TRP - Total Realism Project for War in Europe (1.10b Download)
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
It looks like everyone's pool of starting HQs has been increased, except Italy.
An extra 1 or 2 would be very useful for her.
An extra 1 or 2 would be very useful for her.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Italian Tank Destroyer has the wrong Nato symbol (Recon)
*However, if you give it the Advance Tank upgrade the symbol will change to the correct one.
*However, if you give it the Advance Tank upgrade the symbol will change to the correct one.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Thanks, both your posts (Italian fixes) have been done for next release.
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Active (at war vs. all Allies) Vichy France naval units can't repair/reinforce outside of Vichy France (Haven't checked if they can repair in VF ports yet).
Tried Spain, Gibraltar and Occupied France.
Tried Spain, Gibraltar and Occupied France.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Finland appears to be not getting the C&C HQ benefit of increased number of units they can control and are limited to 5.
I do see the Romanian HQ capable of controlling 6.
I do see the Romanian HQ capable of controlling 6.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Hi Taxxman
Vichy, does not cooperate with anyone so it can't repair in any other place except for areas they controlled. This is normal and the same reason why Russian ships can't repair in the UK.
Finland HQ unit limit it appears not to be effected by tech. Romania is set to 5 and Finland is set to 3. This to me is the bug and all minors need to have a max of 3.
I am wondering if this is a bug, I believe HQs are effected by tech to increase their max command setting. But what if the HQ has a rating of 8. I assume the 8 means it can commnand up to 8 units but with the tech research he should be able to get to 10 right (since it can get 2 levels for command and control?).
HOWEVER
If the Max HQ Attachments is set to 5 then does that mean even if it has a rating of 8 then it will not exceed 5 since that is max?
Vichy, does not cooperate with anyone so it can't repair in any other place except for areas they controlled. This is normal and the same reason why Russian ships can't repair in the UK.
Finland HQ unit limit it appears not to be effected by tech. Romania is set to 5 and Finland is set to 3. This to me is the bug and all minors need to have a max of 3.
I am wondering if this is a bug, I believe HQs are effected by tech to increase their max command setting. But what if the HQ has a rating of 8. I assume the 8 means it can commnand up to 8 units but with the tech research he should be able to get to 10 right (since it can get 2 levels for command and control?).
HOWEVER
If the Max HQ Attachments is set to 5 then does that mean even if it has a rating of 8 then it will not exceed 5 since that is max?
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Sweeden seems to have the same limit as Finland. Spain can control 6 at C&C 2.Lothos wrote: ↑Sun Aug 21, 2022 5:30 pm Hi Taxxman
Vichy, does not cooperate with anyone so it can't repair in any other place except for areas they controlled. This is normal and the same reason why Russian ships can't repair in the UK.
Finland HQ unit limit it appears not to be effected by tech. Romania is set to 5 and Finland is set to 3. This to me is the bug and all minors need to have a max of 3.
I am wondering if this is a bug, I believe HQs are effected by tech to increase their max command setting. But what if the HQ has a rating of 8. I assume the 8 means it can commnand up to 8 units but with the tech research he should be able to get to 10 right (since it can get 2 levels for command and control?).
HOWEVER
If the Max HQ Attachments is set to 5 then does that mean even if it has a rating of 8 then it will not exceed 5 since that is max?
Not sure about Hungary and Yugo, as I don't have enough units near their HQs to see what their limit is.
HQ rating is simply a factor of leadership and how good the HQ is at doing it's job. The HQs with higher ratings provide better bonuses to their led troops. In the base game, all HQs start off being able to link/control/lead 5 units (including minor HQs). C&C Tech increases the following 4 things: a) The number of units they can lead by +1 per Tech level (so 7 when you get to C&C 2); b) The range at which the HQ can lead units by +1 Tech level; and c) The rating of the HQ by +1 per Tech level; and d) +0.5 AP per Tech level (so +1 AP at level 2 C&C).
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)
TRP v0.9.9 Europe released
########################
# TRP 0.9.9
########################
- (Bug) Vichy can no longer use diplomacy influence
- (Bug) Fixed Trabzon weather (225,103)
- (Bug) Fixed Voronezh weather (224,77)
- (Bug) Fixed Kamyshin weather (236,81)
- (Bug) Fixed a text issue when Italy sent troops to Abyssinia or North Africa (message would show Eastern Front)
- (Bug) Fixed Italy Level 1 Tank Destroyer image being incorrect
- (Bug) Fixed an interface issue where Germany was on Production screen and the list extended out of the main area
- (Bug) Fixed Max HQ Command limit for several countries set to 3 changed to 5
- (New) Made tech research for all countries a little bit harder (due to breakthroughs not being modable)
- (New) France has some start researching techs
- (New) Vichy France starting techs adjusted based on France starting research
- (New) Germany starts with level 1 tech in Submarines and all Submarines have been upgrade
- (New) Italy build max for HQ increased from 2 to 4
- (New) Added 2 new leaders for Italy
- (New) Reworked Standard Unit names for all countries to make it easier on the Production Menu
- (New) All Major Powers had their HQ Command Limit changed to 7
- (AI) France will no longer spend on research until end of 1940 (unless playing Level 4)
- (AI) Shrunk all research AI scripts to two per country
########################
# TRP 0.9.9
########################
- (Bug) Vichy can no longer use diplomacy influence
- (Bug) Fixed Trabzon weather (225,103)
- (Bug) Fixed Voronezh weather (224,77)
- (Bug) Fixed Kamyshin weather (236,81)
- (Bug) Fixed a text issue when Italy sent troops to Abyssinia or North Africa (message would show Eastern Front)
- (Bug) Fixed Italy Level 1 Tank Destroyer image being incorrect
- (Bug) Fixed an interface issue where Germany was on Production screen and the list extended out of the main area
- (Bug) Fixed Max HQ Command limit for several countries set to 3 changed to 5
- (New) Made tech research for all countries a little bit harder (due to breakthroughs not being modable)
- (New) France has some start researching techs
- (New) Vichy France starting techs adjusted based on France starting research
- (New) Germany starts with level 1 tech in Submarines and all Submarines have been upgrade
- (New) Italy build max for HQ increased from 2 to 4
- (New) Added 2 new leaders for Italy
- (New) Reworked Standard Unit names for all countries to make it easier on the Production Menu
- (New) All Major Powers had their HQ Command Limit changed to 7
- (AI) France will no longer spend on research until end of 1940 (unless playing Level 4)
- (AI) Shrunk all research AI scripts to two per country
- OldCrowBalthazor
- Posts: 2691
- Joined: Thu Jul 02, 2020 12:42 am
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)
I like the changes with 9.9, Lothos. Big thanks for your hard work. Thanks to Taxman too with keeping the reports on issues.
Unfortunate Son and I still continuing with Ver. 0.9.7. and are in January 1941. We are self nerfing some of the tech as we go, as we wish to continue at this time.
We probably will restart with 9.9 soon but things are very interesting..and there has been a lot of action in the Med Sea, Balkans, Greece, ItEA, and Libya of course.
I really like the pacing..as its close to historical. Included is a screen shot of the situation as the British approach Al' Aghelia and Benghazi. The advance is so rapid that we have supply issues...about the same time that Rommel (historically) disobeyed orders and counter-attacked at Al' Aghelia. I'm sure Unfortunate Son has something like that in mind...but we couldn't resist taking Benghazi
Cheers.
Unfortunate Son and I still continuing with Ver. 0.9.7. and are in January 1941. We are self nerfing some of the tech as we go, as we wish to continue at this time.
We probably will restart with 9.9 soon but things are very interesting..and there has been a lot of action in the Med Sea, Balkans, Greece, ItEA, and Libya of course.
I really like the pacing..as its close to historical. Included is a screen shot of the situation as the British approach Al' Aghelia and Benghazi. The advance is so rapid that we have supply issues...about the same time that Rommel (historically) disobeyed orders and counter-attacked at Al' Aghelia. I'm sure Unfortunate Son has something like that in mind...but we couldn't resist taking Benghazi
Cheers.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)
I like itOldCrowBalthazor wrote: ↑Mon Aug 22, 2022 5:46 am I like the changes with 9.9, Lothos. Big thanks for your hard work. Thanks to Taxman too with keeping the reports on issues.
Unfortunate Son and I still continuing with Ver. 0.9.7. and are in January 1941. We are self nerfing some of the tech as we go, as we wish to continue at this time.
We probably will restart with 9.9 soon but things are very interesting..and there has been a lot of action in the Med Sea, Balkans, Greece, ItEA, and Libya of course.
I really like the pacing..as its close to historical. Included is a screen shot of the situation as the British approach Al' Aghelia and Benghazi. The advance is so rapid that we have supply issues...about the same time that Rommel (historically) disobeyed orders and counter-attacked at Al' Aghelia. I'm sure Unfortunate Son has something like that in mind...but we couldn't resist taking Benghazi
Cheers.

Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)
If you can fix this USA AI issue it would help.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)
Can you be more specific?
I am looking at the screenshot and the date. Seems to me the AI is still building up. Historically USA did not do anything till the end of 1942.
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)
If you look more closely you'll note that the game is over.
The US had all these units,and could've/should've used them somehow someway once the big 3 cities in Russia went under and especially after the invasion of England began.
Wouldn't have saved the Allies, but would have made it take longer and be more entertaining.
The US had all these units,and could've/should've used them somehow someway once the big 3 cities in Russia went under and especially after the invasion of England began.
Wouldn't have saved the Allies, but would have made it take longer and be more entertaining.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)
If you took all of Russia and the UK by 1942 Summer their is no amount of AI changes I can make to accommodate that. The only suggestion I can make is to make it harder.Taxman66 wrote: ↑Wed Aug 24, 2022 10:49 pm If you look more closely you'll note that the game is over.
The US had all these units, and could've/should've used them somehow someway once the big 3 cities in Russia went under and especially after the invasion of England began.
Wouldn't have saved the Allies, but would have made it take longer and be more entertaining.
I can add some scripts to reinforce the UK with those units to override the other ones but that's about it. It would be suicide for them to be sent into Russia since they do not cooperate and supply would be very limited.
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)
Sure, raising the difficulty would make things more challenging.
One of the things (unless I misread it) that attracted me to try this and help test it was the promise of no freebies for the AI. One of the things that bugged me about playing the AI in the base game (and even more so in the WWI game) was the free units that show up in given circumstances that basically put the kibosh on certain strategies or risky moves in an attempt to strategically out flank the opponent. Going to the level of giving the AI free research, is in my mind all but handing them a crap ton of free units. Spotting helps the AI (particularly with your land unit spotting nerf) but distorts the naval game too much in my opinion. Free experience helps but I don't like that it basically kills the balance in the Atlantic. As Axis AI subs with free experience are all but untouchable until you get to ASW 2 (and that is a long long haul when you can only invest 1 chit at a time), and conversely Destroyers with free experience basically tear up subs immediately.
Some quick thoughts/opinions:
There are elements of your mod that I like.
However, they, and some other changes you've made, have (perhaps unintended) consequences.
1. The extended number of turns per year has the following effects:
a) Provides the Axis the one thing they need most. More happy time to do more damage. Yes, you've slowed down movement a bit, but it's still more time with Tech and unit superiority.
b) Takes longer (not in months, but in turns waited) for units built to show up. This has a rather dramatic effect for Barbarossa.
c) The Allies take the brunt of combat MPP damage in early in the war, and this has a bit of snowballing effect as they are proportionally spending more to try and recover than the Axis, who use most of their money for Tech and toys. This is true in the base game, but is compounded in TRP.
2. Operating units is cheap. Operating HQs and air units are exceptionally cheap.
a) France should go down early. Warsaw can still be taken in 2 turns if you know what you're doing. Poland shouldn't last beyond the 3rd Axis turn in any case. HQs, planes, tanks and few Infantry units can operate to west Germany and with the extra fall turns there is a good chance that a couple of clear weather turns will show up allowing the low countries to be taken before 1941. This then allows Germany to chew up some French units as well over the winter. Germany won't be advancing all that much, but it keeps France from buying dangerous units (Tanks, Tank Destroyers etc...) ** On a side note maybe France should get an extra HQ to build too? **
b) With France gone early, the Axis then get even more time to work diplomacy magic with Spain. Against the AI I was able to get both Yugo & Spain (because of this and dumb AI). In MP, I think odds are heavily in favor of getting Spain. Even without an early France, odds of getting Spain are higher than they are in the base game.
c) With France done early, and cheap operating HQs & Luftwaffe, Malta is also toast early. Even with the DE giving it steroids.
d) Then cheap operations of units and lots of time... See #3 below.
3. Cheap and more HQs all but eliminate supply issues.
This, along with items 1 & 2 should make the North Africa campaign very easy for the Axis, and can actually speed things up for Barbarossa in that you don't really have to slow down and can actually advance more deeply than you can in the base game before the bad weather shows up. Also the incredibly long and tedious chore of moving UK units around Africa means they'll very badly wan to try and run the gauntlet through the med to reinforce. A smart Axis player could do a lot of damage with a few GE & IT subs, IT Motor Torpedo boats etc... Maybe not stop the reinforcements but pick off the scouting ships looking to make sure the way was clear.
4. The way you have the US (and to a lesser extent) and the Russian economy set up means that Germany should have absolutely no fear of taking actions that will ding the US and USSR mobilization.
Seriously the amount of money the US makes at 50% mobilization vs. 20% mobilization is meaningless. With Russia there should be no fear of her at 34% instead of 23%. The Allies get a small benefit here too in that it doesn't really hurt to take all the Irish ports or to accept the friendship pack to ensure that USSR gets Lithuania.
5. Unless you have a Tech advantage basic INF and MOT corps are nothing but anvils unless they get a shot at softer units.
Even with a Tech advantage typically you get to just ping the enemy a little. So they are best for de-entrenching, protecting your elite units (elite INF, Mech, Tanks, etc) and for using surround and suffocate tactics. You have to use the elite units to do any real damage. As the game goes on I suspect the air units will start to suffer more if your opponents invest in AA Tech. I haven't tested to be sure but I think the AA increases in effectiveness faster than the defense against it goes up with Ground Attack.
One of the things (unless I misread it) that attracted me to try this and help test it was the promise of no freebies for the AI. One of the things that bugged me about playing the AI in the base game (and even more so in the WWI game) was the free units that show up in given circumstances that basically put the kibosh on certain strategies or risky moves in an attempt to strategically out flank the opponent. Going to the level of giving the AI free research, is in my mind all but handing them a crap ton of free units. Spotting helps the AI (particularly with your land unit spotting nerf) but distorts the naval game too much in my opinion. Free experience helps but I don't like that it basically kills the balance in the Atlantic. As Axis AI subs with free experience are all but untouchable until you get to ASW 2 (and that is a long long haul when you can only invest 1 chit at a time), and conversely Destroyers with free experience basically tear up subs immediately.
Some quick thoughts/opinions:
There are elements of your mod that I like.
However, they, and some other changes you've made, have (perhaps unintended) consequences.
1. The extended number of turns per year has the following effects:
a) Provides the Axis the one thing they need most. More happy time to do more damage. Yes, you've slowed down movement a bit, but it's still more time with Tech and unit superiority.
b) Takes longer (not in months, but in turns waited) for units built to show up. This has a rather dramatic effect for Barbarossa.
c) The Allies take the brunt of combat MPP damage in early in the war, and this has a bit of snowballing effect as they are proportionally spending more to try and recover than the Axis, who use most of their money for Tech and toys. This is true in the base game, but is compounded in TRP.
2. Operating units is cheap. Operating HQs and air units are exceptionally cheap.
a) France should go down early. Warsaw can still be taken in 2 turns if you know what you're doing. Poland shouldn't last beyond the 3rd Axis turn in any case. HQs, planes, tanks and few Infantry units can operate to west Germany and with the extra fall turns there is a good chance that a couple of clear weather turns will show up allowing the low countries to be taken before 1941. This then allows Germany to chew up some French units as well over the winter. Germany won't be advancing all that much, but it keeps France from buying dangerous units (Tanks, Tank Destroyers etc...) ** On a side note maybe France should get an extra HQ to build too? **
b) With France gone early, the Axis then get even more time to work diplomacy magic with Spain. Against the AI I was able to get both Yugo & Spain (because of this and dumb AI). In MP, I think odds are heavily in favor of getting Spain. Even without an early France, odds of getting Spain are higher than they are in the base game.
c) With France done early, and cheap operating HQs & Luftwaffe, Malta is also toast early. Even with the DE giving it steroids.
d) Then cheap operations of units and lots of time... See #3 below.
3. Cheap and more HQs all but eliminate supply issues.
This, along with items 1 & 2 should make the North Africa campaign very easy for the Axis, and can actually speed things up for Barbarossa in that you don't really have to slow down and can actually advance more deeply than you can in the base game before the bad weather shows up. Also the incredibly long and tedious chore of moving UK units around Africa means they'll very badly wan to try and run the gauntlet through the med to reinforce. A smart Axis player could do a lot of damage with a few GE & IT subs, IT Motor Torpedo boats etc... Maybe not stop the reinforcements but pick off the scouting ships looking to make sure the way was clear.
4. The way you have the US (and to a lesser extent) and the Russian economy set up means that Germany should have absolutely no fear of taking actions that will ding the US and USSR mobilization.
Seriously the amount of money the US makes at 50% mobilization vs. 20% mobilization is meaningless. With Russia there should be no fear of her at 34% instead of 23%. The Allies get a small benefit here too in that it doesn't really hurt to take all the Irish ports or to accept the friendship pack to ensure that USSR gets Lithuania.
5. Unless you have a Tech advantage basic INF and MOT corps are nothing but anvils unless they get a shot at softer units.
Even with a Tech advantage typically you get to just ping the enemy a little. So they are best for de-entrenching, protecting your elite units (elite INF, Mech, Tanks, etc) and for using surround and suffocate tactics. You have to use the elite units to do any real damage. As the game goes on I suspect the air units will start to suffer more if your opponents invest in AA Tech. I haven't tested to be sure but I think the AA increases in effectiveness faster than the defense against it goes up with Ground Attack.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)
@Taxxman66
Will address each section
1 - a) Yes that was the intended effect and it also gives the allies more turns
1 - b) Unit construction is based on time not turns that was a change I made
1 - c) Yes but remember you are going up against the AI not a human player (OldCrowBalthazor comments in MP is that its balanced)
2 - a) Operational Costs were reduced because the AI uses it way more than a human player does. Personally I try not to use it because I play with higher difficulties and prefer to buy units. However point is noted, I could make it so USA Entry goes up allot more if the DOW happens in 1939 to the Low Countries as a counter measure.
2 - b,c,d) You are comparing an AI game and I believe you did not give the AI any help
3) You are swimming in MP which happens if you play hardcore on a base AI game
4) Refer to 3
5) Their is no difference here with the base game. If I raise the combat values you will have the same problem. Same unit type against the same unit type. You are use to Armies doing the work. You now need to use tactics
Side Notes
- The AI does not get free units but that does not mean it is as good as a human player. That is impossible! What I did is make the AI smarter in trying to build and distribute its units. You do not have to play at level 4 if you do not want the AI to get free research. You can leave it at level 0 and push the MPP bonus to a full 20%, push spotting to its max and make the experience up to +1 and that should give you a decent challenge.
If you are expecting the AI to be as good as a human I am sorry no one has ever been able to achieve that. I made the Hearts of Iron 2 and 3 games AI way better than anyone could with no cheats but always remember you have the foresight of history and the AI does not. You know how history flowed and the AI does not.
What I eliminated was the free units (by decisions) that would appear in certain areas. I was never a fan of that. I rather teach the AI how to try and get units their. What fun is using the UK fleet to cut off Tunisia if the Axis magically have an army appear in Tunis and only the AI gets that.
With all that said, I suggest you increase the difficulty. Going to Level 4 all it will do is give the AI free research so it can use the MPP to build more units (and reinforce).
Will address each section
1 - a) Yes that was the intended effect and it also gives the allies more turns
1 - b) Unit construction is based on time not turns that was a change I made
1 - c) Yes but remember you are going up against the AI not a human player (OldCrowBalthazor comments in MP is that its balanced)
2 - a) Operational Costs were reduced because the AI uses it way more than a human player does. Personally I try not to use it because I play with higher difficulties and prefer to buy units. However point is noted, I could make it so USA Entry goes up allot more if the DOW happens in 1939 to the Low Countries as a counter measure.
2 - b,c,d) You are comparing an AI game and I believe you did not give the AI any help
3) You are swimming in MP which happens if you play hardcore on a base AI game
4) Refer to 3
5) Their is no difference here with the base game. If I raise the combat values you will have the same problem. Same unit type against the same unit type. You are use to Armies doing the work. You now need to use tactics
Side Notes
- The AI does not get free units but that does not mean it is as good as a human player. That is impossible! What I did is make the AI smarter in trying to build and distribute its units. You do not have to play at level 4 if you do not want the AI to get free research. You can leave it at level 0 and push the MPP bonus to a full 20%, push spotting to its max and make the experience up to +1 and that should give you a decent challenge.
If you are expecting the AI to be as good as a human I am sorry no one has ever been able to achieve that. I made the Hearts of Iron 2 and 3 games AI way better than anyone could with no cheats but always remember you have the foresight of history and the AI does not. You know how history flowed and the AI does not.
What I eliminated was the free units (by decisions) that would appear in certain areas. I was never a fan of that. I rather teach the AI how to try and get units their. What fun is using the UK fleet to cut off Tunisia if the Axis magically have an army appear in Tunis and only the AI gets that.
With all that said, I suggest you increase the difficulty. Going to Level 4 all it will do is give the AI free research so it can use the MPP to build more units (and reinforce).
- OldCrowBalthazor
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)
Hi Lothos.
We are getting into the summer of 41..Barbarossa and all. Things are proceeding well on the whole.
One thing I just noticed is that ships can spot land units. (was evacuating Odessa and was sweeping for Axis ships if any). This was an old feature of the SC-3 games and it was eliminated. Most of us like the new way..ships can not spot land units in coastal hexes unless they 'sample' the hex by firing on it. This is way better than the old way as folks will cruise the coasts surveying everything. Passive spotting with Carriers is fine as it should be but spotting enemy land units is a bit of an exploit.
Wasn't sure if you knew this or that is what you desired if you did.
Anyways..on wards deeper we go.
We are getting into the summer of 41..Barbarossa and all. Things are proceeding well on the whole.
One thing I just noticed is that ships can spot land units. (was evacuating Odessa and was sweeping for Axis ships if any). This was an old feature of the SC-3 games and it was eliminated. Most of us like the new way..ships can not spot land units in coastal hexes unless they 'sample' the hex by firing on it. This is way better than the old way as folks will cruise the coasts surveying everything. Passive spotting with Carriers is fine as it should be but spotting enemy land units is a bit of an exploit.
Wasn't sure if you knew this or that is what you desired if you did.
Anyways..on wards deeper we go.
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
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SC-War in the Pacific Beta Tester
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1904 Imperial Sunrise Tester
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Tester of various SC Mods
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)
My concern is shore bombardment then. Japan did many invasions in the Pacific with no carrier support. If ships can't spot the coastline how can the AI determine it needs shore bombardment. A human would guess but the AI does notOldCrowBalthazor wrote: ↑Sat Aug 27, 2022 5:54 am Hi Lothos.
We are getting into the summer of 41..Barbarossa and all. Things are proceeding well on the whole.
One thing I just noticed is that ships can spot land units. (was evacuating Odessa and was sweeping for Axis ships if any). This was an old feature of the SC-3 games and it was eliminated. Most of us like the new way..ships can not spot land units in coastal hexes unless they 'sample' the hex by firing on it. This is way better than the old way as folks will cruise the coasts surveying everything. Passive spotting with Carriers is fine as it should be but spotting enemy land units is a bit of an exploit.
Wasn't sure if you knew this or that is what you desired if you did.
Anyways..on wards deeper we go.![]()
- Unfortunate Son
- Posts: 180
- Joined: Wed Nov 30, 2016 2:01 pm
- Location: Connecticut, USA
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)
Lothos,
In the game OCB and I are currently playing, I can't attach Axis minor units to German HQs. Is this a bug or by design?
In the game OCB and I are currently playing, I can't attach Axis minor units to German HQs. Is this a bug or by design?
- OldCrowBalthazor
- Posts: 2691
- Joined: Thu Jul 02, 2020 12:42 am
- Location: Republic of Cascadia
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)
That's by design and a feature of Chrispy's mod.Unfortunate Son wrote: ↑Sat Aug 27, 2022 7:26 pm Lothos,
In the game OCB and I are currently playing, I can't attach Axis minor units to German HQs. Is this a bug or by design?
A good one in my opinion too.
Last edited by OldCrowBalthazor on Mon Aug 29, 2022 8:01 pm, edited 1 time in total.
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SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods