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

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SiegOderValhalla
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Re: TRP - Total Realism Project for War in Europe (1.7 Download)

Post by SiegOderValhalla »

Lothos wrote: Sat Jan 04, 2025 6:22 pm What triggered it was 2 armor corp, 1 para corp, 1 marine corp, 1 mech corp.

That's 5 corp

Read the tooltip in the med, it tells you what triggers it and it turns red when you are over.
If that's what triggered it, then the tooltip and popup notifications are wrong. I played for months with those five units west of El-Alamein and the sea hex tooltip stayed blue and there were no supply issues. I moved a tank destroyer into the supply zone, the sea hex immediately turned red "you have over 4 corps". I moved the TD unit back, the sea hex turned blue again and I play another month. I moved two divisions in to reinforce, the sea hex immediately turned red and said "more than 15 units" not "over 4 corps". And the popup notification immediately before the strength reductions also specifically said "more than 15 units".

Tangentially, having the paratroopers marked as a division but count as a corp is confusing.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.7 Download)

Post by Lothos »

SiegOderValhalla wrote: Sat Jan 04, 2025 6:39 pm
Lothos wrote: Sat Jan 04, 2025 6:22 pm What triggered it was 2 armor corp, 1 para corp, 1 marine corp, 1 mech corp.

That's 5 corp

Read the tooltip in the med, it tells you what triggers it and it turns red when you are over.
If that's what triggered it, then the tooltip and popup notifications are wrong. I played for months with those five units west of El-Alamein and the sea hex tooltip stayed blue and there were no supply issues. I moved a tank destroyer into the supply zone, the sea hex immediately turned red "you have over 4 corps". I moved the TD unit back, the sea hex turned blue again and I play another month. I moved two divisions in to reinforce, the sea hex immediately turned red and said "more than 15 units" not "over 4 corps". And the popup notification immediately before the strength reductions also specifically said "more than 15 units".

Tangentially, having the paratroopers marked as a division but count as a corp is confusing.
Their is no separate trigger for the 4 corp

It's one event that mentions both the 4 corp and the 15 unit limit. I believe you are mistaken on what you are reading.
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Taxman66
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Re: TRP - Total Realism Project for War in Europe (1.7 Download)

Post by Taxman66 »

In previous versions of the mod the para was marked as a Corps.

Somewhere along the line the graphic was changed to indicate Div.
That is the 'bug'.
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SiegOderValhalla
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Re: TRP - Total Realism Project for War in Europe (1.7 Download)

Post by SiegOderValhalla »

Lothos wrote: Sat Jan 04, 2025 6:47 pm Their is no separate trigger for the 4 corp

It's one event that mentions both the 4 corp and the 15 unit limit. I believe you are mistaken on what you are reading.
I'm going to have to eat crow here. I loaded back into the game, moved a new mechanized corp into the supply zone, and then just kept hitting end turn until the event fired - and you're correct. Both tooltip and notification don't differentiate.

The key part I was missing is that there is only a 25% chance for the strength reduction to fire on any given turn, while I assumed from the tooltip that it was an automatic 100% chance. OldCrowBalthazor explained that in his latest video on YouTube, if this had happened a day later I would have understood what was going on. Apparently I was just getting really lucky with the rolls until I finally got dinged the exact turn I moved extra divisions into the supply zone which caused my confusion.

The lack of clarity on corp vs division is still frustrating, but this was my fault and now that I know what's happening I can make adjustments. Thanks again for making this mod and I look forward to the AI for World at War version being single player ready.
dhucul2011
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Re: TRP - Total Realism Project for War in Europe (1.7 Download)

Post by dhucul2011 »

Love the MOD. Some friendly thoughts as the Axis.

1. The Graf Spee and Deutschland should start the game in the Atlantic. Were they not there when fighting started?
2. A popup that the UK declares war would be nice right after the opening popup. In Vanilla WIE they haven't done so yet and you can cruise your subs past their ports and ships. It came as a nasty surprise for a new player to the MOD.
3. The units arriving in Narvik should be the 11th Mountain division along with the Force Z DD flotilla.
4. Research costs maybe should be a little higher. December 1939 and Germany has a chit in almost every category.
5. Is there any way to add an infantry man or two next to the truck for motorized infantry? It looks like a supply truck.
6. I keep getting the 16 unit warning and strength hits in North Africa but I only have 14?

Thanks!
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Taxman66
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Re: TRP - Total Realism Project for War in Europe (1.7 Download)

Post by Taxman66 »

4. You are supposed to max out research relatively quickly. It moves very slowly in this mod, and there are no double chits.
Be aware you are also going to want extra units for France too. Particularly at least 2 and probably 3 HQs and the Medium bombers (for entrenchment removal) and Fighters (the UK has lots of CVLs that can be dangerous to your planes). The HQs and Med bombers have 6 month lead time. There is also the 2nd paratrooper, Tacs, and Mech that are very useful.

Also be aware of the no attack in the west until May house rule. Otherwise the game starts going off the rails with Axis snowball.

6. The same warning (and strength losses) are also triggered if you have 5 or more Corps (paras count as cirps and are currently misidentified as divs)
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.7 Download)

Post by Lothos »

dhucul2011 wrote: Tue Jan 07, 2025 2:26 am Love the MOD. Some friendly thoughts as the Axis.

1. The Graf Spee and Deutschland should start the game in the Atlantic. Were they not there when fighting started?
2. A popup that the UK declares war would be nice right after the opening popup. In Vanilla WIE they haven't done so yet and you can cruise your subs past their ports and ships. It came as a nasty surprise for a new player to the MOD.
3. The units arriving in Narvik should be the 11th Mountain division along with the Force Z DD flotilla.
4. Research costs maybe should be a little higher. December 1939 and Germany has a chit in almost every category.
5. Is there any way to add an infantry man or two next to the truck for motorized infantry? It looks like a supply truck.
6. I keep getting the 16 unit warning and strength hits in North Africa but I only have 14?

Thanks!
Thank you for using numbers as it helps me respond.

1) Moved on purpose, made it to easy to destroy them due to how ship mechnics work in this game
2) Game engine requires two major powers be at war from the start. I chose UK and Germany to be at war since Poland is aligned with the UK.
3) It works fine the way it is now but I appreciate the feedback
4) That is the intention, meaning you should research everything. You will find in the middle to end game you do not have enough MPP for everything you want to do.
5) I am using NATO symbols so I would have to say no to this. You are free to make your own symbols if you like.
6) Read the tooltips (make sure you have messages turned on). THey tell you 15 units max and 4 CORP max.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.8 Download)

Post by Lothos »

New Version of TRP released

########################
# TRP 1.8 Europe
########################

- (New) Almost all small islands turned into Neutral Territory so they do not act as spies
- (New) Short Range Amphibs removed from the game. All countries that could build them had them changed to Long Range.
- (New) Allies, DOW on either Hungary, Bulgaria or Romania will force all of them to join the Axis if still neutral.
- (New) Rocket Artillery, will no longer be able to damage Light Tanks and Armor (but still does morale damage)
- (New) Anti-Air, lowered Soft/Hard base defense from 2 to 1
- (New) Anti-Air, lowered Armor/Light Armor base defense from 7 to 5
- (New) France, No Vichy Japan can declare war on Indo-China and USA Mobilization will shift 5% in total from the DOW and their Surrender
- (New) France, Vichy Japan can declare war on Indo-China and USA Mobilization will shift 10% in total from the DOW and their Surrender
- (New) France, Popup Message on French Surrender providing Japan information about their options in regards to Indo-China
- (New) France, No Vichy with the exception of Morocco, Algeria and Tunisia all other French Minors have a 50/50 chance to declare neutrality
- (New) Upgrade cost for ASW on Destroyers and Light Cruisers lowered from 10% to 5%
- (New) Graphic Interface
- (New) Artillery, adjusted base attack against Light Armor and Armor from 2 to 1

- (OOB) Finland, Increased Tank Division Max from 0 to 1
- (OOB) Finland, Increased Mechanized Division Max from 0 to 1

- (Bug) Paratroopers, have XXX on their Nato symbol instead of XX
- (Bug) Torpedo Boats, no longer super evaders
- (Bug) USSR, When Zoomed out Militia will now show with an M instead of an S
- (Bug) Milan worker strike had the wrong flag should show Italian
- (Bug) Turin worker strike had the wrong flag should show Italian
- (Bug) Miner strike in the UK will now damage the mines and show the UK flag
- (Bug) Germany, Decision 625 raising Cossaks the unit has multiple destinations to show up now so it does not appear that they vanished
- (Bug) Bryansk, Hex 214,73, has a paved road when it should be dirt
- (Bug) Germany, when strategic bombers deploy it will no longer move the current unit in Dusseldorf if Axis is Human controlled
- (Bug) Italy, Adriatic sea defence was only firing 15% of the time when it should have been 100%
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.9 Download)

Post by Lothos »

TRP v1.9 has been released

########################
# TRP 1.9 Europe
########################

- (New) Fighter Base AA Defense change from 1 to 0
- (New) Fighter Base Demoralize changed from 5 to 15
- (New) Fighter Ground Attack Upgrade Demoralize change from 5 to 0
- (New) Fighter Ground Attack Upgrade AA Defense change from 0 to 1
- (New) Mech Units, lowered Base Soft/Hard & Attack/Defense by 2
- (New) Mech Units, Anti-Tank upgrade will now increase Soft/Hard & Attack/Defense by 1 per level
- (New) Engineer & Infantry Division base attack on artillery increased from 0.5 to 1
- (New) Rockets Tech Upgrade no longer increase demoralization nor Resource Attack

- (Bug) Fixed Inteface Bug where Production screen Light Armor Type spilled outside the viewing area
- (Bug) Fixed Inteface Bug where Unit Properties screen Light Armor Type spilled outside the viewing area
- (Bug) Fixed UK Occupy Faroe Islands event and the UK will actually get them now
gdpsnake1979
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Re: TRP - Total Realism Project for War in Europe (1.9 Download)

Post by gdpsnake1979 »

A few comments:
1. It's much too hard to kill units. Part of the problem is you surround a city and attack the unit inside. You kill it to 1 step and the next turn it reinforces back to 10! A unit out of supply, even in a city should not be able to fully reinforce itself. I have had cases where an infantry division has held out for 2-3 turns of constant attacks because it just reinforces to max. If it is a core unit or a city without many hex sides (such as sidi Barini in North Africa) you may never be able to take it.
2. Submarines ATTACKED by carriers are fine in this mod but if the sub ATTACKS a carrier, it should do very well. In this mod, the sub gets slaughtered when attacking and barely scratches the paint on the CV.
3. You can't kill armor at all in this game. I attacked the French armor division with 6 dive bombers after three land attacks to eliminate entrenchments, then hit it IN a city 6 more times with infantry and barely hurt it. After three turns I finally got it to retreat with 1 step left but it just reinforced back to 10. Shouldn't armor be treated like ships, max of 5 step or so replacement?
4. So, playing as the Axis. Poland falls with some difficulty but only because it has limited mpp's and a couple of morale loss events. Denmark, Luxembourg and Norway are free. Netherlands only has a small unit to get past then the capitol goes easy (I kept attacking the sub - attack the destroyer! because the sub quits with the surrender, and I thought ALL the navy keeps fighting.) Belgium is tougher but you can get next to the capitol fast, sacrifice some bomber attacks to use up the anti-air then hit with 6 stukas and multiple infantries and then armor by swapping units in and out. France would be impossible if it were not for the several morale loss events. As it was, I found it impossible to kill even infantry divisions garrisoning cities in one turn. Corps and the armor would not die anywhere. I just had to push until next to Paris and treat it like Brussels. Take Vichy because NO WAY you can beat the French all the way to Algiers. Greece is impossible to defeat with UK assistance. You can't get the capitol because too few hexes for multiple attacks. Yugoslavia may go because the capitol is right on the border with Romania and once in the war, you can attack it right away with multiple attacks (again it takes MANY land attacks, 6-9, coupled with 6 or so Stuka attacks to kill. Russia is a joke you'll never get.
5. I put Germany maxed in every research category right from the start beginning with the armor, a/c and infantry advances first. Since September 1939 to November 1940, the Germans have not researched ANYTHING, and I mean nothing. I have not seen but maybe a half dozen advancement reports the whole time. At present, most are still back at 70% or so. I get research has been slowed but at this rate, I'll never see level 3 in ANYTHING!

So, in conclusion, YOU CAN'T kill units in cities without multiple ground attacks rotated in and out with at least 6 A/C attacks over 2-3 turns. Lack of supply doesn't seem to stop reinforcement so Blitzing just won't work even if you could get a blitz going. Research never happens, Diplomacy is so weak, you'll never see anything happen. You'll have plenty of units and mpps, but you will never get anywhere. Carriers are way too prevalent and too OP for the Allies. The CVL's build too fast and are too cheap and there are way too many to build. It works both ways too. Three Italian infantry entrenched at the Egyptian border completely shuts down any Allied advance. Oh, shore bombardment is useless too. 33 consecutive attacks by UK bb's in North Africa over 10 turns produced no effect on the same unit. Never saw a step loss for either the ships or the Infantry unit in the city/town. Same for 30 air attacks by CVL and CV on that same unit. Only ever saw 1 step loss for about a dozen losses to the CV A/C.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.9 Download)

Post by Lothos »

gdpsnake1979 wrote: Sun Mar 09, 2025 8:22 pm A few comments:
1. It's much too hard to kill units. Part of the problem is you surround a city and attack the unit inside. You kill it to 1 step and the next turn it reinforces back to 10! A unit out of supply, even in a city should not be able to fully reinforce itself. I have had cases where an infantry division has held out for 2-3 turns of constant attacks because it just reinforces to max. If it is a core unit or a city without many hex sides (such as sidi Barini in North Africa) you may never be able to take it.
2. Submarines ATTACKED by carriers are fine in this mod but if the sub ATTACKS a carrier, it should do very well. In this mod, the sub gets slaughtered when attacking and barely scratches the paint on the CV.
3. You can't kill armor at all in this game. I attacked the French armor division with 6 dive bombers after three land attacks to eliminate entrenchments, then hit it IN a city 6 more times with infantry and barely hurt it. After three turns I finally got it to retreat with 1 step left but it just reinforced back to 10. Shouldn't armor be treated like ships, max of 5 step or so replacement?
4. So, playing as the Axis. Poland falls with some difficulty but only because it has limited mpp's and a couple of morale loss events. Denmark, Luxembourg and Norway are free. Netherlands only has a small unit to get past then the capitol goes easy (I kept attacking the sub - attack the destroyer! because the sub quits with the surrender, and I thought ALL the navy keeps fighting.) Belgium is tougher but you can get next to the capitol fast, sacrifice some bomber attacks to use up the anti-air then hit with 6 stukas and multiple infantries and then armor by swapping units in and out. France would be impossible if it were not for the several morale loss events. As it was, I found it impossible to kill even infantry divisions garrisoning cities in one turn. Corps and the armor would not die anywhere. I just had to push until next to Paris and treat it like Brussels. Take Vichy because NO WAY you can beat the French all the way to Algiers. Greece is impossible to defeat with UK assistance. You can't get the capitol because too few hexes for multiple attacks. Yugoslavia may go because the capitol is right on the border with Romania and once in the war, you can attack it right away with multiple attacks (again it takes MANY land attacks, 6-9, coupled with 6 or so Stuka attacks to kill. Russia is a joke you'll never get.
5. I put Germany maxed in every research category right from the start beginning with the armor, a/c and infantry advances first. Since September 1939 to November 1940, the Germans have not researched ANYTHING, and I mean nothing. I have not seen but maybe a half dozen advancement reports the whole time. At present, most are still back at 70% or so. I get research has been slowed but at this rate, I'll never see level 3 in ANYTHING!

So, in conclusion, YOU CAN'T kill units in cities without multiple ground attacks rotated in and out with at least 6 A/C attacks over 2-3 turns. Lack of supply doesn't seem to stop reinforcement so Blitzing just won't work even if you could get a blitz going. Research never happens, Diplomacy is so weak, you'll never see anything happen. You'll have plenty of units and mpps, but you will never get anywhere. Carriers are way too prevalent and too OP for the Allies. The CVL's build too fast and are too cheap and there are way too many to build. It works both ways too. Three Italian infantry entrenched at the Egyptian border completely shuts down any Allied advance. Oh, shore bombardment is useless too. 33 consecutive attacks by UK bb's in North Africa over 10 turns produced no effect on the same unit. Never saw a step loss for either the ships or the Infantry unit in the city/town. Same for 30 air attacks by CVL and CV on that same unit. Only ever saw 1 step loss for about a dozen losses to the CV A/C.
1) Please watch my youtube videos on combat and combined arms
2) It is how the combat system works their is no fix for this
3) Yes you can kill armor, you are not understanding unit stats and are trying to play the game like the base game. Look at myh answer to 1 and learn combined arms
4) Watch my videos on playing PBEM games and Poland falls rather easily (also see my answer to 1 which is combined arms, you do not understand unit stats)
5) This is by design, research is slowed down you are not suppose to max out anything really unless you get lucky

Your conclusion is not correct, learn the unit stats and combined arms
gdpsnake1979
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Re: TRP - Total Realism Project for War in Europe (1.9 Download)

Post by gdpsnake1979 »

Thank you for the quick response.
Hmmm, I thought I was doing combined arms with armor, Infantry and A/C on each target. I don't know of any mechanism for simultaneous attack so I'm curious. Unfortunately, you didn't mention where I can view your videos except you tube. But under what name?

I still disagree with research progress. If one assumes that level 5 Armor would represent JS1 and JS2 for the Soviets; King Tigers for Germany, etc. then I should reach level 5 before November of 1944 (even sooner if you consider production sufficient to field a unit, trials, etc.). And if ME262 is a level 5 fighter, I should see that in 44 (could have been fielded in 43 without interference from high command). But at the current rate of advance, I won't even see those levels by games end.

I also disagree that artillery has 0 for de-entrenchment value as well as TAC A/C. The only method I've found is ground attacks to reduce entrenchment and the unit attacking has to be the same size or larger than the defender.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.9 Download)

Post by Lothos »

gdpsnake1979 wrote: Mon Mar 10, 2025 9:02 pm Thank you for the quick response.
Hmmm, I thought I was doing combined arms with armor, Infantry and A/C on each target. I don't know of any mechanism for simultaneous attack so I'm curious. Unfortunately, you didn't mention where I can view your videos except you tube. But under what name?

I still disagree with research progress. If one assumes that level 5 Armor would represent JS1 and JS2 for the Soviets; King Tigers for Germany, etc. then I should reach level 5 before November of 1944 (even sooner if you consider production sufficient to field a unit, trials, etc.). And if ME262 is a level 5 fighter, I should see that in 44 (could have been fielded in 43 without interference from high command). But at the current rate of advance, I won't even see those levels by games end.

I also disagree that artillery has 0 for de-entrenchment value as well as TAC A/C. The only method I've found is ground attacks to reduce entrenchment and the unit attacking has to be the same size or larger than the defender.
First post on this thread links to the Youtube channel guides.

Research progress will not change, this is the best you are going to get. It is not meant to be exaclty like history, breakthroughs happen and things will change on a game by game basis. It is not meant to be a full rush to level 5 research. That is the base game not TRP.

I have explained this many times about artillery and also discuss this in my guides on youtube as to why the changes in artillery. Your issue is that you do not understand unit stats and how to use them.

Combined Arms! Understand the unit stats.

EDITED: I also have a PBEM series posted where I am the Axis on youtube.
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Re: TRP - Total Realism Project for War in Europe (1.9 Download)

Post by OldCrowBalthazor »

gdpsnake1979 wrote: Mon Mar 10, 2025 9:02 pm Thank you for the quick response.
Hmmm, I thought I was doing combined arms with armor, Infantry and A/C on each target. I don't know of any mechanism for simultaneous attack so I'm curious. Unfortunately, you didn't mention where I can view your videos except you tube. But under what name?

I still disagree with research progress. If one assumes that level 5 Armor would represent JS1 and JS2 for the Soviets; King Tigers for Germany, etc. then I should reach level 5 before November of 1944 (even sooner if you consider production sufficient to field a unit, trials, etc.). And if ME262 is a level 5 fighter, I should see that in 44 (could have been fielded in 43 without interference from high command). But at the current rate of advance, I won't even see those levels by games end.

I also disagree that artillery has 0 for de-entrenchment value as well as TAC A/C. The only method I've found is ground attacks to reduce entrenchment and the unit attacking has to be the same size or larger than the defender.
The research HAS to be slowed for this mod because of the time scale and the fact that there are 30 turns in one year. If it wasn't, you would see LVL 5 tanks and LVL 5 Jet Fighters in 1942.
Also there are quite a few of us YouTubers along with Lothos who have been featuring this fantastic mod for 3 years now and helped in our own small way to further its development through playing Multiplayer matches. Hardcore ones.

GamingWithTheColonel and I (BalthazorsStrategicArcana) currently doing our second TRP-World..a slightly older version.
Duedman also is another YouTuber that has featured this mod.
Taxman, while not a YouTuber, is an expert and plays TRP-WiE Exclusively.
Read his comments on this vast thread.

Here's the latest from me: https://www.youtube.com/watch?v=xGNUlCVw4XQ
Shameless plug haha
Also a link to GamingWithTheColonel playing TRP-World: https://www.youtube.com/@GamingwiththeColonel
We both do daily episodes. This current production between us could be 6 months long or 6 years of fighting man!

Between watching Lothos TRP series, his tutorials, and our matches of TRP, it might help you see how we approach the combined arms approach that is enhanced with this mod.
Also, while we are playing a slightly older version (we started before the recent and excellent changes done by Lothos) the basic principles still apply.
One new change that is significant is the fact that TacBombers can't gob-smack armor now.

Anyways check us out too
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gdpsnake1979
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Re: TRP - Total Realism Project for War in Europe (1.9 Download)

Post by gdpsnake1979 »

I believe a few serious bugs? exist with the mod in conjunction with the original programming.

1. The supply problem in the North Afrika war was mainly a German and Italian issue due to Malta and the British presence. But this is what happened. As the Allies, I moved 5 total units (4 Inf, 1 HQ) to the border with Libya. The next turn I got a warning that I had more than 14 units between Tripoli and El Alamein? I had 5! So, ALL the UK units took hits but not a single Axis unit took a loss. WTF? The Allies are fully supplied through Alexandria, Suez and Cairo. Why are UK units taking the units? The unit limit should ONLY apply to Axis units in North Africa as was the historical problem. Or at least, the Allies should have a separate restriction on limits for counting but the two sides should not be counted together. Otherwise, the Axis, who has the advantage to do so early on, simply puts the max units in place meaning the Allies can have none!

2. The Germans received a Strategic Bomber unit in Dusseldorf - they never produced any Strategic bombers but, fine, you may want it to represent some different Axis bomber airpower. My big grip is the AI used the bomber unit on the turn it was placed! No unit I ever placed was usable at all the turn it was placed. Is the AI getting to use units it immediately places? If so, I cry foul.

3. The escort function is wrong. Axis fighters are escorting German bombers over ridiculous distances. Also, the Allied fighters are escorting over ridiculous distances. Example: A UK fighter stationed in Birmingham protected a bomber that flew to Dusseldorf in 1940! The Allies didn't have ANY long-distance fighters even with drop tanks that could fly that far in 1940. That's why the P-51 was such a boon later in the war. Spitfires and hurricanes were VERY short range and didn't carry tanks early in the war. Also, German ME-109's (in this time frame) are escorting German bomber attacks deep into Allied territory WAY beyond the historical range capability of German fighters (example, a German ftr unit 8 hexes behind their lines and over 14 hexes from Paris can't fly there but will escort bombers flying to bomb Paris).
I don't know what the fix is except fighters should not be able to escort unless they can actually reach the hex or some portion of it. After all, German fighters didn't intercept Allied bombers over Britain - they waited until they were over Germany and out of range of escorts. Same for the Battle of Britain. That's why the daylight bombing campaign of the 8th AF was a dismal prospect with catastrophic losses before the long-range escorts appeared?
Also, just look at the restrictions you have on fighter ground attacks (also wrong). Ftrs stationed on the coast can't even attack (strafe) air units on the other side of the channel. With tech increase in long range (1 or 2) they can't attack even with some Ground attack tech increase. I'm talking 3-5 hexes in range here, not 8 or 10.
I'm not a programmer but maybe a fix would be to give fighters an "escort range" limit so when the program looks for a candidate for escort, it can't use those over their escort range. And fighters should be able to ground attack up to their range.
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Re: TRP - Total Realism Project for War in Europe (1.9 Download)

Post by gdpsnake1979 »

Just to check, I turned off the fog of war. The Italians have FIVE corps units between Tripoli and El Alamein and they are not taking any losses so apparently the Axis AI can do whatever it wants in North Africa in terms of units.
EDIT. Checked again. Now the Axis have 16 units not counting HQ and garrison and 8 of them are corps size and the Afrika Corps has not even deployed yet. So clearly the Axis AI has no limits on units or supply in Africa.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.9 Download)

Post by Lothos »

gdpsnake1979 wrote: Thu Mar 20, 2025 4:07 am Just to check, I turned off the fog of war. The Italians have FIVE corps units between Tripoli and El Alamein and they are not taking any losses so apparently the Axis AI can do whatever it wants in North Africa in terms of units.
EDIT. Checked again. Now the Axis have 16 units not counting HQ and garrison and 8 of them are corps size and the Afrika Corps has not even deployed yet. So clearly the Axis AI has no limits on units or supply in Africa.
1) read the tooltips, they explain the unit limit in Africa

2) the Germans did build a few strategic bombers just not in mass.The unit us given by an event and not aa normal reinforcement so it can be used right away. That is a design in the game engine. Units are also abstract Germany had allot of medium bombers that would fall in this category.

3) Again game is abstract and you are also not correct, their are fighters that could reach that far. Both Germany and the UK had dual engine fighters, also Germany had the FW190 coming on line toward the end of 1940.

Please remember units are abstract. If you want an actual simulation you will need to play Gary Grigsby Western (Eastern) Front

AI, no it does not have unit restrictions like a human does in Africa. It does not have the mental capacity to understand it and it cannot be taught so it sends whatever unit it wants.
gdpsnake1979
Posts: 136
Joined: Thu Apr 02, 2009 4:27 pm

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

Post by gdpsnake1979 »

I did read the tool tip, and it says the same regardless of playing axis or allies. For supply purposes, a maximum of 15 units not counting HQ's and garrisons and no more than 4 can be corps size between Tripoli and El Alamein.
The Axis has 18 units, NOT counting garrisons and HQs, and NINE of them are corps size. And the Afrika Korps has not even deployed yet. So clearly the tool tip or supply does not apply to the AI. When I played the Axis, it counted for me and the Allied AI was not affected.
As a side note, explain how Malta could ever be taken in this game? Surround with Amphibs and use 6 or more A/C and just keep pounding? 8 entrenchments? I couldn't kill it.
gdpsnake1979
Posts: 136
Joined: Thu Apr 02, 2009 4:27 pm

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

Post by gdpsnake1979 »

I disagree with your assessment of twin engine escort fighters. Yes, the Germans had the BF 110 series, but they were cannon fodder against the more nimble and faster fighters, and they saw severe losses in the Battle of Britain. They were terrible escorts and were repurposed as night fighter defense A/C. The UK had the Westwind, only produced 110, did not get operational until Dec 1940 and rarely did escort duty - it was a night fighter. The Bristol Beaufighter was a maritime bomber and night fighter - it was not used as an escort. Remember, the UK did night bombing without escorts. The Mosquito was not even in service until late 42. So, no escorts of note for the Allies until really late 42 to 43. And even these aircraft could only reach Cologne from the coast.
I covered the most available models but really, no one in 1939 to very late 42 could escort bombers with any effectiveness.
The German Fw190 was not used for escort, had a short range, though better than the ME-109, but not sufficient for escort.
gdpsnake1979
Posts: 136
Joined: Thu Apr 02, 2009 4:27 pm

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

Post by gdpsnake1979 »

I was just contemplating that perhaps a better solution to our discussion is to create some new units. Currently, we have strategic bombers, tactical bombers, medium bombers, maritime bombers and "carrier bombers." But we only have one unit for Fighters (or choose fighter carrier).
Why not have fighters (best for intercept and CAP), fighter bombers (more effective at strafe/bombing), twin-engine fighters (with greater range - less air to air - good at night) and escort fighters specifically for escort. Or some combination thereof. We have several bomber types, why not several fighter types as were historically accurate. After all, this mod is about total realism.
I do like a lot about this mod, but it could be more.
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