TRP - Total Realism Project for War in Europe (1.9 Download)
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.5 Download)
Hi, I am playing version 0.9.3 and I noticed that when elite status is reached units can not rise their maximun steps to 11,12, or 13; elite reinforcements are unavailable.
The only exception is the italian planes bought with the event that arrive with their steps at 11.
Is this intentional?
For the rest the mod is fantastic.
The only exception is the italian planes bought with the event that arrive with their steps at 11.
Is this intentional?
For the rest the mod is fantastic.
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.5 Download)
Yes it was intentional, mainly because the AI would spend allot of its MP making Elite units instead of building new units. The cost of MP is allot to create them and what the AI mainly needs is more units to do the job instead of less.vanandre66 wrote: ↑Sun Jun 26, 2022 8:11 am Hi, I am playing version 0.9.3 and I noticed that when elite status is reached units can not rise their maximun steps to 11,12, or 13; elite reinforcements are unavailable.
The only exception is the italian planes bought with the event that arrive with their steps at 11.
Is this intentional?
For the rest the mod is fantastic.
IMO, (and historically) Elite status is the experience the unit has (which you can see with the national icons on the Nato symbol).
I will fix the Italian ones, thanks.
Any other strange itches you want to share? This is a good time to give them to me before I cut over to World At War version.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.5 Download)
I also noticed:Lothos wrote: ↑Sun Jun 26, 2022 9:10 amYes it was intentional, mainly because the AI would spend allot of its MP making Elite units instead of building new units. The cost of MP is allot to create them and what the AI mainly needs is more units to do the job instead of less.vanandre66 wrote: ↑Sun Jun 26, 2022 8:11 am Hi, I am playing version 0.9.3 and I noticed that when elite status is reached units can not rise their maximun steps to 11,12, or 13; elite reinforcements are unavailable.
The only exception is the italian planes bought with the event that arrive with their steps at 11.
Is this intentional?
For the rest the mod is fantastic.
IMO, (and historically) Elite status is the experience the unit has (which you can see with the national icons on the Nato symbol).
I will fix the Italian ones, thanks.
Any other strange itches you want to share? This is a good time to give them to me before I cut over to World At War version.
1) Finland does not have access to research any more and being considered a minor under Germany can't access to its technologies like the other minors. Vichy at the contrary is considered a major power and can research for itself;
2) Playing the Axis , in January 1941 USSR has declared war to me, perhaps for the early missing garrisons ratio in early 1940 or too many units in Poland later. Then it started to defend every cities with one unit each, in this way it lost a huge amount of units without forming any solid defensive line. I am playing August 1941 and I found the fortified line in front of Moscow empty.
3) what happen to Vichy "treasure" if I decide to invade it? I am collecting a huge amont of money every turn (playing 9.3 probably)? Will I keep it?
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- Posts: 10
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.5 Download)
Also victory conditions are missing in the main mod menu.
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.5 Download)
Item 1 - Fixed for next releasevanandre66 wrote: ↑Sun Jun 26, 2022 9:47 amI also noticed:Lothos wrote: ↑Sun Jun 26, 2022 9:10 amYes it was intentional, mainly because the AI would spend allot of its MP making Elite units instead of building new units. The cost of MP is allot to create them and what the AI mainly needs is more units to do the job instead of less.vanandre66 wrote: ↑Sun Jun 26, 2022 8:11 am Hi, I am playing version 0.9.3 and I noticed that when elite status is reached units can not rise their maximun steps to 11,12, or 13; elite reinforcements are unavailable.
The only exception is the italian planes bought with the event that arrive with their steps at 11.
Is this intentional?
For the rest the mod is fantastic.
IMO, (and historically) Elite status is the experience the unit has (which you can see with the national icons on the Nato symbol).
I will fix the Italian ones, thanks.
Any other strange itches you want to share? This is a good time to give them to me before I cut over to World At War version.
1) Finland does not have access to research any more and being considered a minor under Germany can't access to its technologies like the other minors. Vichy at the contrary is considered a major power and can research for itself;
2) Playing the Axis , in January 1941 USSR has declared war to me, perhaps for the early missing garrisons ratio in early 1940 or too many units in Poland later. Then it started to defend every cities with one unit each, in this way it lost a huge amount of units without forming any solid defensive line. I am playing August 1941 and I found the fortified line in front of Moscow empty.
3) what happen to Vichy "treasure" if I decide to invade it? I am collecting a huge amont of money every turn (playing 9.3 probably)? Will I keep it?
Item 2 - Yes, probably from not garrisoning it properly is why they DOWed. The Russian AI is designed to try and slow your advance down because Russian troops are allot cheaper. He is suppose to have allot of reinforcements start coming in about 6 months after your invasion starts. Are you playing with any difficulty settings increase? If you find it that easy you may want to give the AI max MP (or even increase the difficulty to let the AI research for free). You can also make their units more experience in combat.
Item 3 - You can't DOW Vichy directly as they are part of the Axis. Their is an event that will fire that will let you annex them depending on what the Allies do. Not sure what you mean about Treasure event?
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.5 Download)
Yes, on my to do list to rework.vanandre66 wrote: ↑Sun Jun 26, 2022 9:53 am Also victory conditions are missing in the main mod menu.
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.5 Download)
TRP v0.9.6 has been release
It is a bit early but, in my defense, it has several bug fixes, images for intro, victory conditions etc....
It also has all of the Events text centralized to support multi-language. Please let me know if you see strange text instead of what is suppose to be displayed so I can fix it.
If you are good with translations I believe the official game can support the following languages
- English (this is done already)
- German
- Spanish
- French
Please PM me if you want to help.
NOTE: I do not believe I will be releasing any more updates for a while unless people start reporting bugs or I find bugs. I am starting to now work on the World At War map but I will fix stuff as people report any issues.
So what I am saying is you can play this release and NOT worry I will have another release in a few days.
It is a bit early but, in my defense, it has several bug fixes, images for intro, victory conditions etc....
It also has all of the Events text centralized to support multi-language. Please let me know if you see strange text instead of what is suppose to be displayed so I can fix it.
If you are good with translations I believe the official game can support the following languages
- English (this is done already)
- German
- Spanish
- French
Please PM me if you want to help.
NOTE: I do not believe I will be releasing any more updates for a while unless people start reporting bugs or I find bugs. I am starting to now work on the World At War map but I will fix stuff as people report any issues.
So what I am saying is you can play this release and NOT worry I will have another release in a few days.
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.6 Download)
I am again tackling this mod, version 0.9.6. I perceive that in many ways it is built on the bones of Fall Weiss, so some of my remarks may apply to that mod out of my own ignorance of its details. I have played it, however.
From the first time I tried this a few weeks back, I liked the general flow of the game. This most recent go has me playing Allies vs. Axis AI but with only the UK and US human controlled. I have set the difficulty to Veteran.
Here's what I liked: 1)Two German paratroop units attacked Belgium as the Axis invaded the West in early 1940. Hadn't seen that before. 2) AI controlled French sub attacked Norway-Germany convoy lane. That was also new to me. 3)France was conquered in June 1940, which the AI never does in other mods or vanilla. The attack in the West had to begin in March to achieve this, but that's fine. 4)The AI controlled USSR engineers built a line of fortifications extending from south of Leningrad in a southeasterly direction. Loved it. Later in 1940 or very early 1941 another outlying string of forts was being built near Moscow. 5) Maritime bombers become more useful due to spotting range increase. They take a while to build, but that's a great feature. I like to move the AA unit out of Malta and replace it with a maritime bomber, which cannot only spot Italian ships but can deal some damage to them.
Here are a couple of possible problems in my opinion: 1) If the Allies put subs on the Norway convoy lane, Germany eventually sends BB's, BC's and CA's after them. Then the subs do serious damage to them while taking hardly any themselves. Where are the Kriegsmarine destroyers? 2) I like simultaneous turns, but the turn length in this mod is fairly short, which allows for a lot of MPP's being generated to build units and advance research. It seems too much. 3)The UK, as far as I've played, into early 1941, is handling the Axis with ease. Maybe this is a Fall Weiss factor? First clashes with the Afrika Korps have been one sided in Allies favor. No air units for Italians or Germans have attacked or defended.
The next big question would of course be how the invasion of Russia plays
With apologies, I will suspend additional play at this point for a while because I'm going to sink my teeth into SC American Civil War when it comes out tomorrow. I will do my best to get back to TRP at some point and report further.
Cheers
From the first time I tried this a few weeks back, I liked the general flow of the game. This most recent go has me playing Allies vs. Axis AI but with only the UK and US human controlled. I have set the difficulty to Veteran.
Here's what I liked: 1)Two German paratroop units attacked Belgium as the Axis invaded the West in early 1940. Hadn't seen that before. 2) AI controlled French sub attacked Norway-Germany convoy lane. That was also new to me. 3)France was conquered in June 1940, which the AI never does in other mods or vanilla. The attack in the West had to begin in March to achieve this, but that's fine. 4)The AI controlled USSR engineers built a line of fortifications extending from south of Leningrad in a southeasterly direction. Loved it. Later in 1940 or very early 1941 another outlying string of forts was being built near Moscow. 5) Maritime bombers become more useful due to spotting range increase. They take a while to build, but that's a great feature. I like to move the AA unit out of Malta and replace it with a maritime bomber, which cannot only spot Italian ships but can deal some damage to them.
Here are a couple of possible problems in my opinion: 1) If the Allies put subs on the Norway convoy lane, Germany eventually sends BB's, BC's and CA's after them. Then the subs do serious damage to them while taking hardly any themselves. Where are the Kriegsmarine destroyers? 2) I like simultaneous turns, but the turn length in this mod is fairly short, which allows for a lot of MPP's being generated to build units and advance research. It seems too much. 3)The UK, as far as I've played, into early 1941, is handling the Axis with ease. Maybe this is a Fall Weiss factor? First clashes with the Afrika Korps have been one sided in Allies favor. No air units for Italians or Germans have attacked or defended.
The next big question would of course be how the invasion of Russia plays
With apologies, I will suspend additional play at this point for a while because I'm going to sink my teeth into SC American Civil War when it comes out tomorrow. I will do my best to get back to TRP at some point and report further.
Cheers
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.6 Download)
Right now their is no way to detect what kind of ships someone has in an area other than they are some sort of ship. I been thinking of giving some ASW to every ship class at the start of the game because the AI has this handicap.TangSooDo wrote: ↑Wed Jun 29, 2022 9:48 pm I am again tackling this mod, version 0.9.6. I perceive that in many ways it is built on the bones of Fall Weiss, so some of my remarks may apply to that mod out of my own ignorance of its details. I have played it, however.
From the first time I tried this a few weeks back, I liked the general flow of the game. This most recent go has me playing Allies vs. Axis AI but with only the UK and US human controlled. I have set the difficulty to Veteran.
Here's what I liked: 1)Two German paratroop units attacked Belgium as the Axis invaded the West in early 1940. Hadn't seen that before. 2) AI controlled French sub attacked Norway-Germany convoy lane. That was also new to me. 3)France was conquered in June 1940, which the AI never does in other mods or vanilla. The attack in the West had to begin in March to achieve this, but that's fine. 4)The AI controlled USSR engineers built a line of fortifications extending from south of Leningrad in a southeasterly direction. Loved it. Later in 1940 or very early 1941 another outlying string of forts was being built near Moscow. 5) Maritime bombers become more useful due to spotting range increase. They take a while to build, but that's a great feature. I like to move the AA unit out of Malta and replace it with a maritime bomber, which cannot only spot Italian ships but can deal some damage to them.
Here are a couple of possible problems in my opinion: 1) If the Allies put subs on the Norway convoy lane, Germany eventually sends BB's, BC's and CA's after them. Then the subs do serious damage to them while taking hardly any themselves. Where are the Kriegsmarine destroyers? 2) I like simultaneous turns, but the turn length in this mod is fairly short, which allows for a lot of MPP's being generated to build units and advance research. It seems too much. 3)The UK, as far as I've played, into early 1941, is handling the Axis with ease. Maybe this is a Fall Weiss factor? First clashes with the Afrika Korps have been one sided in Allies favor. No air units for Italians or Germans have attacked or defended.
The next big question would of course be how the invasion of Russia plays
With apologies, I will suspend additional play at this point for a while because I'm going to sink my teeth into SC American Civil War when it comes out tomorrow. I will do my best to get back to TRP at some point and report further.
Cheers
The German AI does have destroyers, did you destroy them already?
The production increase is part of the problem of only having a partial world. The UK is collecting allot of MP but does not need to use it in the Pacific. I been thinking of bringing their home modifier down a little. Right now all major powers are set to 50%.
One thing to note, I am working on adding the Pacific now and the production issue you described will end up resolving itself once the entire world is done. (Screenshot below, it is just a shell right now in the pacific no content yet)
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.6 Download)
One more quick report: 1)In early 1941 Germany began strategic bombing of the UK and positioned a fighter in Northwest Europe to defend against Allied bombing. Both actions are positive in game terms in my opinion. 2) Re: Kriegsmarine DD's, I have not sunk any, and neither they nor CL's show up to attack Allied subs in the Norway convoy lane. However, on turns when the larger ships show up the subs do not inflict MPP losses for that turn. 3) The USA declared war in June, 1941 which isn't too historical, but I'm not sure it's a problem for good game play.
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.6 Download)
I've never seen the US join the war in June 1941. Can I get a saved game before they DOWed?TangSooDo wrote: ↑Thu Jun 30, 2022 1:02 pm One more quick report: 1)In early 1941 Germany began strategic bombing of the UK and positioned a fighter in Northwest Europe to defend against Allied bombing. Both actions are positive in game terms in my opinion. 2) Re: Kriegsmarine DD's, I have not sunk any, and neither they nor CL's show up to attack Allied subs in the Norway convoy lane. However, on turns when the larger ships show up the subs do not inflict MPP losses for that turn. 3) The USA declared war in June, 1941 which isn't too historical, but I'm not sure it's a problem for good game play.
In ever simulation I have ran they are usually around 70% Mobilization by December 1941.
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.6 Download)
I don't know how to get the save file here. I can tell you that on the June 12, 1941 turn the USA is 89% mobilized.
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.6 Download)
What version of the mod is that game from? It should say the file name.
Remember save games from previous versions do not convert to the latest. So if you started a save game with an older version and continued it then what version was it when you first started the game?
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.6 Download)
Lothos, you have a very interesting scenario here! I did not realize that you had extended the Euro map all the way down to the tip of Africa. Knowing how difficult it is to create terrain (taking many pains to ensure accuracy), my hats off to you. Then doing Asia next? You will have a TON of work ahead of you, but go for it I say.
I have 2 questions, both having to do with land unit movement. First you gave Germany a whole host of motorized infantry corps, when mechanized infantry is already an extant unit. Was this simply to preserve the army/corps movement allowances, since you eliminated armies from the OOBs? Germany simply didn't have the motor transport to motorize over half of the Heer. Your decision to eliminate Motorization as a tech in favor of Anti-Tank tech is a valid one otherwise-in vanilla tanks will typically roll over infantry in the late game, since the latter have a low A-T ceiling (from Infantry Weapons only giving them +1.5 per level +3.0 total).
Second, and more worrisome, you gave mechanized & armored units only 4 action points. This will only serve to make encirclements very rare; I've argued that in vanilla they all need to be bumped up by 1 across the board (+1 for the tech), because things tend to be a slugfest as it is. I'm not sure how to foster encirclements in this game system, since manpower is not kept track of and the only penalty for the defender is having to rebuy low supply units at full price. Plus the latest tactic by the player with the initiative is to pull back the Mech/Armor after they have expended their attacks to keep them safe from counterattacks. Give them more movement points tho and players may be more inclined to try for encirclements, counterbalancing the zone of control penalties.
I have 2 questions, both having to do with land unit movement. First you gave Germany a whole host of motorized infantry corps, when mechanized infantry is already an extant unit. Was this simply to preserve the army/corps movement allowances, since you eliminated armies from the OOBs? Germany simply didn't have the motor transport to motorize over half of the Heer. Your decision to eliminate Motorization as a tech in favor of Anti-Tank tech is a valid one otherwise-in vanilla tanks will typically roll over infantry in the late game, since the latter have a low A-T ceiling (from Infantry Weapons only giving them +1.5 per level +3.0 total).
Second, and more worrisome, you gave mechanized & armored units only 4 action points. This will only serve to make encirclements very rare; I've argued that in vanilla they all need to be bumped up by 1 across the board (+1 for the tech), because things tend to be a slugfest as it is. I'm not sure how to foster encirclements in this game system, since manpower is not kept track of and the only penalty for the defender is having to rebuy low supply units at full price. Plus the latest tactic by the player with the initiative is to pull back the Mech/Armor after they have expended their attacks to keep them safe from counterattacks. Give them more movement points tho and players may be more inclined to try for encirclements, counterbalancing the zone of control penalties.
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.6 Download)
You asked allot of questions so if I miss one please let me knowElessar2 wrote: ↑Thu Jun 30, 2022 11:43 pm Lothos, you have a very interesting scenario here! I did not realize that you had extended the Euro map all the way down to the tip of Africa. Knowing how difficult it is to create terrain (taking many pains to ensure accuracy), my hats off to you. Then doing Asia next? You will have a TON of work ahead of you, but go for it I say.
I have 2 questions, both having to do with land unit movement. First you gave Germany a whole host of motorized infantry corps, when mechanized infantry is already an extant unit. Was this simply to preserve the army/corps movement allowances, since you eliminated armies from the OOBs? Germany simply didn't have the motor transport to motorize over half of the Heer. Your decision to eliminate Motorization as a tech in favor of Anti-Tank tech is a valid one otherwise-in vanilla tanks will typically roll over infantry in the late game, since the latter have a low A-T ceiling (from Infantry Weapons only giving them +1.5 per level +3.0 total).
Second, and more worrisome, you gave mechanized & armored units only 4 action points. This will only serve to make encirclements very rare; I've argued that in vanilla they all need to be bumped up by 1 across the board (+1 for the tech), because things tend to be a slugfest as it is. I'm not sure how to foster encirclements in this game system, since manpower is not kept track of and the only penalty for the defender is having to rebuy low supply units at full price. Plus the latest tactic by the player with the initiative is to pull back the Mech/Armor after they have expended their attacks to keep them safe from counterattacks. Give them more movement points tho and players may be more inclined to try for encirclements, counterbalancing the zone of control penalties.
- Asia was the plan all along, need a few weeks (maybe a month) to get it done. I believe some of the devs have been following my work. Been modding over 20 years, mainly Hearts of Iron.
- I followed more of a concept from World In Flames. Mechanized units are not the same as Motorized Infantry. Motorized Infantry are units that move via trucks while a Mechanized unit is more light armor and half tracks. No it had nothing to do with me removing armies from the game. The movement allowance was based more on the additional turns the game has now. Encirclements are still possible. I've done them, but yes the advantage is always to the defender. if they want to pull out before the encirclement even starts that is always possible but at some point they have to dig in and fight. Retreating forever is not an option.
- They get 4 action points but I believe their attacks no longer cost an action point. Giving them more movement points with all the additional game turns may cause unforeseen side effects like reaching Moscow to fast.
Another note, and one of the main reasons, I split infantry to motorized and regular because my plan was to get the USA AI to build all the regular infantry in the Pacific and all the Motorized for Europe. This will allow the AI to have more options in each theater and not run into a scenario where one theater gets all the units and the other one runs out. This is just one of several ideas (and concepts) that I been preping for on the big map.
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.6 Download)
I started the game new with version 0.9.6Lothos wrote: ↑Thu Jun 30, 2022 1:42 pmWhat version of the mod is that game from? It should say the file name.
Remember save games from previous versions do not convert to the latest. So if you started a save game with an older version and continued it then what version was it when you first started the game?
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.6 Download)
Was their anything out of the ordinary in the game? Did the UK get invaded or the Axis DOW a bunch of countries that are out of the norm? If you can zip up some of the saved games so I can see it and put them in a drop box (or something) so I can download it that would be great.TangSooDo wrote: ↑Fri Jul 01, 2022 9:54 amI started the game new with version 0.9.6Lothos wrote: ↑Thu Jun 30, 2022 1:42 pmWhat version of the mod is that game from? It should say the file name.
Remember save games from previous versions do not convert to the latest. So if you started a save game with an older version and continued it then what version was it when you first started the game?
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.6 Download)
No unusual Axis DOW's or invasion of the UK. I'm sorry but I don't have the save game files -- deleted them. As I said, I'm not going to return to TRP for a while, but I will try soon to see how Barbarossa goes.Lothos wrote: ↑Fri Jul 01, 2022 10:00 amWas their anything out of the ordinary in the game? Did the UK get invaded or the Axis DOW a bunch of countries that are out of the norm? If you can zip up some of the saved games so I can see it and put them in a drop box (or something) so I can download it that would be great.TangSooDo wrote: ↑Fri Jul 01, 2022 9:54 amI started the game new with version 0.9.6Lothos wrote: ↑Thu Jun 30, 2022 1:42 pm
What version of the mod is that game from? It should say the file name.
Remember save games from previous versions do not convert to the latest. So if you started a save game with an older version and continued it then what version was it when you first started the game?
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.6 Download)
The HIPE TRAIN has started... 
I love the idea to implement a global map with the hugeness of War in Europe and also have the Pacific Conflict on the road.
I cannot wait to play the first version of this...
If i can donate you in any case, please call me... Great work should be paid!!

I love the idea to implement a global map with the hugeness of War in Europe and also have the Pacific Conflict on the road.
I cannot wait to play the first version of this...
If i can donate you in any case, please call me... Great work should be paid!!
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.7 Download)
Updated with TRP v0.9.7