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

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Seelenwerk
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Seelenwerk »

I am currently noticing that strat bombers are really good against air units. And was wondering if anyone has a clue how i can protect my planes from allied start bombers. i just lost (Despite intercept etc) a newly deployed medium bomber against 2 strikes from a stratbomber in the same turn it was deployed.
Ig Stratbombers seem really brutal against units with this mod...

Has anyone an idea on how i should fight against this :,( (1944 with the recommended settings as axis)
argilas
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by argilas »

Seelenwerk wrote: Sun Jul 16, 2023 7:16 am I hope this is the right place to ask this.
Is intentional that the saar mine is stuck at 0?
Are enemy units adjacent to Saar mine? Any resource (except for a Capital of Fortress)
that has 2 or more enemy units adjacent to it will have their resource strength reduced by 1 point
per turn until it reaches 0 (5.13.3. Damage to Resources - WiE Manual)
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OldCrowBalthazor
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by OldCrowBalthazor »

Seelenwerk wrote: Wed Jul 19, 2023 4:09 pm I am currently noticing that strat bombers are really good against air units. And was wondering if anyone has a clue how i can protect my planes from allied start bombers. i just lost (Despite intercept etc) a newly deployed medium bomber against 2 strikes from a stratbomber in the same turn it was deployed.
Ig Stratbombers seem really brutal against units with this mod...

Has anyone an idea on how i should fight against this :,( (1944 with the recommended settings as axis)
In this mod, Strat Bombers can have the Ground Attack upgrade. At high enough levels, these beasts are extremely over powered. If playing the AI on Expert, they are lethal.

In the MP match I'm doing, we restricted Strat Bombers to ONE mission only per turn. I know you can't do that in SP because the AI won't recognize a 'House Rule'.

In MP, the rule has to be used.

A bunch of us been testing this for a long time.
Perhaps the mod Dev can redesign them to one mission a turn also...as essentially there are double the turns.
Otherwise, with the recent changes to the base game and this mod, the game play is excellent.
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Taxman66
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Taxman66 »

Lothos, if you ever come around on this point to our thinking, you could reduce the cost of the Strat bombers somewhat in compensation.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Lothos »

Taxman66 wrote: Sat Jul 22, 2023 1:20 pm Lothos, if you ever come around on this point to our thinking, you could reduce the cost of the Strat bombers somewhat in compensation.
I been thinking of changing it from 2 attacks to 1
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roy64
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by roy64 »

Hello,
What are the red exclamation marks in Italian cities for?
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Taxman66
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Taxman66 »

Allied naval units in the Adriatic take significant damage unless the allies control at least one of the marked Italian cities.

I believe it is in the 1.2.2 change log (though might be slightly earlier).

I think if you turn the information toggle on and hover the mouse over it will tell you as well.
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roy64
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by roy64 »

Taxman66 wrote: Tue Jul 25, 2023 1:37 pm Allied naval units in the Adriatic take significant damage unless the allies control at least one of the marked Italian cities.

I believe it is in the 1.2.2 change log (though might be slightly earlier).

I think if you turn the information toggle on and hover the mouse over it will tell you as well.
Thanks, it was TRP 1.0.1 Europe change log.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Lothos »

FYI, been playing Diablo IV since release.

Making a list of fixes/changes when it gets to a good size will work on it and put out another release. So please keep reporting things :)
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Taxman66
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Taxman66 »

Lothos, may I ask what evidence/examples you used to base the change to increased storm damage to do up to 3 damage (i.e. 30% of a counter's health)?

I get increasing the ship types that would be vulnerable to storm damage, though I have some doubts I freely admit to not researching such. I know of only 1 single instance where there was a pacific typhoon bad enough to do such to a heavy ship.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Lothos »

Taxman66 wrote: Wed Jul 26, 2023 1:03 am Lothos, may I ask what evidence/examples you used to base the change to increased storm damage to do up to 3 damage (i.e. 30% of a counter's health)?

I get increasing the ship types that would be vulnerable to storm damage, though I have some doubts I freely admit to not researching such. I know of only 1 single instance where there was a pacific typhoon bad enough to do such to a heavy ship.
During World War 2 ships went out of their way to avoid storms. The only time the went into one was the US Pacific Fleet and they came as if they were attacked by the Japanese with as much damage as they sustained.

The weather damage (which is random and rarely hits) is to simulate this, if you want to risk it then you have a very small percentage chance of getting hit. Under the old settings it could be ignored and really did nothing.
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Elessar2
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Elessar2 »

I did something similar with my Pacific mod, but my aim was to simulate fuel use indirectly, by punishing fleets which stayed at sea for turns on end just sailing around without performing any actual active missions.
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Taxman66
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Taxman66 »

In reality storms are relatively localised and could be avoided without too major change of their steaming/stationing.

In this game it is a huge swath of area that is put into storms and is often unavoidable except by naval cruise movement. Which of course can drastically remove you from the area.

And if you do get damaged, it is often a very lo g way to go to get to anywhere that can repair the damage.
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Seelenwerk
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Seelenwerk »

argilas wrote: Thu Jul 20, 2023 8:20 pm
Seelenwerk wrote: Sun Jul 16, 2023 7:16 am I hope this is the right place to ask this.
Is intentional that the saar mine is stuck at 0?
Are enemy units adjacent to Saar mine? Any resource (except for a Capital of Fortress)
that has 2 or more enemy units adjacent to it will have their resource strength reduced by 1 point
per turn until it reaches 0 (5.13.3. Damage to Resources - WiE Manual)
No this wasnt the case. It later activated with a script ^^
Seelenwerk
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Seelenwerk »

i didnt think i would write this much here.
just a few thoughts after finishing a game on both sides against the AI on the recommended settings.

My game as the axis felt great + all the extra events made it fresh.
The allied AI really gave me a run for my money and taking controll of africa took some time.
I really was supprised that the soviets were that much better compared to vanilla, and i must admit that after reaching moskau i actually got thrown back 2 times.
I was also positivly supprised that the AI managed a Dday invasion + torch.
it was honestly pretty scary for a few turns

The game as the allies was a bit mixed but that was mostly my fault since i tested how good strat bombers where. Turns out a germany without income cant fight.

I have a few questions, one regarding the AI and one about turkey
In both games the AI decided to put larger parts of their air force in regions with barely any supply. (The germans in finnland and the americans in north africa)
And for turkey i wanted to ask why the railway into eastern turkey was removed in this mod.
Yes it wasnt the "best" railway with diffrent railgauges, but that isnt really touched upon elsewhere.

Really fun mod. Makes the game way more challenging in a good way :D
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Taxman66
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Taxman66 »

As for the Turkish railway, I think it was more a case of said railway was added to the base game in a recent-ish update and not added by Lothos (at least at this tume), the mod creator.

As for the strat bombers, thats been discussed on this thread and is worth looking over if you haven't done so.
"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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OldCrowBalthazor
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by OldCrowBalthazor »

Our MP match is airing on YT now...OldCrowBalthazor [Axis] vs Taxman66 [Allies]
Taxman is going to be posting periodic AAR's and I am airing the Axis point of view on YT: https://www.youtube.com/watch?v=0ZOj610hR7M&t=210s
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by OldCrowBalthazor »

Lothos, just wanted to bring to your attention three things:

1) Italian DEC 708 Italy declares War on Greece did not fire. (I went ahead and war dec'd them anyways later in Oct 1940. Bummer was I wanted those two Inf corps and the slight bump to Italian NM.

2) German DEC 621 Set up Croatia did not fire. I am in June 41 currently but it never fired during the May 41 turns.

3) I started railing in mass German units within the 10 hex radius of Warsaw in early May 41. The red exclamation icon fired, as I was way over the 18 unit deployment. Over the course of two turns, (as I was moving off the railheads toward the USSR border...Soviet mobilization only went up each turn by 1 or 2 %. It was at around 53% or so. Anyways Taxman and I were keeping track of Soviet mobilization of course, and we noticed this. We figured it would leap up once I pushed way over the 18 unit limit. It didn't. I could of just walked folks in at my leasure instead of fast rail deployments. Stalin wasn't alarmed at all lol. Something to look at anyways unless this is WAD.

Anyways these are the observations I thought you might want to be aware of.
Everything else is going great.

Mike
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by OldCrowBalthazor »

OldCrowBalthazor wrote: Sun Aug 06, 2023 9:25 pm Lothos, just wanted to bring to your attention three things:

1) Italian DEC 708 Italy declares War on Greece did not fire. (I went ahead and war dec'd them anyways later in Oct 1940. Bummer was I wanted those two Inf corps and the slight bump to Italian NM.

2) German DEC 621 Set up Croatia did not fire. I am in June 41 currently but it never fired during the May 41 turns.

3) I started railing in mass German units within the 10 hex radius of Warsaw in early May 41. The red exclamation icon fired, as I was way over the 18 unit deployment. Over the course of two turns, (as I was moving off the railheads toward the USSR border...Soviet mobilization only went up each turn by 1 or 2 %. It was at around 53% or so. Anyways Taxman and I were keeping track of Soviet mobilization of course, and we noticed this. We figured it would leap up once I pushed way over the 18 unit limit. It didn't. I could of just walked folks in at my leasure instead of fast rail deployments. Stalin wasn't alarmed at all lol. Something to look at anyways unless this is WAD.

Anyways these are the observations I thought you might want to be aware of.
Everything else is going great.

Mike
Hi again. So #2- DEC 621 Croatia did fire end of June 24, 1941 turn. All good there.
Observations #1 and #3 still stand. 🙂
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)

Post by Lothos »

OldCrowBalthazor wrote: Mon Aug 07, 2023 10:07 pm
OldCrowBalthazor wrote: Sun Aug 06, 2023 9:25 pm Lothos, just wanted to bring to your attention three things:

1) Italian DEC 708 Italy declares War on Greece did not fire. (I went ahead and war dec'd them anyways later in Oct 1940. Bummer was I wanted those two Inf corps and the slight bump to Italian NM.

2) German DEC 621 Set up Croatia did not fire. I am in June 41 currently but it never fired during the May 41 turns.

3) I started railing in mass German units within the 10 hex radius of Warsaw in early May 41. The red exclamation icon fired, as I was way over the 18 unit deployment. Over the course of two turns, (as I was moving off the railheads toward the USSR border...Soviet mobilization only went up each turn by 1 or 2 %. It was at around 53% or so. Anyways Taxman and I were keeping track of Soviet mobilization of course, and we noticed this. We figured it would leap up once I pushed way over the 18 unit limit. It didn't. I could of just walked folks in at my leasure instead of fast rail deployments. Stalin wasn't alarmed at all lol. Something to look at anyways unless this is WAD.

Anyways these are the observations I thought you might want to be aware of.
Everything else is going great.

Mike
Hi again. So #2- DEC 621 Croatia did fire end of June 24, 1941 turn. All good there.
Observations #1 and #3 still stand. 🙂
Their are some strict conditions for the Greece event, Greece has to politically aligned toward the allies, Italy has to be fully mobilized and France must have surrendered and position 185,102 must be Axis controlled.

The event will fire after October 3rd 1940

As for Item 3 that is working as I designed it.
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