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

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Taxman66
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)

Post by Taxman66 »

Lothos wrote: Thu Aug 11, 2022 5:42 pm - No Tech can't be given by events (would have been cool if you could)
- No French Tech can not be given

I have some questions for you
- How is the progression of tech research with v0.9.8?
Too bad.
The only thing I can think of then would be to give France some initial chit investments at the start of the game and see if she gets lucky to have them completed before she falls.

-----
After a whopping single turn Axis initial techs went up as follows:
5 Techs increased 3%
2 Techs increased 4%
3 Techs increased 5%
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)

Post by Lothos »

Taxman66 wrote: Thu Aug 11, 2022 6:05 pm
Lothos wrote: Thu Aug 11, 2022 5:42 pm - No Tech can't be given by events (would have been cool if you could)
- No French Tech can not be given

I have some questions for you
- How is the progression of tech research with v0.9.8?
Too bad.
The only thing I can think of then would be to give France some initial chit investments at the start of the game and see if she gets lucky to have them completed before she falls.

-----
After a whopping single turn Axis initial techs went up as follows:
5 Techs increased 3%
2 Techs increased 4%
3 Techs increased 5%
- Giving France some starting research techs is not a bad idea. Let me take a look

- One whole turn LOL :)
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)

Post by Taxman66 »

Did you see the post with the odd visual bug, and the question about not being able to overstrength?
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)

Post by Lothos »

Taxman66 wrote: Thu Aug 11, 2022 6:52 pm Did you see the post with the odd visual bug, and the question about not being able to overstrength?
Yes, overstrength is not allowed because the AI over uses it and it causes problems. The AI performs better with more units, however when overstrength is allowed it spends to much MP on it instead of building more units.

The visual effect, I do not believe that is something I can fix. More than likely it is something in the EXE.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)

Post by Taxman66 »

Lothos wrote: Thu Aug 11, 2022 6:57 pm
Taxman66 wrote: Thu Aug 11, 2022 6:52 pm Did you see the post with the odd visual bug, and the question about not being able to overstrength?
Yes, overstrength is not allowed because the AI over uses it and it causes problems. The AI performs better with more units, however when overstrength is allowed it spends to much MP on it instead of building more units.

The visual effect, I do not believe that is something I can fix. More than likely it is something in the EXE.
Any way it could be added as an option for use in multiplayer say?
Maybe via an Event, if modding doesn't have access to the options screen?
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)

Post by Lothos »

Taxman66 wrote: Thu Aug 11, 2022 8:13 pm
Lothos wrote: Thu Aug 11, 2022 6:57 pm
Taxman66 wrote: Thu Aug 11, 2022 6:52 pm Did you see the post with the odd visual bug, and the question about not being able to overstrength?
Yes, overstrength is not allowed because the AI over uses it and it causes problems. The AI performs better with more units, however when overstrength is allowed it spends to much MP on it instead of building more units.

The visual effect, I do not believe that is something I can fix. More than likely it is something in the EXE.
Any way it could be added as an option for use in multiplayer say?
Maybe via an Event, if modding doesn't have access to the options screen?
No way to change that by Event, you would need to go into the editor and adjust it yourself.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.7 Download)

Post by Elessar2 »

Taxman66 wrote: Wed Aug 10, 2022 1:53 am Currently there is no double chits in TRP
Yes, and your point is...? It was simply an illustrative example to show how I estimate the time for a tech advance. I actually have a program I wrote to simulate such, and it accords pretty close to said estimates.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)

Post by Elessar2 »

Lothos wrote: Wed Aug 10, 2022 5:14 pm 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.
Note you can keep them w/ the ASW capability for certain countries. The US also relied a lot on their CVLs in the Pacific.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)

Post by Taxman66 »

Tech Advancement Report:

Dec 14, 1939 turn
All but 1 starting Axis Techs are in the range of 30% - 36% (with most clustered at 32/33).
1 Tech is at 50%, but I think that one got a breakthrough.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)

Post by Lothos »

Taxman66 wrote: Fri Aug 12, 2022 11:19 am Tech Advancement Report:

Dec 14, 1939 turn
All but 1 starting Axis Techs are in the range of 30% - 36% (with most clustered at 32/33).
1 Tech is at 50%, but I think that one got a breakthrough.
Sounds about right. With no bonuses should take about a year to research. If still to fast I can slow it down more.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)

Post by Lothos »

Elessar2 wrote: Thu Aug 11, 2022 8:34 pm
Lothos wrote: Wed Aug 10, 2022 5:14 pm 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.
Note you can keep them w/ the ASW capability for certain countries. The US also relied a lot on their CVLs in the Pacific.
The threw main players with Escort Carriers is UK, Japan and USA. I want them to be able to damage ships just as good as a CV single strike.

So basically a CV will get 2 strikes but a CVL gets 1

Been debating on weather to increase the strikes for CVs to 3 but let's see how this plays out.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)

Post by Taxman66 »

UK needs CVLs in ASW mode.

Also French expenditure AI should be adjusted. Probably set to never spend MPP on Tech (particularly if you decide to allow France some starting chits).

This is bad AI decisions, particularly the timing.
French AI expenditures.jpg
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)

Post by Taxman66 »

<Steve Carell's Gru voice> "Liiiight... buuulb"

Keep the changes you plan for CVL (Light Carrier) units.

Add new unit: CVE (Escort Carrier), where it has ASW instead of Naval Weapons.

UK should have 3 CVE and 0 CVL for both WiE and WaW (I don't think they had any that were used in the mode that the Japanese did).
US should have 2 CVE and 0 CVL for WiE. US should have 2 (maybe 3?) CVE and 3(maybe 4?) CVL in WaW.
I don't recall how many the US had, but I'm sure by the end of the war it was pretty high.
JA I honestly don't know if Japan used any of their light carriers in an ASW role. I do know that Japan paid dearly for all but ignoring ASW duty (considering it as dishonorable almost disgraceful to be assign to such).
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)

Post by Taxman66 »

Bug:
Strategic Advice regarding Finland (Diplo etc) has text overwriting other text.
I'll see if I can get a screen shot (and insert here), but was unable to. I think <cntrl>-PrtScn is causing the pop up to be removed.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)

Post by Taxman66 »

Tech Update

Saw first Tech increase on April 6, 1940! I think this was due to multiple breakthroughs.

Tech that didn't get any breakthroughs arrived on August 8 & 18, 1940. So 11+ months but not quite a full year.
Techs (including investments) for both GE & IT arrived on April 6, April 30, 2x May 12, May 24, June 5, 3x June 17, June 29, 2x July 9, 2x July 19, Aug 8, 2x Aug 18. Didn't keep track individually after that.

If this is still deemed an issue, the solution should probably be to nerf the breakthroughs, not tinker with the base rate.
With more turns, there is a higher likelihood of getting a breakthrough during the 'year' of normal investment, therefor more likely to occur. Or looking another way if in the base game the odds predict that you get roughly 1 breakthrough per Tech over its investment, it's probably 1.5(?) in this game. So either adjust the chance of a breakthrough down, or maybe better adjust the amount a breakthrough gives.

***
On a side observation the additional number of turns per year also increases the effectiveness of diplomacy. I'm wondering what the chances of getting Spain are for the Axis with those extra (UK stands alone) turns provided by TRP. Can't run a fair assessment in Single Player because the AI doesn't react to diplomacy with the same urgency a player would.
***

German Tech situation Single Player, heavy Tech investment (Max out early and attempting to always stay max'd out)
Sept 17, 1940
Tech Sep17 1940.jpg
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)

Post by Taxman66 »

Allied AI has failed to bring a 2nd ground unit to Iraq in revolt. It did bring a TAC, but it is not enough.

Perhaps 1 free unit here (a div maybe) should be enough.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)

Post by Taxman66 »

Bug

Weather for Trabzon, Turkey is off
Trabzon Weather.jpg
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)

Post by OldCrowBalthazor »

Have a report: Allied (MP test) Turn 22 May, 24, 1940
Got a report that Italians sending units to the Eastern Front (paraphrasing). I believe this is the DEC the Axis can make post-Barbarossa whether to send the Italian Expeditionary Force to the USSR or not. Talked to Unfortunate Son and he didn't see that decision..so it must be an artifact from vanilla, as we have double the turns here.

Also..like Taxman's ideas regarding CVL's AND CVE's.

Also noticed the peculiar weather anomalies around cities as noted by Taxman.

Note. On around turn 5 with France I started research into Inf Wpns and got it on Turn 20, April 30, 1940. So I was able to get about two thirds of my frontline Infantry upgraded to level 1 just as Germany hit the low countries. At least any Free French down the road will have at least Inf Wpns1...but I would be careful which chits you may add as starters in a future patch.

As it is, things are moving pretty historical so far...as Unfortunate Son's Germans did a 'Guderian' through the Ardennes, and is on the Meuse River at Sedan and Verdun on May 24, with a breakthrough very possible next turn. Unfortunately for Unfortunate Son 😁, also dropped 3 airborne units in the area to further the passage..and 2 of the three were easily dispatched by the French.

As it is, for MP anyways..the pace is good. Research may, and only may, be advancing fast. Not sure. The UK has had a lot of breakthroughs, but Germany hasn't at least from what I heard from Ray.
Also..I'm also worried about diplomacy with double the turns. Still, it can be countered...but there will be double the diplo checks. We will see what happens with that.

We are having fun. I did record some turns just for review. I may start doing more upon Barbarossa....which is a long way off.

Anyways..that's my report as we stand today. I am only doing one MP currently for YT...the other is wrapped and in the film can for distribution as it were. Now I have time to get in the thick of things against the Axis.
Will report any other anomalies or ideas as we progress.

Edit: In the Production Screen the name Inf. Corps needs to be changed to 'Marines' (UK), Shock or Guard (USSR), and Rangers (USA). I went to buy the 1 UK Marine unit available and couldn't find it for a bit. This is just Allied, haven't checked Axis yet. ;)
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)

Post by Taxman66 »

Axis also as 'Inf. Corps', but they are Marines for Italy, and SS Infantry for Germany.

Germany has SS Tanks that duplicate the text entry of 'Armor Corps' of their normal Tanks. Russians the same way. (OCB: These Tanks are identical to normal tanks but cost 10 MPP more and have +10 points of demorilization).

Question: Should the German SS Infantry be motorized (i.e. 4 AP)? Perhaps the same for US Rangers, and USSR Elite Guards/Shock Infantry too?

Lastly, I believe your multiplayer game is using the older version and not the updated one with the slowed down Tech.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)

Post by OldCrowBalthazor »

Taxman66 wrote: Sun Aug 14, 2022 4:33 am Axis also as 'Inf. Corps', but they are Marines for Italy, and SS Infantry for Germany.

Germany has SS Tanks that duplicate the text entry of 'Armor Corps' of their normal Tanks. Russians the same way. (OCB: These Tanks are identical to normal tanks but cost 10 MPP more and have +10 points of demorilization).

Question: Should the German SS Infantry be motorized (i.e. 4 AP)? Perhaps the same for US Rangers, and USSR Elite Guards/Shock Infantry too?

Lastly, I believe your multiplayer game is using the older version and not the updated one with the slowed down Tech.
Damn, your right...we are playing Ver. 0.9.7.
That's explaining some rapid tech anomalies I'm starting to see. I didn't realize 0.9.8 addressed this issue...I thought it was still under discussion.
Man, well...I may ask Unfortunate Son if he wants to continue or restart before we get any deeper here.

He's already having trouble getting through the French Infantry units with Inf Wpns 1 upgrades though he has broke through somewhat with heavy casualties to his Panzers and French NM is at 58% on June 24, 1940.

He did tell me he had Lvl2 Tank researched but he hasn't been able to upgrade because of close proximity to my forces. If the French mainline Infantry was at Inf Wpns 0, he would be having an easier time here. My upgraded infantry is peer to his excepting readiness and morale of course. Hell, my infantry has damaged his infantry on a one to one basis.

From my P.oV. he is so heavily engaged with my French forces and has casualties that he could be stalled soon to upgrade and reinforce. Well... I'm wondering if 0.9.8 the latest version will stop me from getting Inf Wpns 1 for the French by late April 1940? I was just hoping to get that level just prior to surrender...for the Free French or possible Liberated France.

I believe fair is fair and I called Ray when I noticed things seemed a bit skewed here in my favor while I was playing my latest turn.

Well anyway...at least I hope the nomenclature pertaining to the units in the Production Screen get corrected.

Thanks Taxman 😊
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