TRP - Total Realism Project for War in Europe (1.13 Download)
Re: TRP - Total Realism Project for War in Europe (1.3 Download)
Greece was at 0% because the Allies failed to invoke sanctions (see my AAR for why), and diplo chit never fired. On the flip side Germany got 5 MPP/turn because of the failure to invoke sanctions. Mayhap worth more than 2 half strength INF Corps.
I suggest that Croatia should probably have a fail safe date to fire earlier.
As for the Warsaw garrison issue:
I get why you might want to do that to help an Axis AI vs. Allied player. However, is it possible to set it to have a more aggressive increase for Multiplayer and possibly Axis player vs. Allied AI?
I suggest that Croatia should probably have a fail safe date to fire earlier.
As for the Warsaw garrison issue:
I get why you might want to do that to help an Axis AI vs. Allied player. However, is it possible to set it to have a more aggressive increase for Multiplayer and possibly Axis player vs. Allied AI?
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- OldCrowBalthazor
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
Ah ok on #3.Lothos wrote: Mon Aug 07, 2023 10:22 pmTheir 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.OldCrowBalthazor wrote: Mon Aug 07, 2023 10:07 pmHi again. So #2- DEC 621 Croatia did fire end of June 24, 1941 turn. All good there.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
Observations #1 and #3 still stand.![]()
The event will fire after October 3rd 1940
As for Item 3 that is working as I designed it.
Regarding #1 interestingly Greece showed Pro-Axis mobilization at 0 (zero).
Taxman had mis-clicked an early Greece DEC and Greece had not broken trade agreements with Germany, or so I presume.
Well thanks for the quick reply. We carry on!
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
0 is completely neutral and therefore the event will not fire.OldCrowBalthazor wrote: Mon Aug 07, 2023 11:02 pmAh ok on #3.Lothos wrote: Mon Aug 07, 2023 10:22 pmTheir 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.OldCrowBalthazor wrote: Mon Aug 07, 2023 10:07 pm
Hi again. So #2- DEC 621 Croatia did fire end of June 24, 1941 turn. All good there.
Observations #1 and #3 still stand.![]()
The event will fire after October 3rd 1940
As for Item 3 that is working as I designed it.
Regarding #1 interestingly Greece showed Pro-Axis mobilization at 0 (zero).
Taxman had mis-clicked an early Greece DEC and Greece had not broken trade agreements with Germany, or so I presume.
Well thanks for the quick reply. We carry on!![]()
- OldCrowBalthazor
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
Hi Lothos..(Or anyone else that may know)
I have noticed that three of these ex-Soviet mines the Axis has captured are not recovering. I played on 4 more turns since this screen shot, because I thought the fact that Zaporizhia was damaged, that there might be something to this anomaly.
Zaporizhia town has recovered. But the mines are still stuck at 1 point.
When I captured mines in the west, like France, well they slowly but surely recovered. So is the mine up by Petsamo, when it doesn't get wacked by Soviet bombers for awhile that is
This is significant income lost. Was wondering if there is a game mechanic I am not aware of or its a bug?
I have noticed that three of these ex-Soviet mines the Axis has captured are not recovering. I played on 4 more turns since this screen shot, because I thought the fact that Zaporizhia was damaged, that there might be something to this anomaly.
Zaporizhia town has recovered. But the mines are still stuck at 1 point.
When I captured mines in the west, like France, well they slowly but surely recovered. So is the mine up by Petsamo, when it doesn't get wacked by Soviet bombers for awhile that is
This is significant income lost. Was wondering if there is a game mechanic I am not aware of or its a bug?
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Last edited by OldCrowBalthazor on Mon Aug 14, 2023 4:11 am, edited 1 time in total.
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
Soviets transfered them to the urals so they will never produce again.
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
Oh I see. So 1 point each for scavenging of talus piles and mine equipment for metal aye?Lothos wrote: Mon Aug 14, 2023 12:54 am Soviets transfered them to the urals so they will never produce again.
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
It was a compromise since you can't do that to a city as supply level and productin are literally one and the same attribute. Wish they were not then you could transfer industry.OldCrowBalthazor wrote: Mon Aug 14, 2023 1:02 amOh I see. So 1 point each for scavenging of talus piles and mine equipment for metal aye?Lothos wrote: Mon Aug 14, 2023 12:54 am Soviets transfered them to the urals so they will never produce again.![]()
- OldCrowBalthazor
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
Understood. Thanks for the quick reply!Lothos wrote: Mon Aug 14, 2023 1:08 amIt was a compromise since you can't do that to a city as supply level and productin are literally one and the same attribute. Wish they were not then you could transfer industry.OldCrowBalthazor wrote: Mon Aug 14, 2023 1:02 amOh I see. So 1 point each for scavenging of talus piles and mine equipment for metal aye?Lothos wrote: Mon Aug 14, 2023 12:54 am Soviets transfered them to the urals so they will never produce again.![]()
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- crispy131313
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
So I'm continuing my first playthrough of this mod and just thought it would be helpful to provide some feedback. I am playing version 1.25, Expert setting but with +1 experience as suggested.
I've played a pretty vanilla game but the Axis steamroll in 1941 was a little more then the Soviets could handle. It is end of December 1941 and Germany feels like we are on mop up duties, We have pushed well beyond Leningrad and Moscow, and both Stalingrad and Saratov are front line cities while also being able to push into the Caucasus. I'm not sure if the AI can recover before we switch to attacking London in spring of 1942 to end the game.
Egypt has fallen and we are also on mop up in the Middle East with only Transjordan remaining. The Italians did lose in East Africa however.
More Soviet Armor in 1941 could have a difference, I also feel the build up between the Fall of France and Barbarossa provided the Axis so many MPP we could build way too strong of an attack force without much thought or decisions.
Overall I like the mod, it does feel like a very long war and the unit mix is great. The mobility at some times is frustrating as their were some fall turns I could not move a single unit toward Stalingrad for example. I am also not sure Security/Garrisons should have any Zone of Control, not being able to advance adjacent to a town because of a Garrison seemed odd.
Lastly the battle for the Atlantic, it feels very underwhelming to fight for a convoy line only to have the Allies lose 1-2 MPP in a lot of instances.
I've played a pretty vanilla game but the Axis steamroll in 1941 was a little more then the Soviets could handle. It is end of December 1941 and Germany feels like we are on mop up duties, We have pushed well beyond Leningrad and Moscow, and both Stalingrad and Saratov are front line cities while also being able to push into the Caucasus. I'm not sure if the AI can recover before we switch to attacking London in spring of 1942 to end the game.
Egypt has fallen and we are also on mop up in the Middle East with only Transjordan remaining. The Italians did lose in East Africa however.
More Soviet Armor in 1941 could have a difference, I also feel the build up between the Fall of France and Barbarossa provided the Axis so many MPP we could build way too strong of an attack force without much thought or decisions.
Overall I like the mod, it does feel like a very long war and the unit mix is great. The mobility at some times is frustrating as their were some fall turns I could not move a single unit toward Stalingrad for example. I am also not sure Security/Garrisons should have any Zone of Control, not being able to advance adjacent to a town because of a Garrison seemed odd.
Lastly the battle for the Atlantic, it feels very underwhelming to fight for a convoy line only to have the Allies lose 1-2 MPP in a lot of instances.
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
The AI never has any real chance against a good human player that is playing to win and not really role playing. Since I know of the AI difficiensies I tend to roleplay more and pretend I do not know stuff that I do if that makes sense LOL.crispy131313 wrote: Thu Aug 17, 2023 2:12 pm So I'm continuing my first playthrough of this mod and just thought it would be helpful to provide some feedback. I am playing version 1.25, Expert setting but with +1 experience as suggested.
I've played a pretty vanilla game but the Axis steamroll in 1941 was a little more then the Soviets could handle. It is end of December 1941 and Germany feels like we are on mop up duties, We have pushed well beyond Leningrad and Moscow, and both Stalingrad and Saratov are front line cities while also being able to push into the Caucasus. I'm not sure if the AI can recover before we switch to attacking London in spring of 1942 to end the game.
Egypt has fallen and we are also on mop up in the Middle East with only Transjordan remaining. The Italians did lose in East Africa however.
More Soviet Armor in 1941 could have a difference, I also feel the build up between the Fall of France and Barbarossa provided the Axis so many MPP we could build way too strong of an attack force without much thought or decisions.
Overall I like the mod, it does feel like a very long war and the unit mix is great. The mobility at some times is frustrating as their were some fall turns I could not move a single unit toward Stalingrad for example. I am also not sure Security/Garrisons should have any Zone of Control, not being able to advance adjacent to a town because of a Garrison seemed odd.
Lastly the battle for the Atlantic, it feels very underwhelming to fight for a convoy line only to have the Allies lose 1-2 MPP in a lot of instances.
I am playing a game right now with the Experience set to a higher setting. Suggest you try that. I know at Experience Level 2 the AI units are WAY HARDER!
For the Atlantic, their are specific convoy routest that carry the most resources.
Canada -> UK
USA -> UK
Venezuella -> UK
UK -> USSR
Those are the richest convoys and the ones you should focus on, there are some that have a little but not a ton such as South Africa to UK and Belgian Congo to UK.
Garrison units are a CORP level unit that does not really have the equipment to move around fast which is why they can execute a ZOC.
Working on a patch right and playing through a game. Made a change and increased ZOC for all Naval units to 10. WOW, this really changes the strategy you have to play with your fleets.
Re: TRP - Total Realism Project for War in Europe (1.3 Download)
I would also review the fall (and maybe spring) weather in Russia.
I don't want to discuss it in the open now to avoid spoilers in our match, but feel free to contact OCB and/or myself in private.
I don't want to discuss it in the open now to avoid spoilers in our match, but feel free to contact OCB and/or myself in private.
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
Not sure what you mean? I have played many games as both axis and allies and the weather seems fine to me.Taxman66 wrote: Thu Aug 17, 2023 5:02 pm I would also review the fall (and maybe spring) weather in Russia.
I don't want to discuss it in the open now to avoid spoilers in our match, but feel free to contact OCB and/or myself in private.
- crispy131313
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
I wouldn’t say I’m solely playing to win, no amphibious or para shenigans etc. I do take it easy on the AI as well just steady attacking forward on the Eastern Front.
I think it’s a wasted opportunity to tout no AI help but also be OK that the AI has no chance. Some adjustments to help the AI is fun and often necessary. I’ve lost many games as the Axis in my mod and many of those were the most fun as it’s also fun to play on the defence and see if the Axis can hold out.
I think it’s a wasted opportunity to tout no AI help but also be OK that the AI has no chance. Some adjustments to help the AI is fun and often necessary. I’ve lost many games as the Axis in my mod and many of those were the most fun as it’s also fun to play on the defence and see if the Axis can hold out.
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
Up the experience they get. If you are playing at the highest difficulty the AI is getting plenty of cheats with free technology and additional MPPcrispy131313 wrote: Thu Aug 17, 2023 6:57 pm I wouldn’t say I’m solely playing to win, no amphibious or para shenigans etc. I do take it easy on the AI as well just steady attacking forward on the Eastern Front.
I think it’s a wasted opportunity to tout no AI help but also be OK that the AI has no chance. Some adjustments to help the AI is fun and often necessary. I’ve lost many games as the Axis in my mod and many of those were the most fun as it’s also fun to play on the defence and see if the Axis can hold out.
- OldCrowBalthazor
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
Lothos,
Chrispy is right about Soviets. They need way more units, particularly infantry, as soon as Barbarossa begins.
The Soviet Mobilization events are fine with the 250 MMP, but the free infantry units that spawn are not enough.
You should consider Doubling those units. So for example 3 Infantry Corps come...make it 6. And every turn that the event happens.
(I tested on Expert as Axis...and can roll the Soviets, even if I launch in June 1941. Roll them.
As for the weather. Yep it's random ..but seen a lot of clear days in October and November. Not good for the Soviets.
Once Mud comes, it should be the minimum of bad weather...from mid October till at least end of March.
The ground never dries out in northern and central Russia during that timespan. Frozen weather hardens the ground, good for movement, but at least attacks are bad.
Anyways, this is my opinion of course. Played East Front games for decades. Soviet manpower is severely under represented here. Actually it's the same with SC-WaW and WiE.
The Soviets don't need killer units, just much, much more infantry, at the beginning of Barbarossa to at least December 41, when they get their Guards and Siberians.
Said all with respect. We love the mod overall, especially the latest version coupled with the new WiE changes.
Cheers.
Chrispy is right about Soviets. They need way more units, particularly infantry, as soon as Barbarossa begins.
The Soviet Mobilization events are fine with the 250 MMP, but the free infantry units that spawn are not enough.
You should consider Doubling those units. So for example 3 Infantry Corps come...make it 6. And every turn that the event happens.
(I tested on Expert as Axis...and can roll the Soviets, even if I launch in June 1941. Roll them.
As for the weather. Yep it's random ..but seen a lot of clear days in October and November. Not good for the Soviets.
Once Mud comes, it should be the minimum of bad weather...from mid October till at least end of March.
The ground never dries out in northern and central Russia during that timespan. Frozen weather hardens the ground, good for movement, but at least attacks are bad.
Anyways, this is my opinion of course. Played East Front games for decades. Soviet manpower is severely under represented here. Actually it's the same with SC-WaW and WiE.
The Soviets don't need killer units, just much, much more infantry, at the beginning of Barbarossa to at least December 41, when they get their Guards and Siberians.
Said all with respect. We love the mod overall, especially the latest version coupled with the new WiE changes.
Cheers.
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
My understanding is in an MP game it is pretty balanced and the Russians can stop them.OldCrowBalthazor wrote: Fri Aug 18, 2023 12:39 am Lothos,
Chrispy is right about Soviets. They need way more units, particularly infantry, as soon as Barbarossa begins.
The Soviet Mobilization events are fine with the 250 MMP, but the free infantry units that spawn are not enough.
You should consider Doubling those units. So for example 3 Infantry Corps come...make it 6. And every turn that the event happens.
(I tested on Expert as Axis...and can roll the Soviets, even if I launch in June 1941. Roll them.
As for the weather. Yep it's random ..but seen a lot of clear days in October and November. Not good for the Soviets.
Once Mud comes, it should be the minimum of bad weather...from mid October till at least end of March.
The ground never dries out in northern and central Russia during that timespan. Frozen weather hardens the ground, good for movement, but at least attacks are bad.
Anyways, this is my opinion of course. Played East Front games for decades. Soviet manpower is severely under represented here. Actually it's the same with SC-WaW and WiE.
The Soviets don't need killer units, just much, much more infantry, at the beginning of Barbarossa to at least December 41, when they get their Guards and Siberians.
Said all with respect. We love the mod overall, especially the latest version coupled with the new WiE changes.
Cheers.
I believe your complain is Human (Axis) vs AI (Allies)
In this case I recommend raising the Experience then. If you find level 1 experience to easy then make it level 2
The AI already gets ALLOT of help and ALLOT of units if you play with max difficulty because it does not need to pay for tech. So all that MPP they get in the early years goes to building more infantry.
If you find level 2 experience to hard in the begining then start the game at level 1 and then (when you are ready) change it to level 2. The game allows you to change the difficulty in the middle of an existing game.
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
No, as I said above...I have tested with the Allied AI on Expert as an example. Soviets are easy to roll over even against the AI on Expert.Lothos wrote: Fri Aug 18, 2023 12:47 pmMy understanding is in an MP game it is pretty balanced and the Russians can stop them.OldCrowBalthazor wrote: Fri Aug 18, 2023 12:39 am Lothos,
Chrispy is right about Soviets. They need way more units, particularly infantry, as soon as Barbarossa begins.
The Soviet Mobilization events are fine with the 250 MMP, but the free infantry units that spawn are not enough.
You should consider Doubling those units. So for example 3 Infantry Corps come...make it 6. And every turn that the event happens.
(I tested on Expert as Axis...and can roll the Soviets, even if I launch in June 1941. Roll them.
As for the weather. Yep it's random ..but seen a lot of clear days in October and November. Not good for the Soviets.
Once Mud comes, it should be the minimum of bad weather...from mid October till at least end of March.
The ground never dries out in northern and central Russia during that timespan. Frozen weather hardens the ground, good for movement, but at least attacks are bad.
Anyways, this is my opinion of course. Played East Front games for decades. Soviet manpower is severely under represented here. Actually it's the same with SC-WaW and WiE.
The Soviets don't need killer units, just much, much more infantry, at the beginning of Barbarossa to at least December 41, when they get their Guards and Siberians.
Said all with respect. We love the mod overall, especially the latest version coupled with the new WiE changes.
Cheers.
I believe your complain is Human (Axis) vs AI (Allies)
In this case I recommend raising the Experience then. If you find level 1 experience to easy then make it level 2
The AI already gets ALLOT of help and ALLOT of units if you play with max difficulty because it does not need to pay for tech. So all that MPP they get in the early years goes to building more infantry.
If you find level 2 experience to hard in the begining then start the game at level 1 and then (when you are ready) change it to level 2. The game allows you to change the difficulty in the middle of an existing game.
That's why I prefer playing against human opponents.
Still, against an expert human player, the Soviets are at an extreme disadvantage early on.
The Soviets don't have enough man power between the launch of Barbarossa and December 41. The Soviet Mobilization Events that fire each turn are a help, but the extra units that arrive come in piecemeal.
I was suggesting increasing the amount of infantry that arrives or letting the Soviet player decide where to put those arriving units (in the current version) instead of having them arriving at particular spawn points.
The other point is the weather in October and November.
We are seeing too much clear weather.
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
You keep saying ExpertOldCrowBalthazor wrote: Fri Aug 18, 2023 6:03 pmNo, as I said above...I have tested with the Allied AI on Expert as an example. Soviets are easy to roll over even against the AI on Expert.Lothos wrote: Fri Aug 18, 2023 12:47 pmMy understanding is in an MP game it is pretty balanced and the Russians can stop them.OldCrowBalthazor wrote: Fri Aug 18, 2023 12:39 am Lothos,
Chrispy is right about Soviets. They need way more units, particularly infantry, as soon as Barbarossa begins.
The Soviet Mobilization events are fine with the 250 MMP, but the free infantry units that spawn are not enough.
You should consider Doubling those units. So for example 3 Infantry Corps come...make it 6. And every turn that the event happens.
(I tested on Expert as Axis...and can roll the Soviets, even if I launch in June 1941. Roll them.
As for the weather. Yep it's random ..but seen a lot of clear days in October and November. Not good for the Soviets.
Once Mud comes, it should be the minimum of bad weather...from mid October till at least end of March.
The ground never dries out in northern and central Russia during that timespan. Frozen weather hardens the ground, good for movement, but at least attacks are bad.
Anyways, this is my opinion of course. Played East Front games for decades. Soviet manpower is severely under represented here. Actually it's the same with SC-WaW and WiE.
The Soviets don't need killer units, just much, much more infantry, at the beginning of Barbarossa to at least December 41, when they get their Guards and Siberians.
Said all with respect. We love the mod overall, especially the latest version coupled with the new WiE changes.
Cheers.
I believe your complain is Human (Axis) vs AI (Allies)
In this case I recommend raising the Experience then. If you find level 1 experience to easy then make it level 2
The AI already gets ALLOT of help and ALLOT of units if you play with max difficulty because it does not need to pay for tech. So all that MPP they get in the early years goes to building more infantry.
If you find level 2 experience to hard in the begining then start the game at level 1 and then (when you are ready) change it to level 2. The game allows you to change the difficulty in the middle of an existing game.
That's why I prefer playing against human opponents.
Still, against an expert human player, the Soviets are at an extreme disadvantage early on.
The Soviets don't have enough man power between the launch of Barbarossa and December 41. The Soviet Mobilization Events that fire each turn are a help, but the extra units that arrive come in piecemeal.
I was suggesting increasing the amount of infantry that arrives or letting the Soviet player decide where to put those arriving units (in the current version) instead of having them arriving at particular spawn points.
The other point is the weather in October and November.
We are seeing too much clear weather.
Their is a difference between playing at Expert Difficulty and give them Max Bonus Experience (which is two levels).
Both of those settings can be adjusted independently.
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
Sigh. I know that. Expert with all the settings at max!Lothos wrote: Fri Aug 18, 2023 6:24 pmYou keep saying ExpertOldCrowBalthazor wrote: Fri Aug 18, 2023 6:03 pmNo, as I said above...I have tested with the Allied AI on Expert as an example. Soviets are easy to roll over even against the AI on Expert.Lothos wrote: Fri Aug 18, 2023 12:47 pm
My understanding is in an MP game it is pretty balanced and the Russians can stop them.
I believe your complain is Human (Axis) vs AI (Allies)
In this case I recommend raising the Experience then. If you find level 1 experience to easy then make it level 2
The AI already gets ALLOT of help and ALLOT of units if you play with max difficulty because it does not need to pay for tech. So all that MPP they get in the early years goes to building more infantry.
If you find level 2 experience to hard in the begining then start the game at level 1 and then (when you are ready) change it to level 2. The game allows you to change the difficulty in the middle of an existing game.
That's why I prefer playing against human opponents.
Still, against an expert human player, the Soviets are at an extreme disadvantage early on.
The Soviets don't have enough man power between the launch of Barbarossa and December 41. The Soviet Mobilization Events that fire each turn are a help, but the extra units that arrive come in piecemeal.
I was suggesting increasing the amount of infantry that arrives or letting the Soviet player decide where to put those arriving units (in the current version) instead of having them arriving at particular spawn points.
The other point is the weather in October and November.
We are seeing too much clear weather.
Their is a difference between playing at Expert Difficulty and give them Max Bonus Experience (which is two levels).
Both of those settings can be adjusted independently.
Did you not read my recommendations?
1) Increase Soviet units that come on board during the Soviet Mobilization Events. Suggesting adding more cheap Infantry each Soviet Mobilization Event.
2) The weather in western USSR is too benign in October and particularly November. Suggest more chances of Mud at the very least.
That's all.
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
Lothos don't take it too much to heart. It's just feedback. It is a long game to play test and I know personally how valuable it is to get some feedback on balance.
At Max Difficulty, albeit +1 experience reaching Gorky and Saratov without any gimmick play as the Germans in 1941 is simply not balanced yet.
At Max Difficulty, albeit +1 experience reaching Gorky and Saratov without any gimmick play as the Germans in 1941 is simply not balanced yet.
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