TRP - Total Realism Project for War in Europe (1.10 Download)
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
TRP v0.9.8 has been release.
Thanks Taxxman and several others for all the help and feedback. Lots of bugs have been fixed.
This release also has a change to Carriers and their caps, lets see how this works!
Thanks Taxxman and several others for all the help and feedback. Lots of bugs have been fixed.
This release also has a change to Carriers and their caps, lets see how this works!
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
- (New) Escort Carrier Anti-Submarine tech replaced with Naval Weaponry
I don't necessarily agree with this.
In the European Theatre Escort Carrier's main job was sub hunting.
If you insist on this, I strongly suggest allowing naval weapons tech to increase sub attack/defense for CVs and CVLs.
I don't necessarily agree with this.
In the European Theatre Escort Carrier's main job was sub hunting.
If you insist on this, I strongly suggest allowing naval weapons tech to increase sub attack/defense for CVs and CVLs.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Escort Carriers still have allot of ASW. Lets try to see how this works, if necessary I can adjust Sub attack with one of the techs.Taxman66 wrote: ↑Wed Aug 10, 2022 4:54 pm - (New) Escort Carrier Anti-Submarine tech replaced with Naval Weaponry
I don't necessarily agree with this.
In the European Theatre Escort Carrier's main job was sub hunting.
If you insist on this, I strongly suggest allowing naval weapons tech to increase sub attack/defense for CVs and CVLs.
Main reason for this change is to keep Europe aligned with World. Escort Carriers have a much larger roll to play in World and are the bulk of the Japanese Fleet.
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
There's probably no good overall solution.
Even if CVLs get improved base ASW, without ASW Tech Subs will dive way too easily against them.
Even if CVLs get improved base ASW, without ASW Tech Subs will dive way too easily against them.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Keep in mind all ships have some sort of ASW now. I did that for AI reasons mainly.
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Yes, but the Tech is needed to offset sub diving chances.
"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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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Regarding your unit icons: Why are the air units changed back from round to square and now I see army unit icons, why the change? I liked the round air unit icons.
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Are you sure about that? What country? I am looking at them now and I do not see that. Do you have a mod for the icons turned on?ReinerAllen wrote: ↑Wed Aug 10, 2022 8:58 pm Regarding your unit icons: Why are the air units changed back from round to square and now I see army unit icons, why the change? I liked the round air unit icons.
- crispy131313
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
It’s a shame my computer recently died or I’d have some more input, I’m just procrastinating getting a new one until the summer ends.
The one thing I will note that if you used the Fall Weiss II mod that came with the base game you are missing a tonne of content (years of updates). If you are looking for more content (i.e. Events/Decisions) you can download version 9.1 to obtain
I’ll also note it took a long time to find the right balance especially against AI. You certainly seem to dwarf me on speed and other aspects of the game but there will certainly be lots of trial and error. PBEM and AI play dual balance is the hardest to achieve.
The one thing I will note that if you used the Fall Weiss II mod that came with the base game you are missing a tonne of content (years of updates). If you are looking for more content (i.e. Events/Decisions) you can download version 9.1 to obtain
I’ll also note it took a long time to find the right balance especially against AI. You certainly seem to dwarf me on speed and other aspects of the game but there will certainly be lots of trial and error. PBEM and AI play dual balance is the hardest to achieve.
Fall Weiss II - SC3 Mod
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
All the major countries. I'm going to download and install again in case I have a corrupted download.Lothos wrote: ↑Wed Aug 10, 2022 9:31 pmAre you sure about that? What country? I am looking at them now and I do not see that. Do you have a mod for the icons turned on?ReinerAllen wrote: ↑Wed Aug 10, 2022 8:58 pm Regarding your unit icons: Why are the air units changed back from round to square and now I see army unit icons, why the change? I liked the round air unit icons.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Nope. Your unit icons / sprites don't show up.
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
I just checked, you are right I somehow missed a folder when I zipped it.
Re-Download it, should be present now.
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
I used the one that came with the base game.crispy131313 wrote: ↑Wed Aug 10, 2022 11:29 pm It’s a shame my computer recently died or I’d have some more input, I’m just procrastinating getting a new one until the summer ends.
The one thing I will note that if you used the Fall Weiss II mod that came with the base game you are missing a tonne of content (years of updates). If you are looking for more content (i.e. Events/Decisions) you can download version 9.1 to obtain
I’ll also note it took a long time to find the right balance especially against AI. You certainly seem to dwarf me on speed and other aspects of the game but there will certainly be lots of trial and error. PBEM and AI play dual balance is the hardest to achieve.
"You certainly seem to dwarf me on speed and other aspects of the game but there will certainly be lots of trial and error. "
Not sure what you mean
- crispy131313
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
The one that came with the base game is from 2018 and I continued updating and keeping up with engine changes etc all the way to the most recent patch. Anything on page 25 (of 50) forward in the mod thread is updates I’ve made. I would check it out as there are some great new events added.
As for the comment about speed I’m just amazed at how fast you are able to work, noting the WaW version and map as well. It took me years to get my mod where I wanted but I feel you will accomplish much faster.
As for the comment about speed I’m just amazed at how fast you are able to work, noting the WaW version and map as well. It took me years to get my mod where I wanted but I feel you will accomplish much faster.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Question...isn't TRP based on Crispy's latest Fall Weiss 9.1 version?
Like Chrispy stated, he created a ton of content that further enhanced his epic mod. The latest version is much better than the version available in the Community Pack, though I must say even the old version was quite an improvement over vanilla WiE IMHO.
btw yeah, Unfortunate Son and I are banging out turns in MP and we are in around March 1940...so when the $hit hits the fan we will see how this Inf vs Inf thing works out. Note I am worried that research tech maybe outpacing the campaign. If anyone has FTR 5 in 1943 (Jets) etc..this will be a problem. So far, we are too early in this campaign to see anything yet. I will discuss with Unfortunate Son (Ray) how his German tech is going, because my UK tech seems to be advanced.
Also..one of my long term MP matches for YT is getting close to ending..at least the playing/recording part...schedule goes out to mid October, so I will have a lot more time to devote to this MP test. Ray is aware of this and we are both taking notes as we go.
Another note. I have some more map adjudication suggestions to add, (like the Aden-Yemen suggestion), but I will hold off for a bit.
Additional note. As I remember, Chrispy had changed the max Soviet Inf Weapons tech from 3 to 2. At least, that what I remember during the years I uploaded his latest versions.
Time to review his thread now again.
Like Chrispy stated, he created a ton of content that further enhanced his epic mod. The latest version is much better than the version available in the Community Pack, though I must say even the old version was quite an improvement over vanilla WiE IMHO.
btw yeah, Unfortunate Son and I are banging out turns in MP and we are in around March 1940...so when the $hit hits the fan we will see how this Inf vs Inf thing works out. Note I am worried that research tech maybe outpacing the campaign. If anyone has FTR 5 in 1943 (Jets) etc..this will be a problem. So far, we are too early in this campaign to see anything yet. I will discuss with Unfortunate Son (Ray) how his German tech is going, because my UK tech seems to be advanced.
Also..one of my long term MP matches for YT is getting close to ending..at least the playing/recording part...schedule goes out to mid October, so I will have a lot more time to devote to this MP test. Ray is aware of this and we are both taking notes as we go.
Another note. I have some more map adjudication suggestions to add, (like the Aden-Yemen suggestion), but I will hold off for a bit.
Additional note. As I remember, Chrispy had changed the max Soviet Inf Weapons tech from 3 to 2. At least, that what I remember during the years I uploaded his latest versions.
Time to review his thread now again.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
OCB,
TRP is based off the version of FW that is included in the Community Pack, so about 3+ years out of date.
I don't recall German AI (at normal difficulty) having too much of a problem vs. France, but then GE infantry is running at level 1 INF Weapons, and the French are at 0. There was a lot more blood in the French campaign as both sides have more MPP to build and there is more time before the deadly morale hits to France so the Allies can get some counter attacking in. German AI could have taken France out by Mid July but did some dumb AI things that prolonged it to August.
I would have played it differently had I known the ramifications (and with the forthcoming slow down of Tech, France is again in the position of it not being worth it to invest Tech in).
My comments about INF vs. INF are from observations of GE INF Corps at 2/-/2 vs. RU INF Corps at 2/-/2. Never realized that RU INF was supposed to be able to go to 3/-/2 (- is AA). That and RU INF not being able to scratch GE Armour (at Adv Tank 2) when GE Armour was at 0 supply and garbage Morale/Readiness & taking Urban penalty. I think they could hurt them a little if the GE Armour was caught in a swamp with bad Morale/Readiness.
Tech goes quick, too quick except it would be nice for France to have the option to invest in something so the Free French (i.e. French Colonies units are bit more useful).
I suspect the UK Tech in multiplayer will slow down after the Fall of France because the battle for Egypt will eat a lot of UK MPP (remember it's a lot longer before any relief shows up) and she likely won't be able to maintain Max'd out Tech. GE could and should be able to. I suspect if I played the Axis in single player it might turn into a slaughter fest with how far they could pull ahead.
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Question/Idea:
Can Tech be given/increased via events?
Could French Tech be given in the Vichy event chain (i.e. increase French Tech for say INF Wep = 1 and maybe Armour Warfare = 1) when GE decides on Vichy and before France is eliminated as a Major Power?
Or maybe an event that would provide France Tech catch up once liberated? - Though that's more historical, and usually rather meaningless game wise. Never seen liberated France's units be of any use other than to go liberated parts of France left behind the lines. Maybe could use their units as a defensive line filler too I guess.
TRP is based off the version of FW that is included in the Community Pack, so about 3+ years out of date.
I don't recall German AI (at normal difficulty) having too much of a problem vs. France, but then GE infantry is running at level 1 INF Weapons, and the French are at 0. There was a lot more blood in the French campaign as both sides have more MPP to build and there is more time before the deadly morale hits to France so the Allies can get some counter attacking in. German AI could have taken France out by Mid July but did some dumb AI things that prolonged it to August.
I would have played it differently had I known the ramifications (and with the forthcoming slow down of Tech, France is again in the position of it not being worth it to invest Tech in).
My comments about INF vs. INF are from observations of GE INF Corps at 2/-/2 vs. RU INF Corps at 2/-/2. Never realized that RU INF was supposed to be able to go to 3/-/2 (- is AA). That and RU INF not being able to scratch GE Armour (at Adv Tank 2) when GE Armour was at 0 supply and garbage Morale/Readiness & taking Urban penalty. I think they could hurt them a little if the GE Armour was caught in a swamp with bad Morale/Readiness.
Tech goes quick, too quick except it would be nice for France to have the option to invest in something so the Free French (i.e. French Colonies units are bit more useful).
I suspect the UK Tech in multiplayer will slow down after the Fall of France because the battle for Egypt will eat a lot of UK MPP (remember it's a lot longer before any relief shows up) and she likely won't be able to maintain Max'd out Tech. GE could and should be able to. I suspect if I played the Axis in single player it might turn into a slaughter fest with how far they could pull ahead.
---
Question/Idea:
Can Tech be given/increased via events?
Could French Tech be given in the Vichy event chain (i.e. increase French Tech for say INF Wep = 1 and maybe Armour Warfare = 1) when GE decides on Vichy and before France is eliminated as a Major Power?
Or maybe an event that would provide France Tech catch up once liberated? - Though that's more historical, and usually rather meaningless game wise. Never seen liberated France's units be of any use other than to go liberated parts of France left behind the lines. Maybe could use their units as a defensive line filler too I guess.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Oh, thanks you for the compliment.crispy131313 wrote: ↑Thu Aug 11, 2022 1:19 am The one that came with the base game is from 2018 and I continued updating and keeping up with engine changes etc all the way to the most recent patch. Anything on page 25 (of 50) forward in the mod thread is updates I’ve made. I would check it out as there are some great new events added.
As for the comment about speed I’m just amazed at how fast you are able to work, noting the WaW version and map as well. It took me years to get my mod where I wanted but I feel you will accomplish much faster.
It's just I have over 20+ years of experience modding and 30+ years playing World War 2 strategic war games. Going all the way back to Crusade in Europe, Decision in the Desert, SSI Pacific War (one of my favorites) etc....
Their Editor makes this so easy!
It also helps that I know what I want already and all I am doing now is just tweaking.
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
- No Tech can't be given by events (would have been cool if you could)Taxman66 wrote: ↑Thu Aug 11, 2022 3:57 pm Question/Idea:
Can Tech be given/increased via events?
Could French Tech be given in the Vichy event chain (i.e. increase French Tech for say INF Wep = 1 and maybe Armour Warfare = 1) when GE decides on Vichy and before France is eliminated as a Major Power?
Or maybe an event that would provide France Tech catch up once liberated? - Though that's more historical, and usually rather meaningless game wise. Never seen liberated France's units be of any use other than to go liberated parts of France left behind the lines. Maybe could use their units as a defensive line filler too I guess.
- No French Tech can not be given
I have some questions for you
- How is the progression of tech research with v0.9.8?
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
0.9.8
Solo vs. Allied AI (normal difficulty)
Question: Is it intentional to not allow units with experience pips to be overstrength reinforced?
Odd visual bug:
There is an odd visual bug at the higher/expanded view with the strength/health indicator being offset for the Italian units in the Northwestern part of Italy. This persists into the 2nd turn (at least). Note moved the CL to the Adriatic and it displays normally there, so I suspect this isn't a unit issue.
Solo vs. Allied AI (normal difficulty)
Question: Is it intentional to not allow units with experience pips to be overstrength reinforced?
Odd visual bug:
There is an odd visual bug at the higher/expanded view with the strength/health indicator being offset for the Italian units in the Northwestern part of Italy. This persists into the 2nd turn (at least). Note moved the CL to the Adriatic and it displays normally there, so I suspect this isn't a unit issue.
"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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