TRP - Total Realism Project for War in Europe (1.10 Download)

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Lothos
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.12 Download)

Post by Lothos »

fc2slater wrote: Thu Sep 29, 2022 10:17 pm hello i get this error. how can i fix this
When do you get this error?

If it is when Vichy is created then the fix is in the first post of this thread.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.12 Download)

Post by fc2slater »

no i get it when it loads the game for the first time. before i can even do anything. hit the start button it loads the mod, then i get this error immediately.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.12 Download)

Post by fc2slater »

here's the very start of game. thats when it happens.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.12 Download)

Post by fc2slater »

i figured it out it wasnt in users campaign.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.12 Download)

Post by Lothos »

fc2slater wrote: Fri Sep 30, 2022 2:04 am i figured it out it wasnt in users campaign.
Is that a map mod you are using? Looks neat!
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.13 Download)

Post by Lothos »

TRP v0.9.13 Released

########################
# TRP 0.9.13
########################
- (Bug) Brazil, typo fixed Rio de Juneiro to Rio de Janeiro

- (New) Slovakia, Garrison build limit increased from 0 to 1

- (Map) Iraq had one of its oil units removed and another moved near Mosul
- (Map) Kuwait lost its oil resource, they did not produce oil in significant quantities till after the war
- (Map) Persia, had its border near Iraq/Kuwait adjust
- (Map) Persia, increased its oil resource by one and moved them around

- (AI) South Africa, transport AI vastly improved to support key areas in Africa
- (AI) South Africa, Improved Invasion AI for Madagascar
- (AI) Hungary, fixed minor problems with build AI
- (AI) Romania, fixed minor problems with build AI
- (AI) Slovakia, fixed minor problems with build AI
- (AI) Spain, fixed minor problems with build AI
- (AI) Turkey, fixed minor problems with build AI
- (AI) Norway, fixed minor problems with build AI
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.13 Download)

Post by fc2slater »

this is a great mod. my only concern is russia declared war on me in dec 20 1940. i followed the course of events that happened historically, except i attacked yugoslavia in nov 1940. i kept 2 corps and 3 garrisons near warsaw every turn from nov 1939 and up. i believe this was asked in a previous post on here with the same problem. if i'm doing something that makes russia mad, that brings them in early then let me know what it is so i can avoid that. i even gave them the lutzow that was part of the bargain, that they wouldnt attack me.
thanks
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Lothos
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.13 Download)

Post by Lothos »

fc2slater wrote: Sat Oct 01, 2022 1:05 am this is a great mod. my only concern is russia declared war on me in dec 20 1940. i followed the course of events that happened historically, except i attacked yugoslavia in nov 1940. i kept 2 corps and 3 garrisons near warsaw every turn from nov 1939 and up. i believe this was asked in a previous post on here with the same problem. if i'm doing something that makes russia mad, that brings them in early then let me know what it is so i can avoid that. i even gave them the lutzow that was part of the bargain, that they wouldnt attack me.
thanks
The amount of Corp you need on the Russian border changes by calendar year. Also if you have to many that will also mobilize them. You need to read the mouse over near warsaw.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.13 Download)

Post by Jazon »

Hi Lothos!
Great work you put in this MOD. Right now, I am getting familiar with it in single player. In near future I would like to play it in MP with Moongaz3er. I got one simple question: How does the weather affects planes? I am playing it right now, and I discovered rain and storms doesn't block planes. Air units still can attack hex with rain or storm weather. Why so? Or you just changed it somehow, like in rain there is only 50% of success for the air mission? Or is it just some kind of bug there?
Cheers,
Jazon
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.13 Download)

Post by Lothos »

Jazon wrote: Wed Oct 12, 2022 4:13 pm Hi Lothos!
Great work you put in this MOD. Right now, I am getting familiar with it in single player. In near future I would like to play it in MP with Moongaz3er. I got one simple question: How does the weather affects planes? I am playing it right now, and I discovered rain and storms doesn't block planes. Air units still can attack hex with rain or storm weather. Why so? Or you just changed it somehow, like in rain there is only 50% of success for the air mission? Or is it just some kind of bug there?
Cheers,
Jazon
This was a change done by the devs in the most recent patch and is in the EXE.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.12 Download)

Post by Tanaka »

Lothos wrote: Fri Sep 30, 2022 11:11 pm
fc2slater wrote: Fri Sep 30, 2022 2:04 am i figured it out it wasnt in users campaign.
Is that a map mod you are using? Looks neat!
Hi Lothos he is using the Iron X Map Mod:

https://www.matrixgames.com/forums/view ... 3&t=334384

OCB got me to check out your mods and I am following with great interest! Looking forward to your WAW version!
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Lothos
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.14 Download)

Post by Lothos »

TRP v0.9.14 for Europe has been released

This is a smaller than usual release as I have currently stopped working on the mod

you can refer to link to the thread as to what is going on and further discussion in the TRP World thread

I have not made any decision yet as to what to do next and right now just taking a break while I think about the invasion AI issue

https://www.matrixgames.com/forums/view ... 9&t=389029

########################
# TRP 0.9.14 Europe
########################

- (New) Persia, will hand the coast touching the gulf to the UK while the rest goes to USSR on the partition event
- (New) Sprites added (Thank you Kuebelwagen)

- (Map) Persia, added the town Meshed at hex 258,113

- (AI) USSR, garrion for Persia adjusted
- (AI) UK, should send more troops to defend Egypt
- (AI) UK, should send more troops to Iraq
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Lothos
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.14 Download)

Post by Lothos »

So bounced from playing a different game to playing my own mod for Europe. I wanted to see if I would find any bugs etc... and I did so added them to the list.

But I wanted to cover something,

Their was a comment made by someone in this thread that infantry needed to be beefed up because they could not offensively attack other infantry withought having to do some grinding.

So playing the mod, I see what you are saying

HOWEVER, this is by intent. Infantry attacking straight up infantry with no combined arms is going to get slaughtered (World War I)

In my current game I build all the German Armor, Artillery, Air Power and Leaders. With combined arms I have been able to rip through almost anything and surround pockets for my infantry to then clean up because their supply lines got cut off. If the troops have a city near by I either use Strategic bombers, Rail Gun or if its a coastal hex then use Battleships to destroy their supplies.

This combined arms works great and I have been ripping through Russia.

So just an FYI for people wondering how to conduct offensives, this was the intent.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.14 Download)

Post by OldCrowBalthazor »

Hello.
Well here is the TRP-WiE Mod showcase and MP Test series announcement for YouTube: https://www.youtube.com/watch?v=d43EtCFWg2Y

I decided to start recording fom Allied turn 94 Aug 30, 1942 and have kept going into early 1943 as of this post. The turns will go up in sequence every other day after this vid goes up on Oct 21, 2022.
Not sure how long we will continue as it is an older version of the TRP-WiE MOD-v.0.9.7 but it is utterly fascinating and extremely fun. Unfortunate Son (Ray) and I started this monster MP Beta Test in early July 2022 shortly after I got done with the SC-American Civil War Beta.

There are other YouTubers that I have been in touch with that maybe interested in doing a grand campaign of the TRP-WiE Mod in the future after further testing.

Thanks much Lothos. Ray and I are still battling across Europe and its been a blast! 😎

Edit: Lothos. Read your last post..DON'T change the Infantry..it works great and we get your intent!
Cheers
Mike
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.14 Download)

Post by Taxman66 »

Lothos,

I generally don't have that much of a problem with the infantry Corps bouncing off anything their equal (or stronger). It does take some getting used to, and it means the Soviets can't save their offensive units to just pound on the German offensive units.

I think the biggest frustration was the inability of Infantry to hurt enemy units (again anything their equal or stronger) when said enemy units were at 0 supply and at single digit morale/readiness (frex: completely cut off).


However, to me the biggest issue is the ability to cheaply operate HQs, Tanks, Air. This is particularly profound in that it doesn't cost much in MPP to move the key units from conquered Poland to West Germany and then stomp on the Low Countries in the Fall of 1939. With the extra turns there are bound to be a couple of clear weather turns to do this. This then allows the beating on France early and creates a snowball effect. This concern is more important for multiplayer than it is for single player where you can (hopefully) control yourself not to abuse it.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.14 Download)

Post by Lothos »

Taxman66 wrote: Fri Oct 21, 2022 9:49 pm Lothos,

I generally don't have that much of a problem with the infantry Corps bouncing off anything their equal (or stronger). It does take some getting used to, and it means the Soviets can't save their offensive units to just pound on the German offensive units.

I think the biggest frustration was the inability of Infantry to hurt enemy units (again anything their equal or stronger) when said enemy units were at 0 supply and at single digit morale/readiness (frex: completely cut off).


However, to me the biggest issue is the ability to cheaply operate HQs, Tanks, Air. This is particularly profound in that it doesn't cost much in MPP to move the key units from conquered Poland to West Germany and then stomp on the Low Countries in the Fall of 1939. With the extra turns there are bound to be a couple of clear weather turns to do this. This then allows the beating on France early and creates a snowball effect. This concern is more important for multiplayer than it is for single player where you can (hopefully) control yourself not to abuse it.
I just played a single player game as the Axis till December 1941 and when I cut Russian units off from Supply they simply melted away against my infantry and armor/mech divisions. I would leave my Armor and Mech Corps to keep the offensive going.

I did notice Poland was a bit easy so I made some changes to make it a little harder by making Poland like it is in TRP World and beefing up garrison units a bit.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.14 Download)

Post by Taxman66 »

Lothos wrote: Fri Oct 21, 2022 9:53 pm
Taxman66 wrote: Fri Oct 21, 2022 9:49 pm Lothos,

I generally don't have that much of a problem with the infantry Corps bouncing off anything their equal (or stronger). It does take some getting used to, and it means the Soviets can't save their offensive units to just pound on the German offensive units.

I think the biggest frustration was the inability of Infantry to hurt enemy units (again anything their equal or stronger) when said enemy units were at 0 supply and at single digit morale/readiness (frex: completely cut off).


However, to me the biggest issue is the ability to cheaply operate HQs, Tanks, Air. This is particularly profound in that it doesn't cost much in MPP to move the key units from conquered Poland to West Germany and then stomp on the Low Countries in the Fall of 1939. With the extra turns there are bound to be a couple of clear weather turns to do this. This then allows the beating on France early and creates a snowball effect. This concern is more important for multiplayer than it is for single player where you can (hopefully) control yourself not to abuse it.
I just played a single player game as the Axis till December 1941 and when I cut Russian units off from Supply they simply melted away against my infantry and armor/mech divisions. I would leave my Armor and Mech Corps to keep the offensive going.

I did notice Poland was a bit easy so I made some changes to make it a little harder by making Poland like it is in TRP World and beefing up garrison units a bit.
I will argue that your experience/example is not of 'equal or better' units. I presume that the GE INF has a Tech advantage over the Soviets through Dec 1941. My experience was (playing Allied single player) with the Russians in late 1942 - 1943/1944 and cutting off GE units. The Russian INF (with equal Tech and no game start exp bonus to GE units) could not hurt cut off GE units (unless they were Divs or static). I could only simply pin them and wait for them to starve or slow the advance to take them out with better units.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.14 Download)

Post by Lothos »

Taxman66 wrote: Fri Oct 21, 2022 10:25 pm
Lothos wrote: Fri Oct 21, 2022 9:53 pm
Taxman66 wrote: Fri Oct 21, 2022 9:49 pm Lothos,

I generally don't have that much of a problem with the infantry Corps bouncing off anything their equal (or stronger). It does take some getting used to, and it means the Soviets can't save their offensive units to just pound on the German offensive units.

I think the biggest frustration was the inability of Infantry to hurt enemy units (again anything their equal or stronger) when said enemy units were at 0 supply and at single digit morale/readiness (frex: completely cut off).


However, to me the biggest issue is the ability to cheaply operate HQs, Tanks, Air. This is particularly profound in that it doesn't cost much in MPP to move the key units from conquered Poland to West Germany and then stomp on the Low Countries in the Fall of 1939. With the extra turns there are bound to be a couple of clear weather turns to do this. This then allows the beating on France early and creates a snowball effect. This concern is more important for multiplayer than it is for single player where you can (hopefully) control yourself not to abuse it.
I just played a single player game as the Axis till December 1941 and when I cut Russian units off from Supply they simply melted away against my infantry and armor/mech divisions. I would leave my Armor and Mech Corps to keep the offensive going.

I did notice Poland was a bit easy so I made some changes to make it a little harder by making Poland like it is in TRP World and beefing up garrison units a bit.
I will argue that your experience/example is not of 'equal or better' units. I presume that the GE INF has a Tech advantage over the Soviets through Dec 1941. My experience was (playing Allied single player) with the Russians in late 1942 - 1943/1944 and cutting off GE units. The Russian INF (with equal Tech and no game start exp bonus to GE units) could not hurt cut off GE units (unless they were Divs or static). I could only simply pin them and wait for them to starve or slow the advance to take them out with better units.
Russia Infantry if on Equal Tech is not as good as a Germany Infantry Corps.

Russian Infantry Corps are the equivalent of a Germany Light Infantry Corps.

HOWEVER

Russia can go to Infantry tech level 3 and that then puts them on par with a German unit.

This was done on purpose and the main reason why Russian Infantry is so much cheaper than German Infantry.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.14 Download)

Post by Taxman66 »

Doesn't help them any in the situation I observed.
Late in the war with everything in the Allies favor (including National Morale) and the Soviet INF could not harm cut off starving units.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.14 Download)

Post by Unfortunate Son »

Lothos wrote: Fri Oct 21, 2022 10:44 pm
Taxman66 wrote: Fri Oct 21, 2022 10:25 pm
Lothos wrote: Fri Oct 21, 2022 9:53 pm

I just played a single player game as the Axis till December 1941 and when I cut Russian units off from Supply they simply melted away against my infantry and armor/mech divisions. I would leave my Armor and Mech Corps to keep the offensive going.

I did notice Poland was a bit easy so I made some changes to make it a little harder by making Poland like it is in TRP World and beefing up garrison units a bit.
I will argue that your experience/example is not of 'equal or better' units. I presume that the GE INF has a Tech advantage over the Soviets through Dec 1941. My experience was (playing Allied single player) with the Russians in late 1942 - 1943/1944 and cutting off GE units. The Russian INF (with equal Tech and no game start exp bonus to GE units) could not hurt cut off GE units (unless they were Divs or static). I could only simply pin them and wait for them to starve or slow the advance to take them out with better units.
Russia Infantry if on Equal Tech is not as good as a Germany Infantry Corps.

Russian Infantry Corps are the equivalent of a Germany Light Infantry Corps.

HOWEVER

Russia can go to Infantry tech level 3 and that then puts them on par with a German unit.

This was done on purpose and the main reason why Russian Infantry is so much cheaper than German Infantry.
Lothos,
While playing the game with OCB the infantry is on par by 42. Not sure if making Soviet infantry level 3 would be good, we think Soviet hoard may simple roll right over the Germans at level3.
OCB and I agree with Taxman that the operation costs should be increased maybe by 25%. Also to build HQ units should be increased maybe by 15-25%.
I know we are playing an earlier version and the French were able to get infantry weapons 1 which slowed the Germans quite a bit. I do think the national moral hits they suffer may not be severe enough but will reserve judgement for a latest version.
One thing I want to comment on is OCB attacked all of the Vichy minors yet the Vichy major mobilization ticked up only once out of the 3 DoW on the minors by 9% is this intended?
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