TRP - World at War Released v0.8.19
Re: TRP - World at War Released v0.8.12
That would give more importance to Guadalcanal and such, but I don't think this precludes adding a second hex. Having a land-based airfield was very important during the Pacific War; it was relatively easy to deploy a lot of aircraft there, amounting to what several CVs could field, and thus you would project quite a lot of power (Henderson Field was super important).
So, until you have several hexes for islands, you won't see this, as the unique hex is used to garrison the island. I would go even farther and say that maritime bombers should have shorter range but be much nastier. Currently, maritime bombers in SC have the range of a Catalina/Hudson for detection and can strike fleets with some decent power, but certainly not to the point that a maritime bomber at, say, Saipan is anything frightening for an approaching enemy fleet.
I would rework them to give them a shorter detection range but a much bigger nuisance factor, representing land-based planes.
So, until you have several hexes for islands, you won't see this, as the unique hex is used to garrison the island. I would go even farther and say that maritime bombers should have shorter range but be much nastier. Currently, maritime bombers in SC have the range of a Catalina/Hudson for detection and can strike fleets with some decent power, but certainly not to the point that a maritime bomber at, say, Saipan is anything frightening for an approaching enemy fleet.
I would rework them to give them a shorter detection range but a much bigger nuisance factor, representing land-based planes.
Last edited by Durin69 on Tue Apr 16, 2024 7:10 am, edited 1 time in total.
Re: TRP - World at War Released v0.8.12
Btw, is there still any possibility to have at some point the AI working for at least one side?
Re: TRP - World at War Released v0.8.12
I'm also doing in parallel a second PBEM as allies. As much as I like these guys, the French just get too many MPPs, almost 300 per turn. There are 12 turns from the start of the game to January '40 (I logged them all, so it's a fact, not a theoretical calculation). Just picture what they can buy in 12 turns at 300 MPPs a turn: 24 infantry corps.
Obviously, they don't have this in their reserve, but that's to give you an idea. And yes, they would also repair their unit, but they won't be attacked before the end of the spring so this still leaves enough time to repair them (or simply mix and match building and repairing).
I believe my opponent is in for a hell of a time with what I have bought and what I have in reserve. In my previous PBEM as Axis, I captured France after what amounted to several Verdun-style breakthroughs.
Oh, and while I'm at it, you should find a solution for all the useless technologies the French have ongoing. They won't be achieved before the fall of France, thus in PBEM someone not playing any house rules will sell them to recoup 450+ MPP.
I'm not saying the French should not progress in tech... I'm saying that if that's possible, give them free tech at regular intervals, but don't give them techs in progress, because it will be sold. Unless people abide by House Rules, that is.
Obviously, they don't have this in their reserve, but that's to give you an idea. And yes, they would also repair their unit, but they won't be attacked before the end of the spring so this still leaves enough time to repair them (or simply mix and match building and repairing).
I believe my opponent is in for a hell of a time with what I have bought and what I have in reserve. In my previous PBEM as Axis, I captured France after what amounted to several Verdun-style breakthroughs.
Oh, and while I'm at it, you should find a solution for all the useless technologies the French have ongoing. They won't be achieved before the fall of France, thus in PBEM someone not playing any house rules will sell them to recoup 450+ MPP.
I'm not saying the French should not progress in tech... I'm saying that if that's possible, give them free tech at regular intervals, but don't give them techs in progress, because it will be sold. Unless people abide by House Rules, that is.
Re: TRP - World at War Released v0.8.12
Please play the mod several times before constantly commenting on every single detail without fully understanding it.Durin69 wrote: Tue Apr 16, 2024 7:10 am I'm also doing in parallel a second PBEM as allies. As much as I like these guys, the French just get too many MPPs, almost 300 per turn. There are 12 turns from the start of the game to January '40 (I logged them all, so it's a fact, not a theoretical calculation). Just picture what they can buy in 12 turns at 300 MPPs a turn: 24 infantry corps.
Obviously, they don't have this in their reserve, but that's to give you an idea. And yes, they would also repair their unit, but they won't be attacked before the end of the spring so this still leaves enough time to repair them (or simply mix and match building and repairing).
I believe my opponent is in for a hell of a time with what I have bought and what I have in reserve. In my previous PBEM as Axis, I captured France after what amounted to several Verdun-style breakthroughs.
Oh, and while I'm at it, you should find a solution for all the useless technologies the French have ongoing. They won't be achieved before the fall of France, thus in PBEM someone not playing any house rules will sell them to recoup 450+ MPP.
I'm not saying the French should not progress in tech... I'm saying that if that's possible, give them free tech at regular intervals, but don't give them techs in progress, because it will be sold. Unless people abide by House Rules, that is.
The French starting techs are fine and they will help the French Colonies. Most of the techs will be completed by the time they surrender. The anti-tank and spying ones have little to no chance of making it. If you don't want them you can cancel the research.
The French MPP is fine and will make no difference. They will still fall just fine. This is by design.
- OldCrowBalthazor
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Re: TRP - World at War Released v0.8.12
Hey Lothos..Shout out!
i'm playing Japan vs The Colonel with v8.10 and I have to say I really like what you did with the partisans in China!
At first, looking at the P hexes there and not seeing very many, I though 'What the hell, Lothos said they are tough'. Boy was I wrong thinking they would be weak lol. I like that you have that wide radius resource partisan hits, and in different places.
Even though I am playing Japan (and the rest of the Axis of course), I wanted it hard and realistic in China.
So hats off to you.
btw both sides will be featured on YT this summer, probably June. We want to create enough advanced content for FoW reasons and in case of breaks, since we plan to have a daily schedule. We both believe this match will be a loooong one haha
Cheers

i'm playing Japan vs The Colonel with v8.10 and I have to say I really like what you did with the partisans in China!
At first, looking at the P hexes there and not seeing very many, I though 'What the hell, Lothos said they are tough'. Boy was I wrong thinking they would be weak lol. I like that you have that wide radius resource partisan hits, and in different places.
Even though I am playing Japan (and the rest of the Axis of course), I wanted it hard and realistic in China.
So hats off to you.
btw both sides will be featured on YT this summer, probably June. We want to create enough advanced content for FoW reasons and in case of breaks, since we plan to have a daily schedule. We both believe this match will be a loooong one haha
Cheers
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Re: TRP - World at War Released v0.8.12
Thanks, working on a new update. Redid XP gain to negate gaming thngs like carriers attacking empty resources for XP etc.... I think the changes will be better overall to stop things like that.OldCrowBalthazor wrote: Wed Apr 17, 2024 6:54 pm Hey Lothos..Shout out!![]()
i'm playing Japan vs The Colonel with v8.10 and I have to say I really like what you did with the partisans in China!
At first, looking at the P hexes there and not seeing very many, I though 'What the hell, Lothos said they are tough'. Boy was I wrong thinking they would be weak lol. I like that you have that wide radius resource partisan hits, and in different places.
Even though I am playing Japan (and the rest of the Axis of course), I wanted it hard and realistic in China.
So hats off to you.
btw both sides will be featured on YT this summer, probably June. We want to create enough advanced content for FoW reasons and in case of breaks, since we plan to have a daily schedule. We both believe this match will be a loooong one haha
Cheers
Trying to add a new resource called Airfields. Waiting on some graphics to represent them first.
- OldCrowBalthazor
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Re: TRP - World at War Released v0.8.12
We are house-ruling no exp-farming with ships on empty towns etc, except for recon once in a blue moon. That said..a new mechanic like what you intend sounds good. The more one can trim down house-rules, the better.Lothos wrote: Wed Apr 17, 2024 7:05 pmThanks, working on a new update. Redid XP gain to negate gaming thngs like carriers attacking empty resources for XP etc.... I think the changes will be better overall to stop things like that.OldCrowBalthazor wrote: Wed Apr 17, 2024 6:54 pm Hey Lothos..Shout out!![]()
i'm playing Japan vs The Colonel with v8.10 and I have to say I really like what you did with the partisans in China!
At first, looking at the P hexes there and not seeing very many, I though 'What the hell, Lothos said they are tough'. Boy was I wrong thinking they would be weak lol. I like that you have that wide radius resource partisan hits, and in different places.
Even though I am playing Japan (and the rest of the Axis of course), I wanted it hard and realistic in China.
So hats off to you.
btw both sides will be featured on YT this summer, probably June. We want to create enough advanced content for FoW reasons and in case of breaks, since we plan to have a daily schedule. We both believe this match will be a loooong one haha
Cheers
Trying to add a new resource called Airfields. Waiting on some graphics to represent them first.
Airfields a good thing. When the WitP comes out, you may get some ideas...that's all I can say.
Toot-a-loo
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Re: TRP - World at War Released v0.8.12
TRP World RC1 v0.8.13 is available on Discord (it is a Release Candidate)
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Last edited by Lothos on Sat Apr 27, 2024 10:40 am, edited 1 time in total.
- OldCrowBalthazor
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Re: TRP - World at War Released v0.8.12
Nice changes-8.13
Questions about 8.10 (My MP match currently going)
1) Italian Mobilization: Germany attacked the Low Countries and France on May 12, 1940 per the recommended house-rules. No problem there.
Italian mobilization started going up in increments and then stopped at 77% from 69% over the course of 5 turns.
The Maginot Line is nearly isolated and a big pincer is reaching towards Paris. Just finished June 29, 1940 turn and Italian Mobilization has been stuck at 77% for two turns.
Question: Is there a random variable plus triggers that affect Italian Mobilization to go up?
(Reason I am asking is in my game with Taxman as Axis, Italy quickly entered the war in June 1940..though I did attack France and the Low Countries in mid April 1940)
2) Garrisons: So in an early version of TRP-WiE, I as Allies was able to move Brit and French garrisons from their colonies by transport. Later, in a newer version, you had took away that ability. Ok, fine though I personally disagreed with that change.
Now, in v8.10, I have seen a Senegalese Garrison in France...(along with a corp which is okay)
Question: Did you change back and give the Allies the ability to transport 'Colony' Garrisons?
Just curious on these matters.
Questions about 8.10 (My MP match currently going)
1) Italian Mobilization: Germany attacked the Low Countries and France on May 12, 1940 per the recommended house-rules. No problem there.
Italian mobilization started going up in increments and then stopped at 77% from 69% over the course of 5 turns.
The Maginot Line is nearly isolated and a big pincer is reaching towards Paris. Just finished June 29, 1940 turn and Italian Mobilization has been stuck at 77% for two turns.
Question: Is there a random variable plus triggers that affect Italian Mobilization to go up?
(Reason I am asking is in my game with Taxman as Axis, Italy quickly entered the war in June 1940..though I did attack France and the Low Countries in mid April 1940)
2) Garrisons: So in an early version of TRP-WiE, I as Allies was able to move Brit and French garrisons from their colonies by transport. Later, in a newer version, you had took away that ability. Ok, fine though I personally disagreed with that change.
Now, in v8.10, I have seen a Senegalese Garrison in France...(along with a corp which is okay)
Question: Did you change back and give the Allies the ability to transport 'Colony' Garrisons?
Just curious on these matters.
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
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Re: TRP - World at War Released v0.8.12
1) Mussolini did not join the Axis until Germany was literally next to Paris. Their Mobilization is position base to Paris now and it has nothing to do with the Maginot line.OldCrowBalthazor wrote: Thu Apr 25, 2024 6:15 am Nice changes-8.13
Questions about 8.10 (My MP match currently going)
1) Italian Mobilization: Germany attacked the Low Countries and France on May 12, 1940 per the recommended house-rules. No problem there.
Italian mobilization started going up in increments and then stopped at 77% from 69% over the course of 5 turns.
The Maginot Line is nearly isolated and a big pincer is reaching towards Paris. Just finished June 29, 1940 turn and Italian Mobilization has been stuck at 77% for two turns.
Question: Is there a random variable plus triggers that affect Italian Mobilization to go up?
(Reason I am asking is in my game with Taxman as Axis, Italy quickly entered the war in June 1940..though I did attack France and the Low Countries in mid April 1940)
2) Garrisons: So in an early version of TRP-WiE, I as Allies was able to move Brit and French garrisons from their colonies by transport. Later, in a newer version, you had took away that ability. Ok, fine though I personally disagreed with that change.
Now, in v8.10, I have seen a Senegalese Garrison in France...(along with a corp which is okay)
Question: Did you change back and give the Allies the ability to transport 'Colony' Garrisons?
Just curious on these matters.![]()
2) Only the minors that get Infantry Corp units like Senegal, Morocco, Algeria and Syria.
- Jim D Burns
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Re: TRP - World at War Released v0.8.12
Playing the allies vs the AI, I think France is too strong even with me giving the AI full MPP advantage in settings. It's August 8 and France just finished its Infantry weapons tech. As you can see from the screenshot France still has plenty of units left on the board and were I to up-tech the remaining infantry in play France may be able to hold till late 41 at this point. After finishing repairs for the turn France has 811 MPP currently stored.
Before the invasion of the low countries France had managed to build all colonial corps, then all its own corps and infantry divisions (both foot and motorized), all garrison units and finally it built the special forces unit. I pulled any/all colonial units in I could that would not increase Italy's entry into the war, except for the Algiers stuff as I wasn't sure if it would have an effect or not.
I then deployed the troops and have basically sat in place not counter-attacking any weak German units or anything. The only moves I've made are an initial advance into Belgian territory and repositioning any retreated units further back to help them recover. Initally I had the British fighter in country helping the French fighter but pulled both back from the front lines to refit as their morale has collapsed at this point. The BEF sat in southern France for a while but recently landed in Egypt, so the Brits played no part in the fighting.
Germany has managed to kill at this point 7 Infantry corps and some garrison units, but I did not rebuild them as I wanted to see if the AI could make any headway against a static defender that simply built out the force pool once. Had I rebuilt them they would already be re-entering the fight. I've built two 3 sided forts so far and am currently building a third. None have been in the fighting yet, so forts haven't effectd the defense.
Other than giving Germany a tech bonus or something, I think the only way to address this is to reduce French MPP production so they can't afford to build one corp every turn as they can now. Oh I should mention I did not repair the standing army until all builds were finished, except for a few that were getting bombed and needed repairs. Perhaps locking or reducing the number of corps available in the force pool until March 40 might do it. Something needs to change though as the AI simply cannot cope with the number of Units France can put in front of it by May 40.
Is it possible to give the AI two free armor corps along with some free motorized corps in Jan 40? This might help them get more penetrations which would help the AI manage to cut off and destroy more units instead of simply forcing retreats.
Before the invasion of the low countries France had managed to build all colonial corps, then all its own corps and infantry divisions (both foot and motorized), all garrison units and finally it built the special forces unit. I pulled any/all colonial units in I could that would not increase Italy's entry into the war, except for the Algiers stuff as I wasn't sure if it would have an effect or not.
I then deployed the troops and have basically sat in place not counter-attacking any weak German units or anything. The only moves I've made are an initial advance into Belgian territory and repositioning any retreated units further back to help them recover. Initally I had the British fighter in country helping the French fighter but pulled both back from the front lines to refit as their morale has collapsed at this point. The BEF sat in southern France for a while but recently landed in Egypt, so the Brits played no part in the fighting.
Germany has managed to kill at this point 7 Infantry corps and some garrison units, but I did not rebuild them as I wanted to see if the AI could make any headway against a static defender that simply built out the force pool once. Had I rebuilt them they would already be re-entering the fight. I've built two 3 sided forts so far and am currently building a third. None have been in the fighting yet, so forts haven't effectd the defense.
Other than giving Germany a tech bonus or something, I think the only way to address this is to reduce French MPP production so they can't afford to build one corp every turn as they can now. Oh I should mention I did not repair the standing army until all builds were finished, except for a few that were getting bombed and needed repairs. Perhaps locking or reducing the number of corps available in the force pool until March 40 might do it. Something needs to change though as the AI simply cannot cope with the number of Units France can put in front of it by May 40.
Is it possible to give the AI two free armor corps along with some free motorized corps in Jan 40? This might help them get more penetrations which would help the AI manage to cut off and destroy more units instead of simply forcing retreats.
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Last edited by Jim D Burns on Thu Apr 25, 2024 6:20 pm, edited 1 time in total.
Re: TRP - World at War Released v0.8.12
Use the recomended difficulty settings in the first post.Jim D Burns wrote: Thu Apr 25, 2024 6:07 pm Playing the allies vs the AI, I think France is too strong even with me giving the AI full MPP advantage in settings. It's August 8 and France just finished its Infantry weapons tech. As you can see from the screenshot France still has plenty of units left on the board and were I to up-tech the remaining infantry in play France may be able to hold till late 42 at this point. After finishing repairs for the turn France has 811 MPP currently stored.
Before the invasion of the low countries France had managed to build all colonial corps, then all its own corps and infantry divisions (both foot and motorized), all garrison units and finally it built the special forces unit. I pulled any/all colonial units in I could that would not increase Italy's entry into the war, except for the Algiers stuff as I wasn't sure if it would have an effect or not.
I then deployed the troops and have basically sat in place not counter-attacking any weak German units or anything. The only moves I've made are an initial advance into Belgian territory and repositioning any retreated units further back to help them recover. Initally I had the British fighter in country helping the French fighter but pulled both back from the front lines to refit as their morale has collapsed at this point. The BEF sat in southern France for a while but recently landed in Egypt, so the Brits played no part in the fighting.
Germany has managed to kill at this point 7 Infantry corps and some garrison units, but I did not rebuild them as I wanted to see if the AI could make any headway against a static defender that simply built out the force pool once. Had I rebuilt them they would already be re-entering the fight. I've built two 3 sided forts so far and am currently building a third. None have been in the fighting yet, so forts haven't effectd the defense.
Other than giving Germany a tech bonus or something, I think the only way to address this is to reduce French MPP production so they can't afford to build one corp every turn as they can now. Oh I should mention I did not repair the standing army until all builds were finished, except for a few that were getting bombed and needed repairs. Perhaps locking or reducing the number of corps available in the force pool until March 40 might do it. Something needs to change though as the AI simply cannot cope with the number of Units France can put in front of it by May 40.
Is it possible to give the AI two free armor corps along with some free motorized corps in Jan 40? This might help them get more penetrations which would help the AI manage to cut off and destroy more units instead of simply forcing retreats.
Playing the AI with 0 XP bonus and being an experience player, especially when the AI does not understand combined arms is not going to work and yes it will be easy. If you set the game to max difficulty and lower the XP bonus to 1 XP (1.5 if really want it hard but 2 is very hard) then France will fall as the AI will rip through everything.
You feel France is to strong but in Human vs Human where both players understand how combine arms work and play the mod the French always loose.
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Re: TRP - World at War Released v0.8.12
I understand your reasoning regarding AI cheats, the problem is I use AI games as a training tool to learn the system and cheats change the way you'd expect units to interact in normal combat. So a boosted AI would train someone to be more cautious than perhaps they should be as you do not learn/become accustomed to what to expect when fighting against non-cheating troops in combats. Hence my request for a production nerf or an AI only boost of some kind in the mod.Lothos wrote: Thu Apr 25, 2024 6:19 pm Playing the AI with 0 XP bonus and being an experience player, especially when the AI does not understand combined arms is not going to work and yes it will be easy. If you set the game to max difficulty and lower the XP bonus to 1 XP (1.5 if really want it hard but 2 is very hard) then France will fall as the AI will rip through everything.
Totally understand if you don't have the time, simply thought I'd ask though just in case. As it stands I will simply abandon my positions and allow Germany to walk in now to advance the game to the rest of the war. Overall I am loving the mod.
Re: TRP - World at War Released v0.8.12
No amount of MPP will help the AI and I dont like to give the AI free units.Jim D Burns wrote: Thu Apr 25, 2024 6:44 pmI understand your reasoning regarding AI cheats, the problem is I use AI games as a training tool to learn the system and cheats change the way you'd expect units to interact in normal combat. So a boosted AI would train someone to be more cautious than perhaps they should be as you do not learn/become accustomed to what to expect when fighting against non-cheating troops in combats. Hence my request for a production nerf or an AI only boost of some kind in the mod.Lothos wrote: Thu Apr 25, 2024 6:19 pm Playing the AI with 0 XP bonus and being an experience player, especially when the AI does not understand combined arms is not going to work and yes it will be easy. If you set the game to max difficulty and lower the XP bonus to 1 XP (1.5 if really want it hard but 2 is very hard) then France will fall as the AI will rip through everything.
Totally understand if you don't have the time, simply thought I'd ask though just in case. As it stands I will simply abandon my positions and allow Germany to walk in now to advance the game to the rest of the war. Overall I am loving the mod.
Increasing the XP bonus for the AI is the best way. It also forces you to learn combined arms which is super important in the mod.
If you play it like Vanilla against the AI with no XP bonuses you will win. If you play with XP bonuses that I recomend you will most likely loose and if you play PBEM withought understanding combined arms you will most definately loose.
Anyways, its not that I do not have the time its that I dont want to make the changes you are requesting. You have other options to make it harder, its up to you what to do with my suggestions.
- OldCrowBalthazor
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Re: TRP - World at War Released v0.8.12
Ok thanks for answering on both points. I had though there was a trigger (It Mobilization) if a German unit broke the RR links to the Maginot Line. I know about proximity to Paris.Lothos wrote: Thu Apr 25, 2024 8:16 am1) Mussolini did not join the Axis until Germany was literally next to Paris. Their Mobilization is position base to Paris now and it has nothing to do with the Maginot line.OldCrowBalthazor wrote: Thu Apr 25, 2024 6:15 am Nice changes-8.13
Questions about 8.10 (My MP match currently going)
1) Italian Mobilization: Germany attacked the Low Countries and France on May 12, 1940 per the recommended house-rules. No problem there.
Italian mobilization started going up in increments and then stopped at 77% from 69% over the course of 5 turns.
The Maginot Line is nearly isolated and a big pincer is reaching towards Paris. Just finished June 29, 1940 turn and Italian Mobilization has been stuck at 77% for two turns.
Question: Is there a random variable plus triggers that affect Italian Mobilization to go up?
(Reason I am asking is in my game with Taxman as Axis, Italy quickly entered the war in June 1940..though I did attack France and the Low Countries in mid April 1940)
2) Garrisons: So in an early version of TRP-WiE, I as Allies was able to move Brit and French garrisons from their colonies by transport. Later, in a newer version, you had took away that ability. Ok, fine though I personally disagreed with that change.
Now, in v8.10, I have seen a Senegalese Garrison in France...(along with a corp which is okay)
Question: Did you change back and give the Allies the ability to transport 'Colony' Garrisons?
Just curious on these matters.![]()
2) Only the minors that get Infantry Corp units like Senegal, Morocco, Algeria and Syria.
Well this is all good as I want Italy to stay neutral a little longer.....just a tad!.
Makes sense about the Senegalese Garrison, as I just saw a Senegalese Corp lurking near Paris.
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Re: TRP - World at War Released v0.8.12
In my 2nd ongoing PBEM, also playing the Allies, it's January 1940; the French have 800 MPP accumulated, +3 extra research chits spent, because I had just too many MPP; all units reinforced, obviously, 10 or so extra infantry units, 2 artilleries, 3 anti-airs (playing with soft limits).
So yes, definitely, completely, it's obvious everything is fine.
So yes, definitely, completely, it's obvious everything is fine.

Re: TRP - World at War Released v0.8.12
That is by design!Durin69 wrote: Fri Apr 26, 2024 3:26 pm In my 2nd ongoing PBEM, also playing the Allies, it's January 1940; the French have 800 MPP accumulated, +3 extra research chits spent, because I had just too many MPP; all units reinforced, obviously, 10 or so extra infantry units, 2 artilleries, 3 anti-airs (playing with soft limits).
So yes, definitely, completely, it's obvious everything is fine.![]()
You will bleed through all of that stored MPP when the Germans start their invasion in PBEM and if you increase the difficulty settings vs the AI. (This is assuming the German player knows how to play the mod)
Anyways, you been told. In the end its your computer do what you want. What do I know, I am just the guy that created it and has played over 3000 hours and multiple PBEM games.
Re: TRP - World at War Released v0.8.12
Lothos, for your next version (haven’t downloaded it yet from Discord) I remember something offhand in the changelog about fixing the sprites? What change does that refer to?
Por cierto, ¿eres español?
Por cierto, ¿eres español?

Re: TRP - World at War Released v0.8.12
When units where moved in the previous version you would see a start instead of their flag on the nato counter.CaesarAug wrote: Fri Apr 26, 2024 6:53 pm Lothos, for your next version (haven’t downloaded it yet from Discord) I remember something offhand in the changelog about fixing the sprites? What change does that refer to?
Por cierto, ¿eres español?![]()
Re: TRP - World at War Released v0.8.12
Yes, I can change that, but that's not the goal here, I would prefer to play a game where everything is right from the start. Why this design? So you basically had to inflate French resistance because Germany is too powerful too? It seems to me a bad case of inflation for all nations.Lothos wrote: Fri Apr 26, 2024 3:39 pmThat is by design!Durin69 wrote: Fri Apr 26, 2024 3:26 pm In my 2nd ongoing PBEM, also playing the Allies, it's January 1940; the French have 800 MPP accumulated, +3 extra research chits spent, because I had just too many MPP; all units reinforced, obviously, 10 or so extra infantry units, 2 artilleries, 3 anti-airs (playing with soft limits).
So yes, definitely, completely, it's obvious everything is fine.![]()
You will bleed through all of that stored MPP when the Germans start their invasion in PBEM and if you increase the difficulty settings vs the AI. (This is assuming the German player knows how to play the mod)
Anyways, you been told. In the end its your computer do what you want. What do I know, I am just the guy that created it and has played over 3000 hours and multiple PBEM games.
Anyway, you are not going to change that I guess.
Can you now give more details on the AA now allowed on map sites? I was in favor of that, but it's a pretty major change. Is it because airpower was too powerful?