Is the port at 5 or greater strength at the time you arrived? If not then you have to wait one turn before you can disembark. This is built into the game engine and even the base game has this limitation.David Hansen wrote: Fri May 09, 2025 12:13 am I am trying to sea transport a unit from Italy to Tobruck. The sea transport shows a range of 25. When my unit is at the port in NA ...I've only expended 24/25 movement points, but I can not "land"/disembark the unit. Am I missing something?
TRP - Total Realism Project for War in Europe (1.10b Download)
Re: TRP - Total Realism Project for War in Europe (1.9 Download)
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Re: TRP - Total Realism Project for War in Europe (1.9 Download)
Having watched your videos and viewing your comments regarding the MALTA effect...FYI-over the last 10 turns here is my small sample size of what I have been observing in my play through regarding Malta and the effects on the Axis...10 turns...Malta "fired" on 7...and 4 of the 7 hit two areas on the same turn. Bad luck...too small a sample size...needs to be adjusted?
Re: TRP - Total Realism Project for War in Europe (1.9 Download)
Nope, does not need to be adjusted. Played many games with it and its fine. It is one of the reasons the Axis send everything to take out Malta. It is purely random and sometimes its brutal and sometimes you are like hmm I have not seen it fire in an entire year.David Hansen wrote: Thu May 15, 2025 11:32 pm Having watched your videos and viewing your comments regarding the MALTA effect...FYI-over the last 10 turns here is my small sample size of what I have been observing in my play through regarding Malta and the effects on the Axis...10 turns...Malta "fired" on 7...and 4 of the 7 hit two areas on the same turn. Bad luck...too small a sample size...needs to be adjusted?
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Re: TRP - Total Realism Project for War in Europe (1.9 Download)
As HQ's gain experience "stars" over time in the campaign...what are the effects of these increasing experience levels?
Re: TRP - Total Realism Project for War in Europe (1.10 Download)
TRP v1.10 has been released
########################
# TRP 1.10 Europe
########################
- (New) Carriers stats against air power reworked
- (New) Subs can damage carriers now especially if the carrier is surprised
- (New) Carrier(s) base morale damage changed from 20 to 15
- (New) Subs are no longer reformable (except for Germany)
- (New) USA, once fully active will get Eisenhower HQ with 2 experience points
- (New) Germany Afrika Corp replaced Anti-Air with Anti-Tank
- (New) Germany/Italy Escort Carrier Cap lowered from 3 to 1 (you can get up two carriers to go over cap selecting certain events)
- (New) Allies United NM bonus per turn increased from 100 to 250
- (New) USA, upgrade costs for all ships reduced
- (New) Tank Destroyers Soft/Hard attack increments from both Anti-Tank and Advanced Tanks lowered from 1 to 0.5
- (New) USA, Production time on ships lowered between 30% to 35% per ship
- (New) USSR, Siberian Reinforcement HQs starting XP changed from 1 to 3 (Zhukov)
- (New) USSR, Starts with 1 research chit in fighters
- (New) HQ, XP cap changed from 5 to 3
- (New) Italy, "Fairey swordfish raid" was removed
- (New) Germany, has a garrison requirement of 14 land units (not air power) within 13 hexes of Paris. If not MPP locations in France will start getting attacked by Partisans.
- (New) Mountain Unit costs changed from 165 MPP to 150 MPP
- (New) USSR, Max Occupation Efficiency increase from 60 to 80 should help Germany keep supplies up
- (New) USSR, Militia lowered base soft and hard attack from 3 to 2
- (New) USSR, increased scortch earth percentages to be more consistent
- (New) Mech Units had their base Soft/Hard (Attack & Defense) increased by 1
- (New) Mech Units had their Infantry Upgrade Soft/Hard (Attack & Defense) lowered from 1 to 0.5
- (New) Invading Italy prior to USA Entry will no longer have a devastating National Morale effect on Italy
- (New) Amphibious Warfare and Amphibs reworked Chart below is a before and after change
Before
----
Amphib Base Research 1941(2) 1944(4)
UK 10 2 14 18
France 1 2 5 9
USA 15 2 19 23
USSR 1 2 5 9
Germany 2 2 6 10
Italy 1 2 5 9
After
----
Amphib Base Research 1941(2) 1944(4)
UK 2 4 10 18
France 0 2 4 8
USA 2 6 14 26
USSR 0 2 4 8
Germany 2 2 6 10
Italy 0 2 4 8
- (Map) USSR, made adjustments to the railroad and roads to some areas near Dnepropetrovsk and Stalino
- (Map) Albania 5 supply limit tooltip updated to be more specific
- (Map) Gibraltar area reworked a little to solve the port not going to Axis if Gibraltar is Axis controled but Tangiers is Allied controlled
- (Map) USSR, Europe areas weather adjusted to have more clear weather in September but a harsher winter
- (OOB) Italy, Engineer can not be built till January 1941
- (OOB) Romania, changed Engineer cap from 1 to 0
- (OOB) USSA, added 4 more names to the Garrison unit list
- (OOB) USSR, added 8 more unit names to the Infantry Corp list
- (Bug) Carrier(s) no longer get a morale damage increase per Naval upgrade
- (Bug) USSR, fixed an issue that if they retook one of their main NM objectives on the same turn as the Axis took it then the NM boost would not execute
- (Bug) Italy, added Alternate Capitals to resolve the issue when the switch sides their is no supplies in Italy
- (Bug) UK, Desert forces, made some adjustments on where they arrive to try and resolve the Indian Unit showing up later with no reason given
- (Bug) USA, fixed an issue where their industry would not become active if they joined the war and was below 65 mobilization
- (Bug) Gun Coastal, will no longer get de-entrench and demoralization when increasing Infatry Tech Upgrade
########################
# TRP 1.10 Europe
########################
- (New) Carriers stats against air power reworked
- (New) Subs can damage carriers now especially if the carrier is surprised
- (New) Carrier(s) base morale damage changed from 20 to 15
- (New) Subs are no longer reformable (except for Germany)
- (New) USA, once fully active will get Eisenhower HQ with 2 experience points
- (New) Germany Afrika Corp replaced Anti-Air with Anti-Tank
- (New) Germany/Italy Escort Carrier Cap lowered from 3 to 1 (you can get up two carriers to go over cap selecting certain events)
- (New) Allies United NM bonus per turn increased from 100 to 250
- (New) USA, upgrade costs for all ships reduced
- (New) Tank Destroyers Soft/Hard attack increments from both Anti-Tank and Advanced Tanks lowered from 1 to 0.5
- (New) USA, Production time on ships lowered between 30% to 35% per ship
- (New) USSR, Siberian Reinforcement HQs starting XP changed from 1 to 3 (Zhukov)
- (New) USSR, Starts with 1 research chit in fighters
- (New) HQ, XP cap changed from 5 to 3
- (New) Italy, "Fairey swordfish raid" was removed
- (New) Germany, has a garrison requirement of 14 land units (not air power) within 13 hexes of Paris. If not MPP locations in France will start getting attacked by Partisans.
- (New) Mountain Unit costs changed from 165 MPP to 150 MPP
- (New) USSR, Max Occupation Efficiency increase from 60 to 80 should help Germany keep supplies up
- (New) USSR, Militia lowered base soft and hard attack from 3 to 2
- (New) USSR, increased scortch earth percentages to be more consistent
- (New) Mech Units had their base Soft/Hard (Attack & Defense) increased by 1
- (New) Mech Units had their Infantry Upgrade Soft/Hard (Attack & Defense) lowered from 1 to 0.5
- (New) Invading Italy prior to USA Entry will no longer have a devastating National Morale effect on Italy
- (New) Amphibious Warfare and Amphibs reworked Chart below is a before and after change
Before
----
Amphib Base Research 1941(2) 1944(4)
UK 10 2 14 18
France 1 2 5 9
USA 15 2 19 23
USSR 1 2 5 9
Germany 2 2 6 10
Italy 1 2 5 9
After
----
Amphib Base Research 1941(2) 1944(4)
UK 2 4 10 18
France 0 2 4 8
USA 2 6 14 26
USSR 0 2 4 8
Germany 2 2 6 10
Italy 0 2 4 8
- (Map) USSR, made adjustments to the railroad and roads to some areas near Dnepropetrovsk and Stalino
- (Map) Albania 5 supply limit tooltip updated to be more specific
- (Map) Gibraltar area reworked a little to solve the port not going to Axis if Gibraltar is Axis controled but Tangiers is Allied controlled
- (Map) USSR, Europe areas weather adjusted to have more clear weather in September but a harsher winter
- (OOB) Italy, Engineer can not be built till January 1941
- (OOB) Romania, changed Engineer cap from 1 to 0
- (OOB) USSA, added 4 more names to the Garrison unit list
- (OOB) USSR, added 8 more unit names to the Infantry Corp list
- (Bug) Carrier(s) no longer get a morale damage increase per Naval upgrade
- (Bug) USSR, fixed an issue that if they retook one of their main NM objectives on the same turn as the Axis took it then the NM boost would not execute
- (Bug) Italy, added Alternate Capitals to resolve the issue when the switch sides their is no supplies in Italy
- (Bug) UK, Desert forces, made some adjustments on where they arrive to try and resolve the Indian Unit showing up later with no reason given
- (Bug) USA, fixed an issue where their industry would not become active if they joined the war and was below 65 mobilization
- (Bug) Gun Coastal, will no longer get de-entrench and demoralization when increasing Infatry Tech Upgrade
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Re: TRP - Total Realism Project for War in Europe (1.10 Download)
Do you have to start a new play through with this patch?
Re: TRP - Total Realism Project for War in Europe (1.10 Download)
AlwaysDavid Hansen wrote: Sat May 31, 2025 1:36 am Do you have to start a new play through with this patch?
Re: TRP - Total Realism Project for War in Europe (1.10b Download)
Emergency fix so new release put out
########################
# TRP 1.10b Europe
########################
- (Bug) USA has the shorter production time with ships instead of the UK
########################
# TRP 1.10b Europe
########################
- (Bug) USA has the shorter production time with ships instead of the UK
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Re: TRP - Total Realism Project for War in Europe (1.10b Download)
"Could not find TRP..."
Can you see the image?
Re: TRP - Total Realism Project for War in Europe (1.10b Download)
Their is also a link on how to install, however you must install Europe into SC Europe and World into SC World. You can not switch the two. This is the Europe thread but you are showing me the editor for World.Eric Breuer wrote: Mon Jun 09, 2025 9:18 pm TRP 1.10b Error.jpg
I am attempting to install per your instructions, but I am getting a error message.
"Could not find TRP..."
Can you see the image?
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Re: TRP - Total Realism Project for War in Europe (1.10b Download)
Yes, just noticed that.
Thanks
Thanks
- Unfortunate Son
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Re: TRP - Total Realism Project for War in Europe (1.10b Download)
Lothos,
I have tried to load your latest version of War in Europe but I keep getting an error code. "Failed (set_information_map): No such file directory" FYI I also loaded Crispies mod Fall Weiss 20 and that is working fine.
Just thought you would want to know in case others are having an issue.
I have tried to load your latest version of War in Europe but I keep getting an error code. "Failed (set_information_map): No such file directory" FYI I also loaded Crispies mod Fall Weiss 20 and that is working fine.
Just thought you would want to know in case others are having an issue.
Re: TRP - Total Realism Project for War in Europe (1.10b Download)
I had no issues with it (1.10b) and am playing a pbem game as well.
Maybe your download was corrupted?
Or do you have other mods turned on that could be causing an issue?
Maybe your download was corrupted?
Or do you have other mods turned on that could be causing an issue?
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
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Re: TRP - Total Realism Project for War in Europe (1.10b Download)
Thanks Taxman for responding. OCB and I figured out that I had placed the files in the "game" campaign folder and not in the correct My Games>War In Europe> Campaigns folder. It is working now Thanks.Taxman66 wrote: Mon Jun 16, 2025 2:26 am I had no issues with it (1.10b) and am playing a pbem game as well.
Maybe your download was corrupted?
Or do you have other mods turned on that could be causing an issue?
- OldCrowBalthazor
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Re: TRP - Total Realism Project for War in Europe (1.10b Download)
He got it fixed with a re-down load. I had a different issue where the 1.10b file got hidden in an old 1.6 file folder. So while helping Unfortunate Son ferret out his issue I fixed mine by scrubbing out all the old TRP-WiE files and reload 1.10b. So everything is copaceticTaxman66 wrote: Mon Jun 16, 2025 2:26 am I had no issues with it (1.10b) and am playing a pbem game as well.
Maybe your download was corrupted?
Or do you have other mods turned on that could be causing an issue?

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Re: TRP - Total Realism Project for War in Europe (1.10b Download)
So, you claim the AI does not cheat.
First, the AI can place a new unit and upgrade it immediately. The player cannot. I also have seen a new unit placed and then move/attack. This might be unavoidable simply due to the programming but don't state up front that the AI has "no cheats."
The Africa Korps appears near Bengazi for the AI and in the 3 times I have played, it showed up in Nov and Dec of 1940. As the player, I get the units in Italy and it's May of 1941. Twice, once was April. Pretty unrealistic since it showed up historically at Tripoli in Jan 1941. This could be fixed in your scripts.
The supply effects in North Africa don't seem to affect the AI. I've seen the Axis AI with 26 units and 10 were corps units (and yes, that excluded HQ's and garrisons). I made the mistake once of miscounting my corps (I had 5) and I got slaughtered twice every turn until I lost one.
I've played 3 times as the Axis and I've never seen the Italian frogmen hit a UK ship in port and the AI is using 6-8 ports every turn - I checked. Twice, playing as the UK, my ships were hit every 3rd turn. So much so, that I couldn't really use any Med port.
Just some things I've seen which is fine as the programming may be unavoidable but don't state up front that it's even for a player and the AI. Just so I can set my preferences better.
First, the AI can place a new unit and upgrade it immediately. The player cannot. I also have seen a new unit placed and then move/attack. This might be unavoidable simply due to the programming but don't state up front that the AI has "no cheats."
The Africa Korps appears near Bengazi for the AI and in the 3 times I have played, it showed up in Nov and Dec of 1940. As the player, I get the units in Italy and it's May of 1941. Twice, once was April. Pretty unrealistic since it showed up historically at Tripoli in Jan 1941. This could be fixed in your scripts.
The supply effects in North Africa don't seem to affect the AI. I've seen the Axis AI with 26 units and 10 were corps units (and yes, that excluded HQ's and garrisons). I made the mistake once of miscounting my corps (I had 5) and I got slaughtered twice every turn until I lost one.
I've played 3 times as the Axis and I've never seen the Italian frogmen hit a UK ship in port and the AI is using 6-8 ports every turn - I checked. Twice, playing as the UK, my ships were hit every 3rd turn. So much so, that I couldn't really use any Med port.
Just some things I've seen which is fine as the programming may be unavoidable but don't state up front that it's even for a player and the AI. Just so I can set my preferences better.
Re: TRP - Total Realism Project for War in Europe (1.10b Download)
AI placing units and upgrading them right away, never seen it however I believe when the AI builds units it will also pay for their upgrades (I believe). Either case, I have absolutely no control over that.gdpsnake1979 wrote: Fri Jun 27, 2025 1:17 am So, you claim the AI does not cheat.
First, the AI can place a new unit and upgrade it immediately. The player cannot. I also have seen a new unit placed and then move/attack. This might be unavoidable simply due to the programming but don't state up front that the AI has "no cheats."
The Africa Korps appears near Bengazi for the AI and in the 3 times I have played, it showed up in Nov and Dec of 1940. As the player, I get the units in Italy and it's May of 1941. Twice, once was April. Pretty unrealistic since it showed up historically at Tripoli in Jan 1941. This could be fixed in your scripts.
The supply effects in North Africa don't seem to affect the AI. I've seen the Axis AI with 26 units and 10 were corps units (and yes, that excluded HQ's and garrisons). I made the mistake once of miscounting my corps (I had 5) and I got slaughtered twice every turn until I lost one.
I've played 3 times as the Axis and I've never seen the Italian frogmen hit a UK ship in port and the AI is using 6-8 ports every turn - I checked. Twice, playing as the UK, my ships were hit every 3rd turn. So much so, that I couldn't really use any Med port.
Just some things I've seen which is fine as the programming may be unavoidable but don't state up front that it's even for a player and the AI. Just so I can set my preferences better.
The Afrika CORP is for AI reasons because their is no guarantee it would ship them to North Afrika, they get the same exact units as a human player.
THe Supply effects in North Afrika does not effect the AI because it can't distinguish between a CORP and a Division.
THe Italian Frogmen only hit if a ship is in the port and it has an extremely low percentage chance (I have seen it many times over the amount of games I have played)
As for your last statement, I really do not care. Your approach is very rude and if you do not like it then do not play the mod. It is really that simple!
When I say the AI does not cheat it means it is not getting free untis all over the place. It gets the same units a human player does. As I state in the first post you can adjust the difficulty sliders to give the AI some extra stuff like free research and more MPP (if you want). I believe the only real free unit is the UK get an HQ in North Afrika if the one from France did not make it as the AI is not smart enough to transport an HQ to North Afrika (it is purely random unfortunately).
I did my best as AI is what I love doing, if its not good enough for you well simply don't play the mod.
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Re: TRP - Total Realism Project for War in Europe (1.10b Download)
In terms of general engine-based AI behaviour, everything where the AI's benefits may differ from a humans is listed here:
https://forums.matrixgames.com/viewtopic.php?t=373248
This does not of course include any benefits in a particular campaign, and Lothos has kindly explained the few that do exist in this one.
Anything else could be a bug, and would require investigating, ideally with save files demonstrating the issue.
https://forums.matrixgames.com/viewtopic.php?t=373248
This does not of course include any benefits in a particular campaign, and Lothos has kindly explained the few that do exist in this one.
Anything else could be a bug, and would require investigating, ideally with save files demonstrating the issue.
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Re: TRP - Total Realism Project for War in Europe (1.10b Download)
I have intention of seeming rude, just stating the facts.
You still didn't adequately explain why the AI gets the Afrika Korps in Nov 1940, but a player gets it in May 1941 when it historically formed in Jan 1941 and began arriving in Africa in early Feb 1941.
I understand about the AI needing it to go to Africa or it will probably go somewhere else, perfectly fine. But the player should get the same deployment, in the same location, at the same time.
A player could also just send them elsewhere from Italy but being deployed in Africa makes that much less likely and costly. We are also talking a difference of six months with the current situation made even longer with the need to "ship" the units to Africa. Plus, the extra cost to ship is unbalanced.
The AI can't distinguish between units, so they have no supply limits in Africa. Fair enough, then eliminate the limits for a player and rely on the Malta effect scripts to control the supply excess which can also affect having too many AI units. It's really unplayable now to have a UK or Axis AI "swarm" Africa, which I have seen, and overwhelm a player severely restricted in units.
Perhaps, I just have unlucky frogmen. It's not Vegas, but the odds did seem to favor the AI.
As for your last statement, you should care. You have made a Mod out of your passion for the game and to hopefully enhance the experiences of other players who wish to try it. After all, you put a lot of work and effort into your project. You should care what others think of the result, good or bad, and perhaps adjust accordingly and be prepared to justify why your viewpoint works best. I, for one, am grateful for your work but that doesn't mean discussions on possible changes can't be offered. I believe the discrepancies in the Afrika Korps arrival and Africa supply in general is a good example.
You still didn't adequately explain why the AI gets the Afrika Korps in Nov 1940, but a player gets it in May 1941 when it historically formed in Jan 1941 and began arriving in Africa in early Feb 1941.
I understand about the AI needing it to go to Africa or it will probably go somewhere else, perfectly fine. But the player should get the same deployment, in the same location, at the same time.
A player could also just send them elsewhere from Italy but being deployed in Africa makes that much less likely and costly. We are also talking a difference of six months with the current situation made even longer with the need to "ship" the units to Africa. Plus, the extra cost to ship is unbalanced.
The AI can't distinguish between units, so they have no supply limits in Africa. Fair enough, then eliminate the limits for a player and rely on the Malta effect scripts to control the supply excess which can also affect having too many AI units. It's really unplayable now to have a UK or Axis AI "swarm" Africa, which I have seen, and overwhelm a player severely restricted in units.
Perhaps, I just have unlucky frogmen. It's not Vegas, but the odds did seem to favor the AI.
As for your last statement, you should care. You have made a Mod out of your passion for the game and to hopefully enhance the experiences of other players who wish to try it. After all, you put a lot of work and effort into your project. You should care what others think of the result, good or bad, and perhaps adjust accordingly and be prepared to justify why your viewpoint works best. I, for one, am grateful for your work but that doesn't mean discussions on possible changes can't be offered. I believe the discrepancies in the Afrika Korps arrival and Africa supply in general is a good example.