North-South railway line in first months of German Invasion, so Soviets would keep German army strategically separated.
What do you guys think?
Jazon
Thank you for the long write up. I am very aware of the different gages in rail roads. Gary Grigsbys war in Russia from the 90s was the first to introduce a system to handle that.

We are limited to the game engine and it does not support specific rules for specific countries on how it rails.

However it does handle, in an abstract way the changing of the rails by having cities that change hangs suffering damage which effects your rail.
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by OldCrowBalthazor »

Taxman66 and I just finished working out some new 'historical flavored' house-rules that we are planning for a future MP match as a test.


WiE-TRP HOUSE RULES revised 6-16-23
(Made for a semi-historical timeline)

1) No War Dec of USSR before April 1941 unless USSR mobilization reaches 90%

2) No Allied ships may ever use Kiel Canal. Allied land units may land and block.

3) No German attack on Low Countries and France till April 1940
Germany must attack ALL Low Countries (Belgium, Netherlands, Luxembourg) at the same time.

4) Strategic Bombers can only do 1 mission each per turn.

5) Finnish units may not enter any land hexes south of Riga-Moscow-Perm line. Finnish units can enter anywhere in Norway and Sweden. **Finnish SF unit may go anywhere.

6) No Hungarian units may enter Romania before Barbarossa if German DC 2nd Vienna Award grants Hungary the Romanian part of Transylvania
No Rumanian units in Hungary before Barbarossa if German DC 2nd Vienna Award grants Hungary the Romanian part of Transylvania.

7) No Allied 'Scando Gambit' on Oslo, Norway or Copenhagen, Denmark while those
two countries are neutral and or until France falls.

8) Special Forces/Marines special rule:
SF units that reload from a non (supply 5+) port within 5 turns after an invasion may not 'amphib' attack nor may they land on enemy territory. i.e. they have to unload on friendly territory and reload yet again if they want to invade.

9) No Diplo on Hungary, Romania, or Bulgaria until Barbarossa started.

10) No Allied blocking of Gibraltar travel hexes (can put ships all around them but not right onto them)

11) Italian Navy is restricted to the Med until they are at war. Italian transports can go out if they are destined for Abyssinia (Ethiopia) and go straight there while Italy is neutral. No spotting with them.

12) Vigo and Canary Island Ports leased to Germany may not be bombed unless Spain is an Axis Power at 100% Mobilization.

13) USSR has to conduct Winter War (Attack Finland)

14) Allies can't intervene in Winter War (Help Finland)

15) No Bulgarian units in USSR unless Moscow or Baku is Axis controlled.

16) No Hungarian, Romanian, Bulgarian Mainline Units in France or Italy
Garrison/Security Units ok.

Also included is a map of a proposed Baltic exclusion zone sequence while the USSR is neutral. We don't want both sides counting ships while they are neutral. 🙂
These maybe useful for self-ruling in SP, although these are intended for MP between us.
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by The Land »

Lothos wrote: Mon May 29, 2023 3:03 pm
Taxman66 wrote: Mon May 29, 2023 2:27 pm - (New) Storm Damage on ships has been re-worked and does more damage

What's your reasoning for this? This is just a boon to the Axis.
DDs, CVLs and Transports (unless you change that) are the only units vulnerable to storms and causing more damage is mostly just going to be a huge boon the Axis sub game (at least in WiE TRP).
Reasoning being is that ships need to try and avoid storms, this includes the Axis. With the old system you could just ignore them!

Now you ignore them but you run the risk of being damaged.
In the WW2 era, ships were expected to be able to deal with storms. Instances of storm damage were few and far between (and largely in the Pacific, where storms are rather worse). The worst affected ships were Japanese which had been over-weighted due to sloppy design.

In short there is no real reason to do this, it makes things less historical rather than more.
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Elessar2 »

Absent a relevant script, you could limit the number of units in North Africa, for both sides, to something like 12, unless they are within X hexes of Alexandria (Allies) or Tripoli (Axis). Or at least limit the number of air units.
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by steevodeevo »

wow, as usual I'm enjoying the game's sensible tweaks towards realism, however 1.3 at Expert is incredibly tough, at least for me. I'm playing as the Axis, and resources and unit production are fine, however the Allied units at land, sea and air are like advanced aliens with a super hard alloy armour.
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Lothos »

steevodeevo wrote: Sat Jun 24, 2023 12:07 pm wow, as usual I'm enjoying the game's sensible tweaks towards realism, however 1.3 at Expert is incredibly tough, at least for me. I'm playing as the Axis, and resources and unit production are fine, however the Allied units at land, sea and air are like advanced aliens with a super hard alloy armour.
Are you using the settings suggested in the first post of this thread?
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Duedman »

Is it intentional that you cannot buy back units on a discount? And faster? I just noticed that in OCBs vids.
This is quite evil for the Soviets.

Overall I think your latest changes make it A LOT more difficult for the Axis.
I have not tried it out tho to be honest.
I said in the comments of one of OCBs vids already that I think 2 things would already greatly help the Allied player without weaking/strengthening units beyond measure:
1. Make the Italian Attack on Greece mandatory. This dilutes strength from Axis.
2. Make SU controlling Sevastopol a pain in the a** - as of now, Sevastopol is worth basically nothing to the Axis player. I ignore it each and every time. Let it heavily drop the Romanian oilfields. Or hand Soviets 50MPPs per turn while they control it. Or anything in between.
These two things + buffing Malta should be enough already with TRP 1.2.2
(oh ok... only 1 German Strat is also necessary).
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by OldCrowBalthazor »

Bump...was looking for this again as it was a few pages back :))

TRP 1.3 has been released

########################
# TRP 1.3 Europe
########################

- (Bug) Fixed weather zone in hex(s) 150,80 and 154,78
- (Bug) Text issue Change Von Rippentrop to Von Ribbentrop
- (Bug) UK Warsprite renamed to Warspite
- (Bug) Saudi Arabia Partisan in wrong hex 239,134 moved to 238,136
- (Bug) Text issue "USSR Mobilizes Reservers" to "USSR Mobilizes Reserves"
- (Bug) Bandar Shahpur, Persia, fixed so you can disembark into city
- (Bug) Oslo Batteries Decision (643) will now execute properly to damage German Units
- (Bug) UK, Pacific War Defenses was not firing properly had the wrong Decision ID changed from 111 to 112

- (New) Major Powers (except for UK) can no longer attach minors to their HQs
- (New) Poland add some Secondary Supply Sources
- (New) Vichy can no longer be manipulated with Diplomacy
- (New) Most Minors will no longer be able to transport troops
- (New) Max Shells for all artillery changed to 1 (you get +1 when you research Artillery Tech)
- (New) Rocket Artillery will no longer De-Entrench
- (New) Heavy Artillery (and SP) De-Moralization lowered by 15
- (New) Heavy Artillery (and SP) De-Entrench is capped at 1
- (New) Germany can't build Strategic Bombers until July, 15 1940
- (New) Romania, Tactical Bomber Cap changed from 0 to 1
- (New) Rail-gun Range changed from 3 to 2 you will get it back to 3 with Artillery Tech
- (New) Vichy France changed from not cooperating with anyone to cooperating with supply
- (New) Canada can't build Maritime Bombers until January 1st 1941
- (New) UK, Decision 111 Home Guard will give the Garrison units immediately instead of only when Germany invades
- (New) Engineers, when attacking increased De-Entrench from 1 to 2
- (New) Storm Damage on ships has been re-worked and does more damage
- (New) Logistics Tech changed from 10% OP to 5% per level
- (New) Diplomacy cost reduced to 0
- (New) Diplomacy chits changed to the following
--- UK = 3
--- USA = 3
--- France = 1
--- USSR = 0
--- China = 0
--- Germany = 3
--- Italy = 1
--- Japan = 1
--- Vichy = 0

- (Map) Strasbourg turned into a Fortified Town (162,85)
- (Map) Added label to hex 161,83 (Saar)
- (Map) France added Secondary supply to Strasbourg (162,85) & Mulhouse (162,87)
- (Map) Malta & Gibraltar changed from Fortified Town to Major Fortress
- (Map) Sevastopol changed from a Fortified town to a Fortress
- (Map) Tobruk (194,122) is a Secondary Supply Source for Libya
- (Map) Renamed Cuxhaven to Brunsbüttel (164,71)
- (Map) Added a German Port to (163,70) Blocks Kiel Canal
_ (Map) Renamed Port to Hamburg Port (163,71)
- (Map) Fortified Town defense values now match Fortress stats
- (Map) Fortification Max Entrench increased from 3 to 4
- (Map) Axis Raid points added to South Africa near Cape Town
- (Map) Europe (Zone 6) Weather will have a less chance of rain from Sep - Oct

- (OOB) Poland increase strength of most units to 10
- (OOB) Poland added General Kutrzeba to the map

- (AI) UK, adjustments to Evac BEF to try and increase the chances the HQ gets out
- (AI) Diplomacy redesigned, should be more aggressive
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Seelenwerk »

I hope this is the right place to ask this.
Is intentional that the saar mine is stuck at 0?
I am playing the axis in november 1940 with the latest version of the mod. The oil resource which can be "build" also is stuck at 0 and both havent been bombed or anything.

Mod is really great tho, love all the extra events etc.
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Taxman66 »

They will 'turn on' later.
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Elessar2 »

Part of the synthetic oil DE I believe.
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by OldCrowBalthazor »

Taxman66 and I are running a new MP match with the latest versions of both TRP-WiE and WiE. Included is an overview of the latest changes of the mod and the base game, plus our house-rules.
The first turn as Axis (OldCrowBalthazor) goes up on Aug 3, 2023 at 08:00 Pacific TZ.
Check it out! https://www.youtube.com/watch?v=VkWRnFW5t-8
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