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

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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.1.1 Download)

Post by Lothos »

TRP v1.1.1 for Europe has been released

This one has some major changes to the Convoy system for allies, unit retreats and more important is defensive bonuses are now cumulative with terrain and resource. Before resource defensive bonuses would supercede terrain.

This will make places like Leningrad and Rostov harder to take!

Example: A town in a forest bonuses will get both the town bonus and the forest bonus together.

Lots of bug fixes and game adjustments for the Allies (as that was the last game I played as and made my notes for)


########################
# TRP 1.1.1 Europe
########################
- (Bug) Minors Armor Corp will no longer get 2 attacks if their parent country has Armor Warfare researched
- (Bug) Germany Strategic Advice for ports in Spain will no longer display for the Allies
- (Bug) USSR Winter Equipment event cost of 50 MPPs split into 5 turns (at 10) instead of -50 right away
- (Bug) UK Expedition to Finland said it would cost 50 MPPs to the UK but it was set to 75, changed it to 50
- (Bug) USSR, Poland partition mentioned that Germany can refuse (they can not) so this part of the text was removed
- (Bug) USA, CV Ranger removed from production que (it is given by event when they go to war)
- (Bug) USSR, can no longer Research Infantry Level 3 (2 is their Max like everyone else) as none of their units were using it
- (Bug) USSR, could build 1 more garrison unit that it had names (added an additional name)
- (Bug) Italy, Adriatic Defense will go away if Italy surrenders or changes sides and will only do damage once Italy is in the war
- (Bug) Italy, NM hit for loss of East Africa will now fire when it happens and not on a specific date
- (Bug) France, Triomphant Destroyer event will now give it to French Colonies instead of the UK
- (Bug) France, text about Lorraine Battleship is incorrect and changed to Lorraine Battle Cruiser
- (Bug) UK, Decision text for Lend-Lease to USSR was incorrect in saying 5% when it should be 20%-25%
- (Bug) French Colonies, will now benefit from the Warfare Doctrines researched by France
- (Bug) Italian Human Torpedo, had a chance of happening but doing 0 damage. It will now do at least 1.
- (Bug) UK, L.D.V event incorrectly said a size 6 unit will deploy if Yes and size 5 if no. It should have been a size 10 for both.

- (New) Oil Shortage Decision (871) was removed and anything tied with it
- (New) Tech caps, for all countries, increased to 3000
- (New) Engineers, now use anti-tank upgrade
- (New) USSR, Vladivostok supplies changed from 80 to 40 and will not start till USA is at war
- (New) Mexico, added to the map but only to provide more production to USA
- (New) Pillbox units no longer get Prepared Attack bonus nor Hidden Attacker Bonus
- (New) Gun Coastal units no longer get Prepared Attack bonus nor Hidden Attacker Bonus
- (New) Garrison units no longer get Prepared Attack bonus
- (New) Garrisons will no longer retreat from resources
- (New) HQs, retreat range changed from 1 to 2
- (New) Div, Mechanized, increased retreat percentage in resources and range increased to 2
- (New) Corps, Infantry, increased retreat percentage in resources
- (New) Corps, Motorized, increased retreat percentage in resources and range increased to 2
- (New) Corps, Mechanized, increased retreat percentage in resources and range increased to 2
- (New) Corps, Elite, increased retreat percentage in resources and range decreased to 1
- (New) Paratroops, increased retreat percentage in resources
- (New) Corps, Mountain, retreat range decreased to 1
- (New) Corps, Light Infantry, retreat range decreased to 1
- (New) Corps, Artillery SP, retreat range increased to 2
- (New) Corps, Gun Rail, increased retreat percentage in resources and range increased to 3
- (New) Corps, Armored Train, increased retreat percentage in resources and range increased to 3
- (New) Corps, Armor, retreat range increased to 2
- (New) Corps, Elite Armor, retreat range increased to 2
- (New) Subs, can now retreat and retreat range set to 4
- (New) Mountain Units, base hard/Light Armor Defensive values set to 1
- (New) UK, decision added to deploy an Engineer in Egypt once Italy is in the war (40% chance of fire each turn)
- (New) Fighters base Intercept Range changed from 6 to 5
- (New) Fighters base Escort Range changed from 7 to 9
- (New) Fighters base Strike Range changed from 7 to 5
- (New) Fighters Long Range Tech, Escort Range changed from 3 to 4
- (New) Strategic Bombers Long Range Tech, Strike Range changed from 2 to 3
- (New) national_morale.txt file put in line with TRP World for future changes
- (New) Italian Human Torpedo, is now a reoccurring event instead of a 1 time event.
- (New) Abyssinia, removed that long road on the west side (caused AI problems)
- (New) Marsh, can now entrench and will no longer have negative defensive bonuses for Artillery and Air-Power
- (New) Jungle defensive bonuses against armor increased
- (New) Fortification bonuses have been increased against Armor
- (New) Mountain Units no longer get attack bonuses in mountains
- (New) Mountain Units now get defensive bonuses in Hills and High Mountains
- (New) Mountain Units defensive bonuses in Mountains have been increased
- (New) Defensive values of Resource and Terrain are now cumulative. Example Rostov will now get the bonus of Marsh and City to its defense value
- (New) Aircraft no longer have a penalty when attacking FROM a Marsh
- (New) Lakes now have defensive bonuses and allow entrenchment

- (Convoy) UK, convoy routes code simplified and cleaned up
- (Convoy) USSR, convoy from UK moved from Glasgow to Scapa Flow
- (Convoy) USA, Lend Lease will always be at 100%, does not start till 50 Mobilization and will send ALLOT MORE
- (Convoy) Canada will always be at 100% and its resources to the UK has increased significantly
- (Convoy) UK, Lend Lease to USSR has been increased
- (Convoy) Saudi Arabia, trades with USA right from the beginning (around 9/15/1939). The higher they lean toward the Allies the more they will give to the Allies. Diplomacy acts as an investment into their oil fields.

- (Map) Melitopol (216,90), moved mine over one hex and placed a town (supply reasons)
- (Map) Removed partisan from Meshed (258,113)
- (Map) Qattara Depression changed to be more historically accurate which will help UK defend Egypt
- (Map) Gibraltar Port in hex 137,113 has been deleted (you can now invade from the med)
- (Map) UK, mines have been removed (the cities are assumed to be the mines) convoys are bringing in more
- (Map) UK, all cities, except Liverpool, replaced with towns (UK Population was not very high)
- (Map) Kherson River flip it so Kherson is on the other side of it

- (OOB) USSR, increase fighter max by 1
- (OOB) Germany, AA max increased from 3 to 5
- (OOB) USA, has an Infantry Corp in Washington DC. Changed to motorized
- (OOB) South Africa, Infantry Corp strength changed from 5 to 8

- (Diplomacy) Chit max that can be placed on each country is 2 (per major power)
- (Diplomacy) UK, USA and Germany, AI will be more aggressive with trying to influence countries

- (AI) Malta Effect will no longer fire if Axis is AI controlled (AI can't handle it like a human player)
- (AI) USSR, removed starting guard locks on AA guns
- (AI) USSR, small changes to defensive line south of Leningrad
- (AI) USSR, added hex 210,17 to the Murmansk defense line
- (AI) Germany, garrison Greece will adjust if they loose control of any key points. Should handle Greece owned by Italy and Italy surrenders
- (AI) UK, Will build fortifications near El Alamein if it has Engineers
- (AI) Germany, will garrison Albania (Tirana) if needed
- (AI) Research, when playing at max difficulty AI will research more aggressively since its free.
- (AI) French Colonies, will focus on Air and Sea power in the early years and land in the later years
- (AI) Level 4 difficulty Germany, USA, UK and USSR get a 500NM bonus per turn once at war
- (AI) Germany, fleet AI small adjustment on sending ships to defend its convoy from Norway
- (AI) UK, small adjustments to offensive AI in Abyssinia
- (AI) South Africa, will transport troops to Abyssinia again
- (AI) Germany, will keep reinforcing Egypt if it is captured
- (AI) Free France will patrol more the UK convoys
- (AI) UK, offensive AI to send their forces to Baghdad
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Elessar2
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Re: TRP - Total Realism Project for War in Europe (1.1.1 Download)

Post by Elessar2 »

Rock and roll, very impressive. I wondered why those Penalties/Bonuses were all set to zero in vanilla-now I know.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.1.1 Download)

Post by Lothos »

Elessar2 wrote: Fri Dec 23, 2022 11:51 pm Rock and roll, very impressive. I wondered why those Penalties/Bonuses were all set to zero in vanilla-now I know.
They were not set to 0, the problem is that if you put it only in defense it does not stack. I had to split the defensive penatlies. Put the resource ones in the defense section and the terrain ones at the individual unit level in the penalties and bonus sections to get them to stack.
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Taxman66
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Re: TRP - Total Realism Project for War in Europe (1.1.1 Download)

Post by Taxman66 »

I noticed the UK 'Royal' BBs (Prince of Wales, Duke of York, etc...) are not on the production queue. Will they show up, or are you now making the UK build them?
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
klink1944
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Re: TRP - Total Realism Project for War in Europe (1.1.1 Download)

Post by klink1944 »

Hello,

What about saved game when i updade to 1.1.1 ?

thanks ;)
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.1.1 Download)

Post by Lothos »

klink1944 wrote: Sat Dec 24, 2022 7:47 am Hello,

What about saved game when i updade to 1.1.1 ?

thanks ;)
Old saved games will not work. You have to start a new one.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.1.1 Download)

Post by Lothos »

Taxman66 wrote: Sat Dec 24, 2022 4:09 am I noticed the UK 'Royal' BBs (Prince of Wales, Duke of York, etc...) are not on the production queue. Will they show up, or are you now making the UK build them?
You have to build them
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Taxman66
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Re: TRP - Total Realism Project for War in Europe (1.1.1 Download)

Post by Taxman66 »

I believe most players won't.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.1.1 Download)

Post by Lothos »

Taxman66 wrote: Sat Dec 24, 2022 1:59 pm I believe most players won't.
I have not in my allied games, I will think about maybe doing something but no promises. At the start of the scenario in 1939 those ships were not completed.

NOTE: I added 9 Capital Ships to the UK OOB so they lost 2 BBs but gained 9 others.
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Taxman66
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Re: TRP - Total Realism Project for War in Europe (1.1.1 Download)

Post by Taxman66 »

I was speaking more from historical point of view than play balance.
We all know the Allied navy is far more reduced than the Axis navy in the vanilla game.

Perhaps a DE to continue/complete 3 (King, Duke & Prince) of them (at say 1/2 cost... 30 MPP over 15 turns? Since they were started before the war, iirc) similar to the GE CV(vanilla)/CVL(TRP) DE.

Probably more important for WaW than WiE, in WiE the UK can probably get by without them (or spend the cash upgrading what they have instead of building them).
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.1.1 Download)

Post by Lothos »

Taxman66 wrote: Sat Dec 24, 2022 3:19 pm I was speaking more from historical point of view than play balance.
We all know the Allied navy is far more reduced than the Axis navy in the vanilla game.

Perhaps a DE to continue/complete 3 (King, Duke & Prince) of them (at say 1/2 cost... 30 MPP over 15 turns? Since they were started before the war, iirc) similar to the GE CV(vanilla)/CVL(TRP) DE.

Probably more important for WaW than WiE, in WiE the UK can probably get by without them (or spend the cash upgrading what they have instead of building them).
Seperate note that Vigo popup keeps coming up for the Allies to even though it is set to private and is assigned to Germany. No clue why!
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Elessar2
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Re: TRP - Total Realism Project for War in Europe (1.1.1 Download)

Post by Elessar2 »

You have 4 chits for France's tech. What's to prevent them from cashing all 4 in and buying more land units, since none of them are likely to go up a level before the Germans are sipping wine in Paris? I grasp that France becomes Free France I believe after their surrender so the chits are for the long-term, but that seems like it could be a bit unbalancing-would the French player really care about tech paying off in 1944 if he could get an extra tank in 1940?

For the other countries it is a bit more philosophical, but I believe 90% of all German players cash in the Rocket chit at the very start. You could just cash them all in for each player in the editor and let them buy their own tech. Yeah, they could buy a bunch of units instead, but for human vs. human games that could be house-ruled (and vs. the AI the player could also do so as an honor rule and just buy tech). I know I for one find the Italian chits to be very undesirable.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.1.1 Download)

Post by Lothos »

Elessar2 wrote: Sat Dec 24, 2022 11:08 pm You have 4 chits for France's tech. What's to prevent them from cashing all 4 in and buying more land units, since none of them are likely to go up a level before the Germans are sipping wine in Paris? I grasp that France becomes Free France I believe after their surrender so the chits are for the long-term, but that seems like it could be a bit unbalancing-would the French player really care about tech paying off in 1944 if he could get an extra tank in 1940?

For the other countries it is a bit more philosophical, but I believe 90% of all German players cash in the Rocket chit at the very start. You could just cash them all in for each player in the editor and let them buy their own tech. Yeah, they could buy a bunch of units instead, but for human vs. human games that could be house-ruled (and vs. the AI the player could also do so as an honor rule and just buy tech). I know I for one find the Italian chits to be very undesirable.
Buying more French units will make no difference, the AI will rip through it on the more challenging levels. (I never play normal so no comment their).

When playing the French I am awashed in MPPs even withought cashing those chits back in.

It is better to play the long game because most of those will finish researching just before Vichy is formed and Free France will get those them.

I believe you only get 50% of the cost back, sure you can cash them in and switch them that is your choice. I chose some because they help a little and players normally would not research it so if its already their and free from the start they will let it go through in most cases (I atleast do but each player their own)
ReinerAllen
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Re: TRP - Total Realism Project for War in Europe (1.1.1 Download)

Post by ReinerAllen »

There is a script that advises the US to establish diplomatic relations with Saudi Arabia; however, the US is unable to do that (not part of the allied forces).

Your thoughts?
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Re: TRP - Total Realism Project for War in Europe (1.1.1 Download)

Post by Taxman66 »

France and the UK can also invest chits. Diplo hits will increase the amount sent to the US.
May not be a bad idea for France
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.1.1 Download)

Post by Lothos »

Taxman66 wrote: Sun Dec 25, 2022 9:36 pm France and the UK can also invest chits. Diplo hits will increase the amount sent to the US.
May not be a bad idea for France
Yup its an option
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Elessar2
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Re: TRP - Total Realism Project for War in Europe (1.1.1 Download)

Post by Elessar2 »

Quick bug report. Aquila CVL turn by turn deduction had its sign reversed, thus giving +20 per turn.

More worrisome: I had just accepted the Vichy surrender (6-17-40), end of turn cycled, AI turn began-and I got a fatal error:

FAILED (draw_national_morale_to_national_morale_buffer):
Segmentation Violation
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.1.1 Download)

Post by Lothos »

Elessar2 wrote: Sun Jan 01, 2023 3:00 am Quick bug report. Aquila CVL turn by turn deduction had its sign reversed, thus giving +20 per turn.

More worrisome: I had just accepted the Vichy surrender (6-17-40), end of turn cycled, AI turn began-and I got a fatal error:

FAILED (draw_national_morale_to_national_morale_buffer):
Segmentation Violation
The crash, please read the main post as it mentions Nation Bars crash when Vichy event happens. You have to turn it off.

The Aquita CVL is correct in giving you +20 because it is a BB being replaced with a CVL and the BB cost more.
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Elessar2
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Re: TRP - Total Realism Project for War in Europe (1.1.1 Download)

Post by Elessar2 »

My apologies-I did recall reading the note; in my defense it was close to 1 am (Just One More Turn Syndrome natch) . :ugeek:

I'll just note the devs got the BB Roma confused with a liner of the same name-before Italy exited the war both ships were extant.
David Hansen
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Re: TRP - Total Realism Project for War in Europe (1.1.1 Download)

Post by David Hansen »

How do I go about installing this mod?
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