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

Please post here for questions and discussion about modding for Strategic Command.
dhucul2011
Posts: 425
Joined: Wed Sep 12, 2007 7:32 pm

Re: TRP - Total Realism Project for War in Europe (1.0.2 Download)

Post by dhucul2011 »

Thanks for the replies.

I notice that I don't get any popup for the actual surrender of Poland.

I get a popup about honoring the pact. (Didn't that used to be a DE?)

I then get a popup about plunder from Warsaw.
User avatar
Lothos
Posts: 1243
Joined: Tue May 23, 2006 8:22 pm

Re: TRP - Total Realism Project for War in Europe (1.0.2 Download)

Post by Lothos »

dhucul2011 wrote: Thu Dec 15, 2022 4:39 am Thanks for the replies.

I notice that I don't get any popup for the actual surrender of Poland.

I get a popup about honoring the pact. (Didn't that used to be a DE?)

I then get a popup about plunder from Warsaw.
I removed the option for the Axis not to accept the molotov pact. It should really not be their and their is no downside really for the Germans not to accept it. So only the Russians have that option.
User avatar
Taxman66
Posts: 2279
Joined: Tue Mar 18, 2008 10:28 pm
Location: Columbia, MD. USA

Re: TRP - Total Realism Project for War in Europe (1.0.2 Download)

Post by Taxman66 »

Possible Bug:
Got the message/pop-up about a IT human torpedo attack (presumably Malta since the screen moved there), however no damage was taken by either UK ship in the ports.

Observation:
July 1941, US income: 94 - 80 shipped to USSR via pacific - (0 to 4) max possible ship to UK (5%). Leaving the US a whopping 10-14 MPP per turn.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
User avatar
Lothos
Posts: 1243
Joined: Tue May 23, 2006 8:22 pm

Re: TRP - Total Realism Project for War in Europe (1.0.2 Download)

Post by Lothos »

Taxman66 wrote: Thu Dec 15, 2022 9:15 pm Possible Bug:
Got the message/pop-up about a IT human torpedo attack (presumably Malta since the screen moved there), however no damage was taken by either UK ship in the ports.

Observation:
July 1941, US income: 94 - 80 shipped to USSR via pacific - (0 to 4) max possible ship to UK (5%). Leaving the US a whopping 10-14 MPP per turn.
Your observation is correct and that is intentional. You have to deal with it for about 6 months till they get into the war as everything is going into keeping the USSR alive. You should have your tech research maxed at 2000MPPs (which I did as the Allies) if you only focused on research up till that point.
User avatar
Taxman66
Posts: 2279
Joined: Tue Mar 18, 2008 10:28 pm
Location: Columbia, MD. USA

Re: TRP - Total Realism Project for War in Europe (1.0.2 Download)

Post by Taxman66 »

The US's max is 2,750. I don't think they could do that in normal situation anyway.
I'm not at 2,000 but that is because a few things popped early due to breakthroughs and there isn't enough money to reinvest.

Do you acknowledge the IT human torpedo bug?
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
User avatar
Lothos
Posts: 1243
Joined: Tue May 23, 2006 8:22 pm

Re: TRP - Total Realism Project for War in Europe (1.0.2 Download)

Post by Lothos »

Taxman66 wrote: Fri Dec 16, 2022 12:00 am The US's max is 2,750. I don't think they could do that in normal situation anyway.
I'm not at 2,000 but that is because a few things popped early due to breakthroughs and there isn't enough money to reinvest.

Do you acknowledge the IT human torpedo bug?
I've never seen it but I been hit with the frogmen before. I can look at the event see if anything sticks out.
User avatar
Taxman66
Posts: 2279
Joined: Tue Mar 18, 2008 10:28 pm
Location: Columbia, MD. USA

Re: TRP - Total Realism Project for War in Europe (1.0.2 Download)

Post by Taxman66 »

Spain is at +1% Allied (UK).
Vigo and the other the port still (visually) appear to be usable by the Axis, in that they have the thick black line that indicates Axis ownership of the port. The 'mine' warnings around the ports are also still active.

At what diplomatic point do the Axis lose access to the Spanish ports?
At what diplomatic point does Germany lose the Spanish trade?
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
User avatar
Lothos
Posts: 1243
Joined: Tue May 23, 2006 8:22 pm

Re: TRP - Total Realism Project for War in Europe (1.0.2 Download)

Post by Lothos »

Taxman66 wrote: Fri Dec 16, 2022 1:01 pm Spain is at +1% Allied (UK).
Vigo and the other the port still (visually) appear to be usable by the Axis, in that they have the thick black line that indicates Axis ownership of the port. The 'mine' warnings around the ports are also still active.

At what diplomatic point do the Axis lose access to the Spanish ports?
At what diplomatic point does Germany lose the Spanish trade?
They will stay that way till they join the war. Diplomacy wont affect it.
User avatar
Lothos
Posts: 1243
Joined: Tue May 23, 2006 8:22 pm

Re: TRP - Total Realism Project for War in Europe (1.0.2 Download)

Post by Lothos »

Been playing a game as the Allies last few days. Axis are week in North Africa (will try and do some things to fix that for next release) but other than that the game is EXTREMELY fun!

Been posting screenshots of it in Discord and Streamed a bit to. German AI fighting me tooth and nails in Italy. Russia is pushing back but it took an army of Strategic Bombers to pound Germany down to lower their MPPs.

Some Italy fighting screenshots below from different time periods (I am up to 11/11/1943

The screenshot in Russia near Rostov was from early 1943 and that was our battle of Kursk (historical). AI had like 8 Armor CORPs all in that area and it was a massive battle between the two of us. Eventually I killed enough of them were he started to retreat and the Allied Strat bomber campaign is really helping so the Russians can move forward. Have about 8 strat bombers pounding Germany every other turn and a huge portion of the German fighter force is defending it against me.
Attachments
SC3-WWII_War_in_Europe_V4tBqPrCSo.jpg
SC3-WWII_War_in_Europe_V4tBqPrCSo.jpg (343.18 KiB) Viewed 932 times
SC3-WWII_War_in_Europe_tTVuA7tF6P.jpg
SC3-WWII_War_in_Europe_tTVuA7tF6P.jpg (586.99 KiB) Viewed 932 times
SC3-WWII_War_in_Europe_Ga3YQ9flZC.png
SC3-WWII_War_in_Europe_Ga3YQ9flZC.png (1.21 MiB) Viewed 932 times
SC3-WWII_War_in_Europe_6JZPBA81JR.jpg
SC3-WWII_War_in_Europe_6JZPBA81JR.jpg (334.84 KiB) Viewed 932 times
User avatar
OldCrowBalthazor
Posts: 2689
Joined: Thu Jul 02, 2020 12:42 am
Location: Republic of Cascadia

Re: TRP - Total Realism Project for War in Europe (1.0.2 Download)

Post by OldCrowBalthazor »

Looks good and pretty realistic.

Yeah..about Axis problems in North Africa. Ray (Unfortunate Son) had massive supply issues and just couldn't get anything going even with 3 HQs ( 2 IT, 1 GER) and a few extra mobile corps and a Tank Div and Tank Corp plus the rest of the DAK in our MP test.

Good to see your looking at that.
Cheers.
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
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
User avatar
Lothos
Posts: 1243
Joined: Tue May 23, 2006 8:22 pm

Re: TRP - Total Realism Project for War in Europe (1.0.2 Download)

Post by Lothos »

OldCrowBalthazor wrote: Sun Dec 18, 2022 2:19 am Looks good and pretty realistic.

Yeah..about Axis problems in North Africa. Ray (Unfortunate Son) had massive supply issues and just couldn't get anything going even with 3 HQs ( 2 IT, 1 GER) and a few extra mobile corps and a Tank Div and Tank Corp plus the rest of the DAK in our MP test.

Good to see your looking at that.
Cheers.
This is a fantastic game! Been a long time since I played the Allies and this is by far the most challenge the AI has given me.
User avatar
Lothos
Posts: 1243
Joined: Tue May 23, 2006 8:22 pm

Re: TRP - Total Realism Project for War in Europe (1.0.2 Download)

Post by Lothos »

@Taxman66

Attached is a screenshot of my current game as the Allies May 3rd 1944

USA tech, is on par with everyone else and is exactly were it should be for 1944. ASW fell behind because I stopped investing once it hit 3 and Heavy Bombers, the same did not invest in it once it hit 2 for a while.
Attachments
7XBXA1e4mA.jpg
7XBXA1e4mA.jpg (561.8 KiB) Viewed 852 times
User avatar
Taxman66
Posts: 2279
Joined: Tue Mar 18, 2008 10:28 pm
Location: Columbia, MD. USA

Re: TRP - Total Realism Project for War in Europe (1.0.2 Download)

Post by Taxman66 »

Ironically, I think some of that may be due to the 5% maximum US->UK convoy.
UK is struggling with the -100mpp to Pacific, with US Lend Lease running 12-24 mpp, depending on the season.
Not sure if I can compare my game as US tech got some early breakthroughs to mostly keep par (or half a year behind) and is actually ahead on Spy & Intel.

There's also a certain level of frustration with this mod. Playing on Veteran and other than North Africa, it seems impossible to put a dent in the German war machine. January 1942, and the Allies have sunk 10 subs and 2 DDs, yet Germany still has 24 naval vessels (which is actually 1 more than the US). The UK has Destroyed 8 GE fighters (and has lost only 1 from the Netherlands), yet Germany still has 22 air units. For the record GE has lost 19 land units, and has 209.

Observation (not a complaint),
All the extra Axis MPP/help provides lots of units and does make for a better game (via helping the AI), but at some point things will turn as the GE morale is not as high (97%) due to more units to lose.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
User avatar
Lothos
Posts: 1243
Joined: Tue May 23, 2006 8:22 pm

Re: TRP - Total Realism Project for War in Europe (1.0.2 Download)

Post by Lothos »

Taxman66 wrote: Sun Dec 18, 2022 3:10 pm Ironically, I think some of that may be due to the 5% maximum US->UK convoy.
UK is struggling with the -100mpp to Pacific, with US Lend Lease running 12-24 mpp, depending on the season.
Not sure if I can compare my game as US tech got some early breakthroughs to mostly keep par (or half a year behind) and is actually ahead on Spy & Intel.

There's also a certain level of frustration with this mod. Playing on Veteran and other than North Africa, it seems impossible to put a dent in the German war machine. January 1942, and the Allies have sunk 10 subs and 2 DDs, yet Germany still has 24 naval vessels (which is actually 1 more than the US). The UK has Destroyed 8 GE fighters (and has lost only 1 from the Netherlands), yet Germany still has 22 air units. For the record GE has lost 19 land units, and has 209.

Observation (not a complaint),
All the extra Axis MPP/help provides lots of units and does make for a better game (via helping the AI), but at some point things will turn as the GE morale is not as high (97%) due to more units to lose.
For the UK comment, at first I thought the -100 Pacific was to much of a hit but I realized something. It keeps the UK land size down. The only time I had a problem with the UK is if I overbuilt the amount of units I needed. I kept my army smaller and when the USA got into the war I let them take more hits.

For example I would not let UK fighters escort the bombers and instead let USA take the lead. I did the same in Italy and it worked just fine. In fact it ended up being more historical.

I am going to redo the lend-lease for sure next release. Have a list of almost 60 things I found playing as the Allies I want to change/fix.

Also, FYI at some point as the Allies you need to stop build so many units and save the MPP to replace lost units and reinforce.
User avatar
Lothos
Posts: 1243
Joined: Tue May 23, 2006 8:22 pm

Re: TRP - Total Realism Project for War in Europe (1.0.2 Download)

Post by Lothos »

@Taxxman

You are right, the AI has a National Morale Problem, its September 1944 and Germany is about to surrender to me. Wonder if I should create an event that gives them 500NM or something per turn etc... something like USSR gets from receiving MPPs through Persia.
User avatar
Lothos
Posts: 1243
Joined: Tue May 23, 2006 8:22 pm

Re: TRP - Total Realism Project for War in Europe (1.0.2 Download)

Post by Lothos »

Klydon wrote: Mon Dec 12, 2022 11:28 pm One question/observation for you.

I noted the Hungarian HQ is a rating 3 and there are no other options. The Rumanian has a 5 and I think there is a 4 available for purchase.

I believe the base game is a 5 for each country. (Or maybe they are a 4 depending on what the Germans have done for Command and Control).

I never understood why those leaders were that good in game terms because in the real thing, they were about as bad as it gets. It is bad enough as it is that all the Axis minor Allies are just as good as the German units although they don't have the production bonus applied to them, which makes them more expensive. The Finns were very good, no question. The same can not be said about the rest as a whole. They would perform better when the Germans would sprinkle Germans or German units together with them. This was not only done on the Eastern front, but Rommel also did this with the Italians in the desert on occasion.

I would suggest making the Romanian HQ's the same as the Hungarian as well.

If the German player wants to use those HQ's as a "better than nothing" option, they can. If they go to the added expense and trouble to get extra German HQ units to command the Axis minors, he can do that too, but that means fewer HQ's elsewhere and probably the lesser German HQ units involved (5 or 6 rating).
I looked at the HQ ratings for Hungary and Romania

Hungary has a rating of 3 and Romania has one at a rating of 4 and the other at 3.

I am not sure what the problem is, am I mis-understanding what you are asking?
User avatar
Taxman66
Posts: 2279
Joined: Tue Mar 18, 2008 10:28 pm
Location: Columbia, MD. USA

Re: TRP - Total Realism Project for War in Europe (1.0.2 Download)

Post by Taxman66 »

The Maritime bombers stationed in Iceland should have 2 strikes, but show/have only 1 available.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
User avatar
Lothos
Posts: 1243
Joined: Tue May 23, 2006 8:22 pm

Re: TRP - Total Realism Project for War in Europe (1.0.2 Download)

Post by Lothos »

Taxman66 wrote: Mon Dec 19, 2022 9:49 pm The Maritime bombers stationed in Iceland should have 2 strikes, but show/have only 1 available.
Not a bug, its an Iceland Maritime Bomber which is a minor.

No minors get bonuses from the Doctrines with the exception of

Canada
Australia
South Africa
India
New Zealand
User avatar
Taxman66
Posts: 2279
Joined: Tue Mar 18, 2008 10:28 pm
Location: Columbia, MD. USA

Re: TRP - Total Realism Project for War in Europe (1.0.2 Download)

Post by Taxman66 »

Then it isn't worth the 100 MPP
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
User avatar
Lothos
Posts: 1243
Joined: Tue May 23, 2006 8:22 pm

Re: TRP - Total Realism Project for War in Europe (1.0.2 Download)

Post by Lothos »

Taxman66 wrote: Mon Dec 19, 2022 11:48 pm Then it isn't worth the 100 MPP
Played an allied game and it was for me, it gave me great spotting range in the area and did get one air attack that reached the convoy routs south of it to help the destroyers.

The change was done several releases ago to distinguish minors from majors!
Post Reply

Return to “Scenario Design and Modding”