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 »

David Hansen wrote: Tue Jan 03, 2023 8:43 pm How do I go about installing this mod?
Unzip it into this folder

\Users\[Your User Account Name Here]\Documents\My Games\Strategic Command WWII - War in Europe\Campaigns

This path should already exist and you just unzip it all into that folder. It will then show up in the game.
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Re: TRP - Total Realism Project for War in Europe (1.1.1 Download)

Post by David Hansen »

TXS!
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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 »

Anyone have anything to report with release v1.1.1?

Working on the next one, so far just small changes.
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Re: TRP - Total Realism Project for War in Europe (1.1.1 Download)

Post by Taxman66 »

1. Mild shock that the US fleet didn't show up on the turn they joined the war but did on their following turn.

2. Germany seized Italy. Following turn Allies liberated Italy, and Italy retained all her current ongoing research.
Cashed out a few frivolous chits (e.g. Naval Weapons, ASW and a couple others) and was able to purchase a couple units with it. Not that big of deal, probably better dropping it in diplo though.

2a. Playing on Expert it's funny seeing Liberated Italy be the Allied Tech leader.

3. Maybe the AI bonus morale per turn should not kick in until say the start of 1941? Was seeing GE morale within a hair's breadth of 150 at one point.

4. Suggestion: Once the Allies are in Sicily or other Italian homeland, send the GE Strat bomber to harass the Allies ports and/or towns to muck up their reinforcement ability and supply. Could also apply to Greece or Norway landings. As annoying as that bomber is hitting the Leningrad area (and less so Moscow, because it doesn't hit the other Moscow city hex) is, going after the Wallies (Western Allies) invasion points would be more useful.

5. Since you gave GE multiple more AA units, would like to see UK & USSR each get another one as well.

6. Don't agree with not allowing City/Port/Resource/Fortification AA upgrades.
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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: Fri Jan 06, 2023 4:12 am 1. Mild shock that the US fleet didn't show up on the turn they joined the war but did on their following turn.

2. Germany seized Italy. Following turn Allies liberated Italy, and Italy retained all her current ongoing research.
Cashed out a few frivolous chits (e.g. Naval Weapons, ASW and a couple others) and was able to purchase a couple units with it. Not that big of deal, probably better dropping it in diplo though.

2a. Playing on Expert it's funny seeing Liberated Italy be the Allied Tech leader.

3. Maybe the AI bonus morale per turn should not kick in until say the start of 1941? Was seeing GE morale within a hair's breadth of 150 at one point.

4. Suggestion: Once the Allies are in Sicily or other Italian homeland, send the GE Strat bomber to harass the Allies ports and/or towns to muck up their reinforcement ability and supply. Could also apply to Greece or Norway landings. As annoying as that bomber is hitting the Leningrad area (and less so Moscow, because it doesn't hit the other Moscow city hex) is, going after the Wallies (Western Allies) invasion points would be more useful.

5. Since you gave GE multiple more AA units, would like to see UK & USSR each get another one as well.

6. Don't agree with not allowing City/Port/Resource/Fortification AA upgrades.
1 - Did this on purpose to keep it matching with TRP World so the USA can not get a counter attack on Japan or send that Atlantic Fleet to the Pacific to help attack the Japanese fleet that just hit Pearl Harbor.

2) - Yea noticed that in my game too that their researching of techs continued where it left off. Unfortunately their is nothing I can do about it as it is in the EXE.

2a) - Yea on the hard difficulties, but it makes for a more challenging game

3) - Hmm, maybe lower the bonus from 500 per turn to 100 per turn?

4) - Unfortunately I do not control were the AI sends its planes.

5) - Russia gets 3, UK gets 3 and Germany gets 5. I prefer not increasing it because the numbers work out well. The 3 Russian ones work great for protecting armor spear heads because Russia does not really need to provide AA cover for its cities. UK has one dedicated to Malta so the last two are used to protect the UK from Allied bombings in the early part of the war. Germany uses one with the Afrika Corps and the other 4 is for the Axis to decide. The AI typically uses them to protect its industry from bombings. You need to use your German fighters to protect them (which is historically accurate). It was designed this way so the Germans start suffering losses and using that MPP up.

6) - AI does not have any good way to build AA and just builds it all over the place. Also it provides a free defense for the Axis against the allied bombing campaign and negates the MPP losses they are suppose to suffer from it. With the change I made now Germans really have to decide where to put their fighter cover. Historically about 70% of their fighters were protecting their Industry against Allied bombers. With the changes I made this would force (especially in MP) the German player to move those fighters and that then gives the Russian air force the ability to start attacking (which again is historically accurate).
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Re: TRP - Total Realism Project for War in Europe (1.1.1 Download)

Post by Taxman66 »

UK industry/ports are too spread out to be defended by just 2 AA.
When playing MP, this could get harry as players will repeatedly target the convoy port(s) as well.

USSR can not afford the supply problems the GE strat bomber can cause once Leningrad is besieged. USSR fighters (and to a lesser extent all Allied fighters) are nearly useless against it, especially when the AI is given free Exp. pip(s). MP Germans will use it better and drain FTR and/or AA cover before flying the strat bobmer.
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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: Fri Jan 06, 2023 2:27 pm UK industry/ports are too spread out to be defended by just 2 AA.
When playing MP, this could get harry as players will repeatedly target the convoy port(s) as well.

USSR can not afford the supply problems the GE strat bomber can cause once Leningrad is besieged. USSR fighters (and to a lesser extent all Allied fighters) are nearly useless against it, especially when the AI is given free Exp. pip(s). MP Germans will use it better and drain FTR and/or AA cover before flying the strat bobmer.
- Bombing Liverpool makes no difference, the convoy route will switch to Glasgow immediately

- AA is not suppose to cover everywhere. You are suppose to prioritize as the UK (screenshot below on the setup I tend to use

- USSR needs to put the AA gun in Leningrad with one fighter near by and that usually helps solve the problem. It is not suppose to be easy!
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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 »

Diid find one apparent bug. Tank divisions in towns were deadly to all attackers; typically the combat predictor would show 0:5, and even after reducing entrenchment to zero it was still c. 1:3. Note in vanilla tanks in towns are suboptimal as compared to infantry.

Cavalry units often have better stats than regular infantry (in vanilla they are typically inferior).

Infantry A-T tech increases seem very meager as tanks end up eating them for breakfast by midgame. Not only do they only get +0.5 per level, they only get two levels. On the tank side their artillery bonus makes them even more overpowered.

Income seems skewed pretty high-I as Germany pretty quickly (Fall of France) maxed out all desired tech categories, and I was able to also afford lots of extra goodies such as both Tank Destroyers and a railgun, when normally I am struggling to get the must-haves before attacking Russia. Read that the AI gets free tech, but Russia definitely seemed undermanned anyway esp. in '41. They bought too many garrisons and militias and not enough of their killer units (Guards/shock armies/tanks/TD/A-T).
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Re: TRP - Total Realism Project for War in Europe (1.1.1 Download)

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Elessar2 wrote: Sat Jan 07, 2023 4:30 am Diid find one apparent bug. Tank divisions in towns were deadly to all attackers; typically the combat predictor would show 0:5, and even after reducing entrenchment to zero it was still c. 1:3. Note in vanilla tanks in towns are suboptimal as compared to infantry.

Cavalry units often have better stats than regular infantry (in vanilla they are typically inferior).

Infantry A-T tech increases seem very meager as tanks end up eating them for breakfast by midgame. Not only do they only get +0.5 per level, they only get two levels. On the tank side their artillery bonus makes them even more overpowered.

Income seems skewed pretty high-I as Germany pretty quickly (Fall of France) maxed out all desired tech categories, and I was able to also afford lots of extra goodies such as both Tank Destroyers and a railgun, when normally I am struggling to get the must-haves before attacking Russia. Read that the AI gets free tech, but Russia definitely seemed undermanned anyway esp. in '41. They bought too many garrisons and militias and not enough of their killer units (Guards/shock armies/tanks/TD/A-T).
Ok lots of stuff will address it in the order that you put it in. Suggestion for the future you do the same that Taxxman did and give them numbers, makes it easier to respond and track :)

Paragraph 1) Thats because the town defense stacks with the terrain. I did not change the actually defense parms they are the same from the base Fall Weiss starting point. A tank defending in a city should not get a penalty.

Paragraph 2) Do not base everything on stats only, their attack type matters allot. For example Mountain units have better stats than infantry yet they do not do as well in combat because they are a Soft Attack instead of Hard attack. Unfortunately the game editor does not allow me to change the attack type of units.

Paragraph 3) AT for infantry is not suppose to go up by more than 2. The stats increase is identical to the old setup of being increased with Infantry tech level 2. Only the actual AT units themselves go up to 5. This is on purpose because Infantry units do not get the best AT guns and that is reserved for the main units.

Paragraph 4) I thought the same but as you move into Russia and your casualties start to increase you should bleed MPP. You are still in what I call the honeymoon phase of the war for the Axis. Russia can not afford to build all the stuff you are suggesting, they never could in the base game either. Russia is suppose to focus on tech and building infantry units to slow the German advance down. Also the USSR did not buy Militia, it was given to them by event. They can't build them till 1942.
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Re: TRP - Total Realism Project for War in Europe (1.1.2 Download)

Post by Lothos »

TRP v1.1.2 has been released

This is a small release, do not have much stuff I am finding now so figured I put this out since it had a big effect on how well the AI Axis do in North Africa. It has some small tweaks and bug fixes.

Turning my focus back on to the Pacific with TRP world mainly now so unless I can think of new changes (or issues) it will be a while before I put something else out for Europe.

########################
# TRP 1.1.2 Europe
########################
- (Bug) Poland surrender helper will only fire if Axis AI controlled (Makes sure plunder event then fires)
- (Bug) Norway Batteries event will no longer fire if Norway joins the Axis

- (New) Level 4 NM bonus for AI lowered from 500 per turn to 150
- (New) Level 4 NM bonus added Italy to it but they get 50 per turn

- (Map) Adjusted Gibraltar loop paths to make it harder to spot the Axis/Allies using them
- (Map) Cadiz (134,113) made to a large port
- (Map) Lagos (131,112) changed to a small port

- (OOB) Ship OOB changes to several minors to have it match TRP World

- (AI) Italy, will be more aggressive in North Africa
- (AI) France, small adjustment to production to get the AA and AT built
- (AI) Germany, may build light cruisers later in the war
- (AI) UK, will shift its subs to the med under certain conditions
- (AI) UK, Minor tweaks to building fortifications in Egypt
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Re: TRP - Total Realism Project for War in Europe (1.1.2 Download)

Post by Lothos »

I've come to the conclusion that the last build of TRP that the UK AI lights my but on fire in the sub warfare toward the end of 1940. His ASW is all over the place. Destroyers and CVLs!
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Re: TRP - Total Realism Project for War in Europe (1.1.2 Download)

Post by Lothos »

Been on vacation and got back two days ago.

Back to work, just to let everyone know I will probably put out a small release for TRP Europe sometime this weekend with some adjustments to the AI (in particular USSR) and a small adjustment so the USSR AI will get some extra MP when not at war.

Playing a game right now to test the changes.
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Re: TRP - Total Realism Project for War in Europe (1.1.3 Download)

Post by Lothos »

Small release but it does have some effects on game play.

If you play MP I would appreciate any feedback if the increased defensive values of USSR infantry and motorized are effecting the game to much.

For SP people, please let me know how it goes now playing at the recommended difficulties

########################
# TRP 1.1.3 Europe
########################
- (Bug) Croatia, fixed a bug were the decision event would fire but not the creation till much later
- (Bug) Garrison, were not getting a starting defensive value against Light Armor (it was against Armor). This has been changed to match Armor

- (New) Finland, reclaim territories split into two events (North and South areas)
- (New) USSR, level 3 difficulty will get 25 MPPs bonus per turn while at peace
- (New) USSR, Infantry & Motorized had their defense values increased to match other major powers
- (New) USSR, adding Garrison unit event for hex 214,34 when Finland goes to war with Russia

- (Map) Finland, changed Tampere (193,46) from a city to a town.

- (AI) UK, adjustments to evacuating BEF to try and prevent them from being caught
- (AI) USSR, Build adjusted and if playing Level 4 AI has a special build while at peace
- (AI) USSR, reworked garrison AI to defend better
- (AI) USSR, fixed a bug where some areas were not being garrisoned (command was never firing)
- (AI) USSR, resolved an issue where Guard AI was assigning units to the Finish border while at peace
- (AI) USSR, Guard AI for Murmansk area adjusted
- (AI) USSR, Guard AI for Leningrad area adjusted
Last edited by Lothos on Wed Feb 01, 2023 11:27 pm, edited 1 time in total.
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Re: TRP - Total Realism Project for War in Europe (1.1.3 Download)

Post by Laki »

Thank you for the great mod! Got back into the game after a long while and I'm having my ass handed to me by the AI, and I'm loving it.

Just noticed that after the fall of France they cannot research anything. Do not even show up on the research menu. Is this intended behavior? If not there might be a chance this and NM bar crash bug are related?
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Re: TRP - Total Realism Project for War in Europe (1.1.3 Download)

Post by Lothos »

Laki wrote: Wed Feb 01, 2023 10:00 pm Thank you for the great mod! Got back into the game after a long while and I'm having my ass handed to me by the AI, and I'm loving it.

Just noticed that after the fall of France they cannot research anything. Do not even show up on the research menu. Is this intended behavior? If not there might be a chance this and NM bar crash bug are related?
I think you mean France cannot research. Aye this is built in the game engine, I wanted to fix it but I can't as the issue is in the EXE. Spoke to the devs and from their perspective it is a WAD.
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TRP War in Europe

Post by havoc1371 »

How do I get the link to the mod for War in Europe without combing through pages of comments?
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Lothos
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Re: TRP War in Europe

Post by Lothos »

havoc1371 wrote: Thu Feb 09, 2023 3:57 pm How do I get the link to the mod for War in Europe without combing through pages of comments?
Its in the first post, everything you need is and instructions is in the first post of the thread.
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Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)

Post by Lothos »

TRP v1.1.4 has been released

This one had some map changes around London and Calais to make it more accurate.

Some bugs and balance changes and adjustments for the AI so it will perform better

OOB Changes to several countries, especially for Germany and Poland

########################
# TRP 1.1.4 Europe
########################
- (Bug) Spelling mistake in several places severe to sever
- (Bug) Soviet Winter was not always lowering Supply for many cities, it will now lower supply by 2 for several key points when Winter Event hits
- (Bug) UK, Malta decision to place AA when click View Location it was going to London instead of Malta
- (Bug) Italy, Event to rush troops to Abyssinia, if you select Benghazi you would get a Motorized Unit (Should have been an Infantry Corps)
- (Bug) Decisions that provided Motorized Corps (most, not all) have been changed to Infantry Corps
- (Bug) Finland, some units started with anti-tank (this was removed)

- (New) Garrison, Light Infantry had their base Soft Defense increased from 2 to 3
- (New) Sub Tech, will increase sub defense against Naval attacks by 1 per tech (before they got no additional defense)
- (New) Germany, two CAs that start in the Atlantic moved to the Baltic (to easy for human UK player to catch them)
- (New) Tech, Transport Capacity, this will increase the amount of transports you can build (and have up) by 2.
---- Amphibious Warfare Tech lowered by 25MPPs for each major power
---- All major powers had their transport capacities adjusted down based on this new tech
- (New) SP Artillery, start build date changed to January 1st 1942
- (New) Italy, increased Infantry Corps max from 7 to 10
- (New) Italy, lowered Motorized Infantry Corps max from 7 to 4
- (New) Romania, increased Infantry Corps build max from 3 to 5

- (Map) Calais, area redone to be more historically accurate
- (Map) London, area changed slightly to look more accurate

- (OOB) Germany, starting OOB of land forces redone to match historical layout
- (OOB) Poland, starting OOB changed to reflect historical layout better
- (OOB) France, changed all Motorized units to Infantry units
- (OOB) Italy, changed all (but 1) motorized to Infantry Corps
- (OOB) Hungary, replaced starting motorized with an Infantry Corps
- (OOB) Romania, replaced 2 starting motorized with 2 Infantry Corps
- (OOB) Finland, land units near Murmansk will now start at fulls strength instead of 8

- (AI) Germany, will try and keep some of his subs in reserve until around the invasion of France so they do not get slaughtered
- (AI) Germany, will delay invasion of Low Countries by 2 additional turns
- (AI) UK, BEF retreat and guarding adjusted to give them a better chance to retreat the HQ out
- (AI) France, some minor adjustments to its guard Belgium front AI to keep stronger units in the front
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Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)

Post by OldCrowBalthazor »

Lothos wrote: Mon Feb 13, 2023 4:09 pm TRP v1.1.4 has been released

This one had some map changes around London and Calais to make it more accurate.

Some bugs and balance changes and adjustments for the AI so it will perform better

OOB Changes to several countries, especially for Germany and Poland

########################
# TRP 1.1.4 Europe
########################
- (Bug) Spelling mistake in several places severe to sever
- (Bug) Soviet Winter was not always lowering Supply for many cities, it will now lower supply by 2 for several key points when Winter Event hits
- (Bug) UK, Malta decision to place AA when click View Location it was going to London instead of Malta
- (Bug) Italy, Event to rush troops to Abyssinia, if you select Benghazi you would get a Motorized Unit (Should have been an Infantry Corps)
- (Bug) Decisions that provided Motorized Corps (most, not all) have been changed to Infantry Corps
- (Bug) Finland, some units started with anti-tank (this was removed)

- (New) Garrison, Light Infantry had their base Soft Defense increased from 2 to 3
- (New) Sub Tech, will increase sub defense against Naval attacks by 1 per tech (before they got no additional defense)
- (New) Germany, two CAs that start in the Atlantic moved to the Baltic (to easy for human UK player to catch them)
- (New) Tech, Transport Capacity, this will increase the amount of transports you can build (and have up) by 2.
---- Amphibious Warfare Tech lowered by 25MPPs for each major power
---- All major powers had their transport capacities adjusted down based on this new tech
- (New) SP Artillery, start build date changed to January 1st 1942
- (New) Italy, increased Infantry Corps max from 7 to 10
- (New) Italy, lowered Motorized Infantry Corps max from 7 to 4
- (New) Romania, increased Infantry Corps build max from 3 to 5

- (Map) Calais, area redone to be more historically accurate
- (Map) London, area changed slightly to look more accurate

- (OOB) Germany, starting OOB of land forces redone to match historical layout
- (OOB) Poland, starting OOB changed to reflect historical layout better
- (OOB) France, changed all Motorized units to Infantry units
- (OOB) Italy, changed all (but 1) motorized to Infantry Corps
- (OOB) Hungary, replaced starting motorized with an Infantry Corps
- (OOB) Romania, replaced 2 starting motorized with 2 Infantry Corps
- (OOB) Finland, land units near Murmansk will now start at fulls strength instead of 8

- (AI) Germany, will try and keep some of his subs in reserve until around the invasion of France so they do not get slaughtered
- (AI) Germany, will delay invasion of Low Countries by 2 additional turns
- (AI) UK, BEF retreat and guarding adjusted to give them a better chance to retreat the HQ out
- (AI) France, some minor adjustments to its guard Belgium front AI to keep stronger units in the front
Oh I like these changes particularly the sub tech and Axis minor adjustments.
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Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)

Post by Lothos »

Just played another game and Russia did stop me in front of Moscow but then collapsed i 1942

What I realized is that it is to easy to destroy enemy armor. The attacker always has the advantage.

I been thinking of making Armor stronger against other Armor on the defense. So the defender (in tank to tank combat) has the advantage over the attacker.

Also perhaps relook at Armor Divisions, they seem a bit to strong.

This change is big as I think the base game and other mods either make them equal or the defender slightly weaker. In TRP case the current values Armor (on the defense against other other) is actually weaker than the attacker attacking.
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