TRP - Total Realism Project for War in Europe (1.9 Download)
- OldCrowBalthazor
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Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
Question about the create Vichy bug: Known issues, Crash when Vichy is formed (To resolve this do the following)
- OPTIONS->ADVANCED -> National Morale Bars (Turn it off)
If doing multiplayer would both players need to turn off the National Morale Bars?
- OPTIONS->ADVANCED -> National Morale Bars (Turn it off)
If doing multiplayer would both players need to turn off the National Morale Bars?
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- BillRunacre
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Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
Possibly not, but if you're recording I suggest that you both do, just in case.OldCrowBalthazor wrote: ↑Fri Dec 02, 2022 2:26 am Question about the create Vichy bug: Known issues, Crash when Vichy is formed (To resolve this do the following)
- OPTIONS->ADVANCED -> National Morale Bars (Turn it off)
If doing multiplayer would both players need to turn off the National Morale Bars?
With the second player, once they are actually starting their turn, i.e. Vichy has already been formed, it should be fine for them to turn the bars back on.
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- OldCrowBalthazor
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Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
Thanks Bill....sound advice.BillRunacre wrote: ↑Fri Dec 02, 2022 10:39 amPossibly not, but if you're recording I suggest that you both do, just in case.OldCrowBalthazor wrote: ↑Fri Dec 02, 2022 2:26 am Question about the create Vichy bug: Known issues, Crash when Vichy is formed (To resolve this do the following)
- OPTIONS->ADVANCED -> National Morale Bars (Turn it off)
If doing multiplayer would both players need to turn off the National Morale Bars?
With the second player, once they are actually starting their turn, i.e. Vichy has already been formed, it should be fine for them to turn the bars back on.
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Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
Because I locked it down when Germany is AI controlled so it will bomb the UK. If I do not do that then their is no real Battle for Britain.
Same goes with the UK bomber in the UK. It gets locked down so it will bomb Germany.
Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
If you want to do that for when the Germans are AI controlled, that is fine, but when it is a player, it is a mess from the chaos it can cause.
As far as the Battle of Britain goes, I wasn't aware that the Germans had strategic level bombers available in any quantity during 1940. If you want to give the Germans one anyway, my recommendation would be to delay it until later on in 1940 (like sometime in July) when there isn't likely the congestion in that part of Germany. I don't know what other warnings could be given to the German player that warns them to leave it open. Having it bump something like a HQ in a multiplayer game is going to result in a very ticked off German player because you can't go back and fix that and when it comes back the next turn, you don't get a choice on where it goes. The game just drops it in wherever, so depending on where that is, it could disrupt a German offensive into the west, especially depending on how many HQ's they happen to be using.
As far as the Battle of Britain goes, I wasn't aware that the Germans had strategic level bombers available in any quantity during 1940. If you want to give the Germans one anyway, my recommendation would be to delay it until later on in 1940 (like sometime in July) when there isn't likely the congestion in that part of Germany. I don't know what other warnings could be given to the German player that warns them to leave it open. Having it bump something like a HQ in a multiplayer game is going to result in a very ticked off German player because you can't go back and fix that and when it comes back the next turn, you don't get a choice on where it goes. The game just drops it in wherever, so depending on where that is, it could disrupt a German offensive into the west, especially depending on how many HQ's they happen to be using.
Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
Simple solution is if you do not want your unit moved do not put any units their. The bomber does not show up till I beleive July which is way past the point of Barb invasion.Klydon wrote: ↑Sat Dec 03, 2022 1:51 am If you want to do that for when the Germans are AI controlled, that is fine, but when it is a player, it is a mess from the chaos it can cause.
As far as the Battle of Britain goes, I wasn't aware that the Germans had strategic level bombers available in any quantity during 1940. If you want to give the Germans one anyway, my recommendation would be to delay it until later on in 1940 (like sometime in July) when there isn't likely the congestion in that part of Germany. I don't know what other warnings could be given to the German player that warns them to leave it open. Having it bump something like a HQ in a multiplayer game is going to result in a very ticked off German player because you can't go back and fix that and when it comes back the next turn, you don't get a choice on where it goes. The game just drops it in wherever, so depending on where that is, it could disrupt a German offensive into the west, especially depending on how many HQ's they happen to be using.
As for Strategic bombers, Gameplay > Historical Accuracy
Game engine does not allow Medium bombers to bomb cities if their are units present in the city while a Strategic Bomber can. UK starts the game with level 1 strategic bombers and Germany has 0 to simulate the differences in tech in this specific area.
- OldCrowBalthazor
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Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
So other words, leave Dusseldorf free of units as your getting ready to attack the low countries and France as the Germans in a MP match?
Why not delay the Strat bomber deployment to Aug or Sept 1940?
The Battle of Britain isn't going to happen anyways till at least the channel ports in France get taken and/or France Falls.
Of course I can tape a post-it note to the side of my monitor that says 'Place nothing in Dusseldorf!' ....till the Strat bomber is deployed.
Why not delay the Strat bomber deployment to Aug or Sept 1940?
The Battle of Britain isn't going to happen anyways till at least the channel ports in France get taken and/or France Falls.
Of course I can tape a post-it note to the side of my monitor that says 'Place nothing in Dusseldorf!' ....till the Strat bomber is deployed.
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Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
If July 1940 you still have your army stuck in Dusseldorf you have bigger problems than trying to remember the bomber. At that point in time your army should be in Belgium and France.OldCrowBalthazor wrote: ↑Sat Dec 03, 2022 9:17 am So other words, leave Dusseldorf free of units as your getting ready to attack the low countries and France as the Germans in a MP match?
Why not delay the Strat bomber deployment to Aug or Sept 1940?
The Battle of Britain isn't going to happen anyways till at least the channel ports in France get taken and/or France Falls.
Of course I can tape a post-it note to the side of my monitor that says 'Place nothing in Dusseldorf!' ....till the Strat bomber is deployed.![]()
Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
It isn't July when it shows up, it is June 5. The last opportunity for the Germans to vacate to make a spot is May 24 and the chances are high that if a German player doesn't know about this, then there will likely be a unit of some type in the city that will get bounced.
Now, it so happens that I had just launched invasions of the Lowlands. Why so late? Because the weather sucked in one area or another and this was the first turn I had of clear weather over both countries AND in the immediate offshore area of the Netherlands since I don't fancy letting the Royal Navy have some free ships and subs and I sort of like the moral bonuses for me and hits for the Commonwealth. Considering the range of HQ command and control and the fact it is close to a border city, the chances that either a HQ or a air unit would be there are very high.
The whole issue is that for someone playing this for the first time has no idea at all that this is going to happen. In a MP game, that could be really bad and frustrating and it needs to be fixed one way or another. Either let it appear as a regular re-enforcement or delay its arrival into July when the chances are higher that it will be clear and not as critical. You might put some message in the turn before and have it disappear when it arrives as well to alert the player.
Now, it so happens that I had just launched invasions of the Lowlands. Why so late? Because the weather sucked in one area or another and this was the first turn I had of clear weather over both countries AND in the immediate offshore area of the Netherlands since I don't fancy letting the Royal Navy have some free ships and subs and I sort of like the moral bonuses for me and hits for the Commonwealth. Considering the range of HQ command and control and the fact it is close to a border city, the chances that either a HQ or a air unit would be there are very high.
The whole issue is that for someone playing this for the first time has no idea at all that this is going to happen. In a MP game, that could be really bad and frustrating and it needs to be fixed one way or another. Either let it appear as a regular re-enforcement or delay its arrival into July when the chances are higher that it will be clear and not as critical. You might put some message in the turn before and have it disappear when it arrives as well to alert the player.
Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
Reinforce is not possible, their is no way to tell the AI were to put it and then lock it into place.Klydon wrote: ↑Sat Dec 03, 2022 5:20 pm It isn't July when it shows up, it is June 5. The last opportunity for the Germans to vacate to make a spot is May 24 and the chances are high that if a German player doesn't know about this, then there will likely be a unit of some type in the city that will get bounced.
Now, it so happens that I had just launched invasions of the Lowlands. Why so late? Because the weather sucked in one area or another and this was the first turn I had of clear weather over both countries AND in the immediate offshore area of the Netherlands since I don't fancy letting the Royal Navy have some free ships and subs and I sort of like the moral bonuses for me and hits for the Commonwealth. Considering the range of HQ command and control and the fact it is close to a border city, the chances that either a HQ or a air unit would be there are very high.
The whole issue is that for someone playing this for the first time has no idea at all that this is going to happen. In a MP game, that could be really bad and frustrating and it needs to be fixed one way or another. Either let it appear as a regular re-enforcement or delay its arrival into July when the chances are higher that it will be clear and not as critical. You might put some message in the turn before and have it disappear when it arrives as well to alert the player.
The only option is to delay it perhaps another month.
Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
I prefer my method:
Take Poland out on turn 3, sone of the planes ma ynot even be necessary on the last turn and they can start flying earlier.
Then spend a bit of cash and rail the tanks, HQs remaining air and maybe a corps or 2. 10 units railed cost only 180, and you pro ably don't need that many. Then smash into the low lands while there is still good or decent weather in 1939.
If it takes an extra turn or two, who cares they fall early and you make up the money you spend.
Take Poland out on turn 3, sone of the planes ma ynot even be necessary on the last turn and they can start flying earlier.
Then spend a bit of cash and rail the tanks, HQs remaining air and maybe a corps or 2. 10 units railed cost only 180, and you pro ably don't need that many. Then smash into the low lands while there is still good or decent weather in 1939.
If it takes an extra turn or two, who cares they fall early and you make up the money you spend.
"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 (1.0.1 Download)
I have not tried that in this particular mod. There can be downsides to that strategy however. Do you account for the Dutch navy? If not, the Royal Navy will welcome the extra submarine (soon most likely to be seen in the Med) along with the destroyer. The other issue is how big of a bump does US readiness get? It may not matter a lot with this mod with the US remaining low early in the game, but in regular WIE or WaW, giving the US that much extra MPP that early in the game could come back to bite you in the mid game.Taxman66 wrote: ↑Sat Dec 03, 2022 6:03 pm I prefer my method:
Take Poland out on turn 3, sone of the planes ma ynot even be necessary on the last turn and they can start flying earlier.
Then spend a bit of cash and rail the tanks, HQs remaining air and maybe a corps or 2. 10 units railed cost only 180, and you pro ably don't need that many. Then smash into the low lands while there is still good or decent weather in 1939.
If it takes an extra turn or two, who cares they fall early and you make up the money you spend.
Finally, it could rush the Italians in and they may not be ready at all depending on what you have in mind for them.
Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
I got plunder from both the Netherlands and Belgium falling. I also got a message about plunder from Brussels (25 mpp), but this was never added onto the German total. I am not sure if I got it for The Hague or not.
Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
The early USA mobilization increase hardly affects her income. Mostly the same for the Soviets, but they do benefit more than the US does.
However, the increase to GE income and then the snowballing effect of banging on France earlier (even in bad weather GE can still pound a hex or two and wait for better weather to make bigger advancements) provides a significant increase to GE MPP and reduces the French ability to buy dangerous units. Which in turn means less damage (and thus more $) for GE.
Typically, there is still a good weather turn remaining in the fall to launch and you can take care of the Netherland naval units if you so desire. Even if not, the economic benefits of starting early (and finishing France early) far outweigh the drawbacks.
If playing MP, you might want to be a little more careful because this will pull Italy in sooner. So be alert to that. With the inexpensive HQs now, GE could easily afford a FTR and/or AA to help protect the Italian fleet.
However, the increase to GE income and then the snowballing effect of banging on France earlier (even in bad weather GE can still pound a hex or two and wait for better weather to make bigger advancements) provides a significant increase to GE MPP and reduces the French ability to buy dangerous units. Which in turn means less damage (and thus more $) for GE.
Typically, there is still a good weather turn remaining in the fall to launch and you can take care of the Netherland naval units if you so desire. Even if not, the economic benefits of starting early (and finishing France early) far outweigh the drawbacks.
If playing MP, you might want to be a little more careful because this will pull Italy in sooner. So be alert to that. With the inexpensive HQs now, GE could easily afford a FTR and/or AA to help protect the Italian fleet.
"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 (1.0.1 Download)
City plunder shows up on the economy screen when you end your turn.
Country plunder is applied immediately.
Country plunder is applied immediately.
"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 (1.0.1 Download)
Tech observations:
It is the end of June 1940. The Allies have been starting to pop a lot of techs. The Axis? not so much.
So for starting techs for the Germans (the ones I kept anyway as I ditched rockets), here are the status on them:
Anti Tank: 52%
Advanced tanks: 44%
Subs: 46%
Artillery weapons: 95%
Command and control: 47%
Spying and Intel: 47%
Industrial: 47%
Italy (Think I got rid of long range aircraft for them)
Infantry weapons: complete
Advance Subs: 54%
Armored warfare: 95%
Aerial warfare: 83%
Naval warfare: complete
Logistics: complete
Needless to say I either had some bad dice or something, but this is not a good situation, especially not being able to double chit some things. If there is a way to boost the bottom end, it needs to be done because unless something changes, there is a good chance it will be 1941 before Germany gets those techs that are under 52% or lower now.
Either that or the Germans need to bring the Italians in to run their science program.
It is the end of June 1940. The Allies have been starting to pop a lot of techs. The Axis? not so much.
So for starting techs for the Germans (the ones I kept anyway as I ditched rockets), here are the status on them:
Anti Tank: 52%
Advanced tanks: 44%
Subs: 46%
Artillery weapons: 95%
Command and control: 47%
Spying and Intel: 47%
Industrial: 47%
Italy (Think I got rid of long range aircraft for them)
Infantry weapons: complete
Advance Subs: 54%
Armored warfare: 95%
Aerial warfare: 83%
Naval warfare: complete
Logistics: complete
Needless to say I either had some bad dice or something, but this is not a good situation, especially not being able to double chit some things. If there is a way to boost the bottom end, it needs to be done because unless something changes, there is a good chance it will be 1941 before Germany gets those techs that are under 52% or lower now.
Either that or the Germans need to bring the Italians in to run their science program.

Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
Just pay attention to the MPP summary on the turn end when you get city plunder.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft