TRP - World at War Released v0.8.19

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Lothos
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Re: TRP - World at War Released v0.8.8

Post by Lothos »

CSSS wrote: Sat Feb 10, 2024 12:34 am So for a complete idiot. I have downloaded the files to my campaign. Bought an unzip program , that wants to compress the files and does not offer to unzip them. How do I get them to un zip and be able to Host a game? Is there a recommended unzip program? I fondly remember Winzip being on every computer, in as well as extremely easy to operate.
Windows unzips for free

There is also 7-zip which is also free
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Re: TRP - World at War Released v0.8.8

Post by CaesarAug »

There are many apps, I usually use WinRAR. Works quite well.
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Re: TRP - World at War Under Development

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Lothos
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Re: TRP - World at War Released v0.8.9

Post by Lothos »

TRP World v0.8.9 has been released

########################
# TRP 0.8.9 World
########################

- (New) Communist China Garrison cost lowered from 50 to 40
- (New) Communist China Infantry Division cost lowered from 75 to 60
- (New) Communist China Infantry Corps cost lowered from 150 to 125
- (New) Germany, if Vichy is formed, will suffer a -1000 NM hit and all Vichy colonies will shift (5%-10%- toward the allies if an Axis country DOWs any of them
- (New) French Destroyer Triomphant will deploy in Pembroke instead of Plymouth to give it a better chance to survive
- (New) South Africa can no longer build Motorized Infantry

- (Bug) Communist China scorch earth percentage increased to be the same as China
- (Bug) China Special Partisans Events fixed so they will fire in Multiplayer games
- (Bug) Allies, fixed a bug where any ships trying to go through south of Australia would get the wrong message
- (Bug) Norway, fixed an issue where Norway getting upset about the Allies hitting the supply convoy would not work
- (Bug) USSR, fixed an issue where if Winter War did not happen the Red Army would not suffer winter damage
- (Bug) USSR, fixed several damage/morale events where they would not fire
- (Bug) Germany, U-Boat that deploys to Kiel (or Black Sea) should not be auto assigned a name that is available in its list
- (Bug) Norway, blocking the mining of the coast will check to see if Norway is at least 20% mobilized toward the Axis before it has a chance of success
- (Bug) Finnish Convoy text (typo) when starting has been fixed
- (Bug) Melitopol had its name fixed so it does not say Mine in it
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Pocus
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Re: TRP - World at War Released v0.8.9

Post by Pocus »

Remarks from our ongoing PBEM:

HQs gain experience extremely fast (got Rommel at 5 stars 2 turns after the offensive against France).
The Nationalist Chinese 'pocket' in the North, in communist territory, has no easy way to get reinforcements, making it easy for the Japanese to eliminate them and only face the communists in this part of the map.
All units costing the same for transport, operations, and amphibious assaults skews the game in several ways. Airplanes are super easy to redeploy everywhere. Weak units are not interesting to use for amphibious assaults, as a costly unit costs the same. The transport tech is not used by half the nations either.
It's nice to see even the lowest garrisons with a potential strength of 10, given the SC algorithm of adding insult to injury for effectiveness when you are at low strength. A movement of 1 is problematic, even if we understand the intent for garrisons. A movement of 1 means that only ideal weather conditions allow moving 1 hex in non-clear terrain. Pair that with the uniform cost of 20 to transport them...
Artillery without extra shell capacity kills the mini-feature of 'stockpiling before offensive'.
The railgun has been reduced in range but not increased in efficiency, making it even less interesting than before. Its only grace, which is not enough for a saving grace, is shell accumulation. Suggestion: range 3, no shell saving, de-entrench (Sevastopol fortress busting e.g.).
We are not sure how to use Elite Infs. Are they also marines, i.e., do they get the special 'only 1 supply lost per turn', or are they not? You have SS as German elite, so that would be weird. We will test if the Japanese elite works as marines, but if not, this would be a major game changer for the Japanese (i.e. if they lose re-embark from any hex, it's crippling).
As for the rest, the general impression is that it's an excellent mod, with a large map, many counters, and a lot of details.
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Lothos
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Re: TRP - World at War Released v0.8.9

Post by Lothos »

Pocus wrote: Sat Mar 02, 2024 6:50 am Remarks from our ongoing PBEM:

HQs gain experience extremely fast (got Rommel at 5 stars 2 turns after the offensive against France).
The Nationalist Chinese 'pocket' in the North, in communist territory, has no easy way to get reinforcements, making it easy for the Japanese to eliminate them and only face the communists in this part of the map.
All units costing the same for transport, operations, and amphibious assaults skews the game in several ways. Airplanes are super easy to redeploy everywhere. Weak units are not interesting to use for amphibious assaults, as a costly unit costs the same. The transport tech is not used by half the nations either.
It's nice to see even the lowest garrisons with a potential strength of 10, given the SC algorithm of adding insult to injury for effectiveness when you are at low strength. A movement of 1 is problematic, even if we understand the intent for garrisons. A movement of 1 means that only ideal weather conditions allow moving 1 hex in non-clear terrain. Pair that with the uniform cost of 20 to transport them...
Artillery without extra shell capacity kills the mini-feature of 'stockpiling before offensive'.
The railgun has been reduced in range but not increased in efficiency, making it even less interesting than before. Its only grace, which is not enough for a saving grace, is shell accumulation. Suggestion: range 3, no shell saving, de-entrench (Sevastopol fortress busting e.g.).
We are not sure how to use Elite Infs. Are they also marines, i.e., do they get the special 'only 1 supply lost per turn', or are they not? You have SS as German elite, so that would be weird. We will test if the Japanese elite works as marines, but if not, this would be a major game changer for the Japanese (i.e. if they lose re-embark from any hex, it's crippling).
As for the rest, the general impression is that it's an excellent mod, with a large map, many counters, and a lot of details.
Please, in the future organize your thoughts and give them numbers. This is one giant blob and not really easy to address.

1) HQ xp is by design, but if they get damaged they loose xp fast as well.

2) China, that is the historical situation and your strategy needs to change. Com. China has better units than China and you should be build them first because of that pocket going to collapse soon. They are their to slow Japan down to buy the Com. China time to build units. (that was the historical situation)

3) Trans & OP, this is by design and has been that way over a year. Transport tech is just an option you dont need to use it if you dont want to.

4) Garrison, this is by design, they are strong units but have no real ability to move so yes you need to OP them. That is why they are so cheap to build.

5) Artillery get 2 shells are level 1 research

6) Railgun gets it range 3 back when it reaches level 1

7) Elite units are just a little stronger than Infantry CORP that is all. Their is nothing special about them. Their icons are for flavor and emergsion such as SS for Germans and GD for Russians and the Marine symbol for Japan, USA and UK.

For the future, please organize your thoughts into some sort of number list so its easier for me to respond and it makes it easier for others to read it as well in case some of your questions are identical to theirs.
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Lothos
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Re: TRP - World at War Released v0.8.9

Post by Lothos »

Added a link to the main poist on how the supply system works.

If you want to be a good player at TRP you MUST know this, if not you will always loose.

Supply System Guide
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Re: TRP - World at War Released v0.8.9

Post by Durin69 »

Japan will soon attack the US in our PBEM. We don't know what we should do for Pearl Harbor, like is there a script that will place some battleships the moment Japan declares war, or should the US player play fair and place a few ships as target practice?
I see there is a proposed house rule for the British in Malaysia, but nothing for the US, so I guess scripting it is?
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Lothos
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Re: TRP - World at War Released v0.8.9

Post by Lothos »

Durin69 wrote: Fri Mar 08, 2024 1:21 pm Japan will soon attack the US in our PBEM. We don't know what we should do for Pearl Harbor, like is there a script that will place some battleships the moment Japan declares war, or should the US player play fair and place a few ships as target practice?
I see there is a proposed house rule for the British in Malaysia, but nothing for the US, so I guess scripting it is?
The USA will get a very large navy on both east and west coast and in pearl.

THeir is something like a 10% chance that the USA carriers will be in Pearl when Japan attacks.
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Re: TRP - World at War Released v0.8.9

Post by gigiduru »

Durin69 wrote: Fri Mar 08, 2024 1:21 pm Japan will soon attack the US in our PBEM. We don't know what we should do for Pearl Harbor, like is there a script that will place some battleships the moment Japan declares war, or should the US player play fair and place a few ships as target practice?
I see there is a proposed house rule for the British in Malaysia, but nothing for the US, so I guess scripting it is?
Best way to test stuff that you don't know is to start a hotseat game and turn 1 declare war on the US as Axis. Or declare war on USSR. Or declare war on w/e country you fancy. Then pass the turn and play as allies and see what spawns and where.
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Re: TRP - World at War Released v0.8.9

Post by Durin69 »

Yes good advice, I'll use it for something else :D

@Lothos: AA upgrade can't be applied anymore to oilfields and mines! That's one of the best use of the tech, why have you disabled it. Germany has 3 AA units and they need to be on the front.

And about these, is it a typo, your AA units are on par in tank defense with tank destroyers and better than tanks. :roll:
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Lothos
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Re: TRP - World at War Released v0.8.9

Post by Lothos »

Durin69 wrote: Sun Mar 10, 2024 6:10 am Yes good advice, I'll use it for something else :D

@Lothos: AA upgrade can't be applied anymore to oilfields and mines! That's one of the best use of the tech, why have you disabled it. Germany has 3 AA units and they need to be on the front.

And about these, is it a typo, your AA units are on par in tank defense with tank destroyers and better than tanks. :roll:
AA units can easily be turned and are great tank destroyers when they are on the defense (Rommel North Afrika with 88mm Flak guns).

They do not have the ability to attack units, so you should attack them with infantry (not armor).

Mines and Oil Fields not having AA is on purpose. Your main industrial centers have the ability to build AA.
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Re: TRP - World at War Released v0.8.10

Post by Lothos »

TRP v.0.8.10 World has been released, almost all bug fixes/exploit fixes

########################
# TRP 0.8.10 World
########################

- (New) Germany, added Heinz Guderian as a HQ General
- (New) Spain, will shift 1-4% toward Axis when Germany selects to repair the Wolfram Mines
- (New) UK, Engineers are not available till January 1941 (they get one by decision in Egypt)
- (New) UK, Artillery build date changed from August 1940 to January 1941 (they get one by decision in Egypt)
- (New) China Partisans changed to the following
--- 7% Chance each turn for each Partisan point to fire
--- If successful it wil always hit supply nodes within the area no matter how many units you have
--- If you have less than 3 land units (not air) within 5 hexes of the Partisan points then their is chance it will do damage to any units within range

- (Bug) Saudi Arabia, fixed a bug where you could not rail into the country
- (Bug) Bulgaria, several pop-up messages where showing the wrong flag instead of the Bulgarian flag
- (Bug) Polish unit in hex 187,73, changed to strength 10 (was 8) to match TRP Europe
- (Bug) Italian unit in hex 164,93, changed to strength 5 (was 10) to match TRP Europe
- (Bug) Hex 349,138 had wrong weather zone
- (Bug) North Africa 16 unit supply limit will now count Infantry Divisions (it was not before)
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Re: TRP - World at War Released v0.8.10

Post by Durin69 »

Ok, fair enough... Not my cup of tea, there are so many mines and oil sites though.

Minor bug (?) The motorized units make a foot infantry sound.
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Lothos
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Re: TRP - World at War Released v0.8.10

Post by Lothos »

Durin69 wrote: Sun Mar 10, 2024 3:54 pm Ok, fair enough... Not my cup of tea, there are so many mines and oil sites though.

Minor bug (?) The motorized units make a foot infantry sound.
Unfortunately the sounds are grouped together for some unit types within the EXE and I can't ungroup them. I did my best with the sounds.

Wish the devs would have allowed that to be controlled through the editor, but unfortunately it is not.
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Re: TRP - World at War Released v0.8.10

Post by OldCrowBalthazor »

Howdy Lothos
So GamingWithTheColonel and I are planning a joint venture for later this spring to do TRP-World for YT. We had a long discussion on the current state of the mod and hammered out some house-rules (some already recommended in your thread and others we both wanted in addition) Thought you all may want to see the YT thumbnails I designed for both channels.
We have no idea on scheduling yet...and we are going to build content at an easy pace...as we both know this will be a mammoth project.

Talk to you Lothos later on Discord.
Cheers
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Re: TRP - World at War Released v0.8.10

Post by OldCrowBalthazor »

Hi Lothos...here's what we worked out. (Had a long convo with The Colonel with this...was good) For some reason when I posted this on your Discord..it came out all mushed up and the spacing counted as letters lol

WaW-TRP HOUSE RULES revised 3-10-2024
(Made for a semi-historical timeline)

1) No War Dec of USSR before April 1941 unless USSR mobilization reaches 90%

2) No Allied ships may ever use Kiel Canal until France Falls. Allied land units may land and block.

3) No German attack on Low Countries and France till April 1940
Germany must attack ALL Low Countries (Belgium, Netherlands, Luxembourg) at the same time.

4) Finnish units may not enter any land hexes south of Riga-Moscow-Perm line. Finnish units can enter anywhere in Norway and Sweden. Finnish SF unit may go anywhere.

5) No Hungarian units may never enter Romania. if German DC 2nd Vienna Award grants Hungary the Romanian part of Transylvania
No Rumanian units in Hungary before Barbarossa if German DC 2nd Vienna Award grants Hungary the Romanian part of Transylvania.

6) No Allied 'Scando Gambit' on Oslo, Norway or Copenhagen, Denmark while those
two countries are neutral or until France falls.

7) No Allied blocking of Gibraltar travel hexes (can put ships all around them but not right onto them)

8) Italian Navy is restricted to the Med until they are at war. Italian transports can go out if they are destined for Abyssinia (Ethiopia) and go straight there while Italy is neutral. No spotting with them.

9) Vigo and Canary Island Ports leased to Germany may not be bombed unless Spain is an Axis Power at 100% Mobilization.

10) No Allied diplo against Finland

11) No Bulgarian units in USSR unless Moscow or Baku is Axis controlled.

14) No Hungarian, Romanian, Bulgarian Mainline Units in France or Italy
Garrison/Security Units ok.NK

15) No Experience Farming with Naval units
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Re: TRP - World at War Released v0.8.10

Post by Lothos »

OldCrowBalthazor wrote: Mon Mar 11, 2024 9:00 pm Hi Lothos...here's what we worked out. (Had a long convo with The Colonel with this...was good) For some reason when I posted this on your Discord..it came out all mushed up and the spacing counted as letters lol

WaW-TRP HOUSE RULES revised 3-10-2024
(Made for a semi-historical timeline)

1) No War Dec of USSR before April 1941 unless USSR mobilization reaches 90%

2) No Allied ships may ever use Kiel Canal until France Falls. Allied land units may land and block.

3) No German attack on Low Countries and France till April 1940
Germany must attack ALL Low Countries (Belgium, Netherlands, Luxembourg) at the same time.

4) Finnish units may not enter any land hexes south of Riga-Moscow-Perm line. Finnish units can enter anywhere in Norway and Sweden. Finnish SF unit may go anywhere.

5) No Hungarian units may never enter Romania. if German DC 2nd Vienna Award grants Hungary the Romanian part of Transylvania
No Rumanian units in Hungary before Barbarossa if German DC 2nd Vienna Award grants Hungary the Romanian part of Transylvania.

6) No Allied 'Scando Gambit' on Oslo, Norway or Copenhagen, Denmark while those
two countries are neutral or until France falls.

7) No Allied blocking of Gibraltar travel hexes (can put ships all around them but not right onto them)

8) Italian Navy is restricted to the Med until they are at war. Italian transports can go out if they are destined for Abyssinia (Ethiopia) and go straight there while Italy is neutral. No spotting with them.

9) Vigo and Canary Island Ports leased to Germany may not be bombed unless Spain is an Axis Power at 100% Mobilization.

10) No Allied diplo against Finland

11) No Bulgarian units in USSR unless Moscow or Baku is Axis controlled.

14) No Hungarian, Romanian, Bulgarian Mainline Units in France or Italy
Garrison/Security Units ok.NK

15) No Experience Farming with Naval units
Some of these rules are already taken care of

2) Kiel is blocked on both sides and its VERY hard for the Allies to take it the way it is now so not sure why the house rule

3) TRP Standard rules has the May 1st Rule already in place

6) Ok, but the redesign of the event chain wont ally the Allies anymore to make German MPP vanish and their is some major Mobilization hits if they do this. But fair enought.

7) Agree, HOWEVER the hexes move each game and are only visible by the Axis. The Allies do not know where they are.

8) They are already restricted to the Med. It is IMPOSSIBLE for their ships to get out. Gibraltar Pass is restricted to Sub and the Suez Canal pass is restricted to Italian Transports.

9) Sorta covered under the no camping rules for TRP

10) Actuall you should not play with this rule, their are some changes to Finland and Winter War and if the Allies due mess with Finland then they are neglecting Cuba, Columbia and Saudi Arabia which will ship resources to the US if they go above 20% Mobilization

5,11, 14) Already covered in TRP standard rules

Below is a list of TRP standard rules posted in the first post of the thread

########################################################################
# Recommended House Rules
# W = World
# E = Europe
# B = Both
########################################################################
- W: Communist Chinese units can't go into Chinese territory
- W: Japanese Fleet should not attack (or be within 20 hexes) of the US west coast for 6 months after the war starts
- W: Singapore, UK must keep at least 5 combat war ships at Singapore until Japan Declares War
- E: India, Malaya, Australia & New Zealand should never be invaded by the Axis
- B: Germany cannot declare war on the Low Countries till May 1940
- B: UK should not have more than 5 units in France until after September 1940
- B: Hungary units should never enter Romanian territory
- B: Romanian units should never enter Hungary/Bulgarian territory
- B: Bulgarian units should never enter Russian and Romanian territory
- B: Allies, no camping any of the Spanish ports that the Axis use to re-supply subs
- B: Everyone, no camping any transport hexes including the Gibraltar pass
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Re: TRP - World at War Released v0.8.10

Post by OldCrowBalthazor »

Thanks for including your house-rules and clarifications.
We will amend what I posted and include yours...which we planned on anyways. 🙂
We were planning to talk about the Pacific next...and you got it covered.
Thanks.
We will send a final complete list later.

One thing not covered but we will do is no cheesy British war-decs of their own colonies. Solomon Islands, New Guinea, etc. for example. That's just total nonsense and some people do that garbage.
I'm not worried about my opponent doing that, but we want to codify that as a good example.
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Re: TRP - World at War Released v0.8.10

Post by Lothos »

OldCrowBalthazor wrote: Mon Mar 11, 2024 11:46 pm Thanks for including your house-rules and clarifications.
We will amend what I posted and include yours...which we planned on anyways. 🙂
We were planning to talk about the Pacific next...and you got it covered.
Thanks.
We will send a final complete list later.

One thing not covered but we will do is no cheesy British war-decs of their own colonies. Solomon Islands, New Guinea, etc. for example. That's just total nonsense and some people do that garbage.
I'm not worried about my opponent doing that, but we want to codify that as a good example.
Not possible in TRP as they are all already aligned to the UK but they can't garrison them because if they do then US Mobilization will go down each turn. Their are tooltips on all the points and a main toottip on the west coast that will turn red if you violate any of them. You will also get a notification each turn when you are in violation.
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