TRP - Total Realism Project for War in Europe (1.11c Download)

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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.10b Download)

Post by Lothos »

gdpsnake1979 wrote: Fri Jun 27, 2025 5:08 pm 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 did not spend time reading all the patch notes from the past 3+ years considering the amount of time I put in this you could show some respect and take your time reading through the notes as it states the answer to your question their about the Afrika Corp.

Despite me not liking your tone and your condesending words I will answer your question this one time.

The Afrika Corp is not date specific, the conditions are based on what is going on in North Africa with a cut off date (meaning mandatory show date).

As for the rest of your comments

No, not making the changes based on someone playing 3 games and has little understanding on how the mod works or even why the changes were made. ESPECIALLY when instead of having a meaningful discussion they spend their time trying to talk down to me.

Again, if you do not like it you are free not to play the mod.
PrinceMiskin
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Re: TRP - Total Realism Project for War in Europe (1.10b Download)

Post by PrinceMiskin »

gdpsnake1979 wrote: Fri Jun 27, 2025 5:08 pm 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.
Lothos has made quite a reputation for not taking feedback...
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.10b Download)

Post by Lothos »

PrinceMiskin wrote: Sat Jul 26, 2025 7:47 pm
gdpsnake1979 wrote: Fri Jun 27, 2025 5:08 pm 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.
Lothos has made quite a reputation for not taking feedback...
LOL, not 100% true but the issue is most people do not understand the mod fully and theri feedback is based on the base game. You really need to spend allot of time trying to understand all the stats and why the differences in TRP.

Also when I do come up with ideas for big changes the cycle is always the same
- Everyone begs not to change it, they hate it (it is really fear) they do not want it
- The change is released and they say how much they hate it (cause its new)
- After the play a few rounds and start understanding it, people adjust and they learn the new tactic that has to be done and then they usually either like the change or are indifferent to it.

Rinse and repeat :)
PrinceMiskin
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Re: TRP - Total Realism Project for War in Europe (1.10b Download)

Post by PrinceMiskin »

Anyway this is your mod... ;)
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OldCrowBalthazor
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Re: TRP - Total Realism Project for War in Europe (1.10b Download)

Post by OldCrowBalthazor »

Taxman and I are beginning to co-produce a series of V.10b TRP-WiE for YT. Good news is Taxman is a YouTuber now. We got to build some content before we release, but the turns for each side will go daily, and if all goes well, sometime early October. We will release announcement vids and an overview of this excellent mod when our schedules are set and before it goes public. Taxman will play Allies and I the Axis. Lothos thanks again for all your work. Cheers.
Attachments
Official TRP-WiE Axis vs Taxman Thumbnail.jpg
Official TRP-WiE Axis vs Taxman Thumbnail.jpg (89.19 KiB) Viewed 953 times
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.10b Download)

Post by Lothos »

TRP Europe v1.11 - Beta 1 released on Discord, you must join discord if you want to participate in the Beta

########################
# TRP 1.11 Europe - Beta 1
########################

- UK, France and USA Naval Warfare set to 0 with 1 chit in the Assigned
- Carriers land attack values lowered from 1 to 0 and to get it back you must research Naval Warfare
- Aircraft, repair cost change from 5% to 3% (including Elite upgrade) to simulate pilots living after their plane is shot down
- Aircraft, reformation cost change from 80% to 60% to simulate pilots not living after their plane is shot down
- Fighters, each fighter level increased intercep missions by 1
- Carriers (all), each fighter level increases intercep/escort missions by 1
- All Units (not aircraft) cost for Elite upgrade lowered to 5%
- Italy looses 200 NM per turn if German troops are in Albania or Greece while Yugoslavia and Bulgaria are neutral
- Battle for Britain Decision (only works in PBEM)
Starts Turn after France falls and no allied units in France
German Player says no, UK NM goes up 2000, Germany NM goes down 500 and USSR Mobilization increses 5%
German says yes
New raid zone around UK that subs can attack to hit industry within the UK
Two new zones, one in the UK and one in France
UK, must keep 2 fighters in their zone
Germany must keep 6 planes (3 must be medium bombers or strategic bombers) in their zone
Each turn one opponent does not meet this requirement the other oppponents NM goes up by 300
Air portion of BoB ends on 3/1/1941 or USA in war, USSR in war, 2 German units in the UK, 5 Allied units in France

- (Bug) Convoy routes to Glasgow if Liverpool is bombed are now consistent in their paths
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OldCrowBalthazor
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Re: TRP - Total Realism Project for War in Europe (1.10b Download)

Post by OldCrowBalthazor »

Here's an announcement vid: https://www.youtube.com/watch?v=iSnJwJZ9wlg&t=7s

Going to play Taxman, who is a long time contributor to the SC-Forums and now a fellow YouTuber.
First Episode for both sides air Oct 1, 2025
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TRP-Europe MP Announcement.png
TRP-Europe MP Announcement.png (869.48 KiB) Viewed 644 times
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
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Taxman66
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Re: TRP - Total Realism Project for War in Europe (1.10b Download)

Post by Taxman66 »

Here's the link to my site.
We're starting on Oct 1st, 2025
TRP Thumbnail vs OCB Episode 0.jpg
TRP Thumbnail vs OCB Episode 0.jpg (388.95 KiB) Viewed 634 times
Taxman's youtube
"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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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.11 Download)

Post by Lothos »

TRP Europe 1.11 has been released

########################
# TRP 1.11 Europe
########################

- UK, France and USA Naval Warfare set to 0 with 1 chit in the Assigned
- Carriers land attack values lowered from 1 to 0 and to get it back you must research Naval Warfare
- Aircraft, repair cost change from 5% to 3% (including Elite upgrade) to simulate pilots living after their plane is shot down
- Aircraft, reformation cost change from 80% to 60% to simulate pilots not living after their plane is shot down
- Fighters, each fighter level increased intercep missions by 1
- Carriers (all), each fighter level increases intercep/escort missions by 1
- All Units (not aircraft) cost for Elite upgrade lowered to 5%
- Italy looses 200 NM per turn if German troops are in Albania or Greece while Yugoslavia and Bulgaria are neutral
- UK/USA, will get a 200 NM bonus per turn if they have 4 strategic bombers in the UK
- Battle for Britain Decision (only works in PBEM)
Starts Turn after France falls and no allied units in France
German Player says no, UK NM goes up 2000, Germany NM goes down 500 and USSR Mobilization increses 5%
German says yes
New raid zone around UK that subs can attack to hit industry within the UK
Two new zones, one in the UK and one in France
UK, must keep 2 fighters in their zone
Germany must keep 6 planes (3 must be medium bombers or strategic bombers) in their zone
Each turn one opponent does not meet this requirement the other oppponents NM goes up by 300
Air portion of BoB ends on 3/1/1941 or USA in war, USSR in war, 2 German units in the UK, 5 Allied units in France

- (Bug) Convoy routes to Glasgow if Liverpool is bombed are now consistent in their paths
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Re: TRP - Total Realism Project for War in Europe (1.11 Download)

Post by stormbringer3 »

There's a few red ! called Adriatic Sea Defense Point. Could you please explain?
Thanks.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.11 Download)

Post by Lothos »

stormbringer3 wrote: Wed Sep 24, 2025 6:07 pm There's a few red ! called Adriatic Sea Defense Point. Could you please explain?
Thanks.
Join the discord channel, their are over 200 people in it and you can ask all the questions you need in their.
stormbringer3
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Re: TRP - Total Realism Project for War in Europe (1.11 Download)

Post by stormbringer3 »

Thank you for answering. I have no desire to join Discord. I've always had excellent results using the games' forum. I'll live without knowing what it means.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.11 Download)

Post by Lothos »

stormbringer3 wrote: Thu Sep 25, 2025 1:20 am Thank you for answering. I have no desire to join Discord. I've always had excellent results using the games' forum. I'll live without knowing what it means.
It is in the patch notes, in this thread. I always describe every change.

THe Adriatic Defense are a system of points that the Axis must hold to protect their fleet in the Adriatic Sea. If the Allies move their ships in they will take damage at the end of the turn. If the Axis loose any of those points then the defense goes away.
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Re: TRP - Total Realism Project for War in Europe (1.11 Download)

Post by stormbringer3 »

Thank you very much.
DamagePoint
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Re: TRP - Total Realism Project for War in Europe (1.11 Download)

Post by DamagePoint »

Thanks again for your ongoing work on the mod, Lothos.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.11b Download)

Post by Lothos »

Small release

########################
# TRP 1.11b Europe
########################

- (Bug) German Subs can be reformed again
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.11c Download)

Post by Lothos »

New version of TRP released

########################
# TRP 1.11c Europe
########################

- (New) Asmara is an NM objective

- (Map) Tobruk reworked so that it can continue to get supplies from the sea of surrounded

- (Bug) German Subs can be reformed again
- (Bug) Battle for Britain linking to main decision fixed
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OldCrowBalthazor
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Re: TRP - Total Realism Project for War in Europe (1.11c Download)

Post by OldCrowBalthazor »

TRP-Europe MP match with Taxman
Link to BalthazorsStrategicArcana (Axis) Ep 1: https://www.youtube.com/watch?v=MUyg9ZGAh-4&t=4s
Sept 1 1939. "Germany invades Poland and WW2 begins"

Link to Taxman66 (Allies) Ep 1: https://www.youtube.com/watch?v=qV5bzmnVtSU&t=155s

AI SuzyQ's :) summary of the Axis turn 1:

This video is the first episode of a multiplayer match of "Strategic Command: War in Europe" with the "Total Realism Project (TRP) War in Europe" mod. The creator, OldCrowBalthazor, is playing as the Axis, and his opponent, Taxman, is playing as the Allies . The game begins on September 1, 1939, with Germany invading Poland, marking the start of WW2.

Key aspects discussed in the video include:

Axis War Aims:
The immediate goal is to undo the Treaty of Versailles and wage offensive war against enemies, particularly Great Britain. The long-term objective is to confront and defeat the Soviet Union.

Initial Research and Production: OldCrowBalthazor reviews research priorities for both Germany and Italy, focusing on advanced tanks, infantry warfare, and spy intelligence for Germany, and naval and aerial warfare for Italy. He also briefly checks production queues.

Poland Campaign:
The main focus of the early game involves German forces moving against Poland, with discussions on tactical bomber usage, unit movements, and challenges faced against Polish garrisons. The objective is to take Danzig and close in on Warsaw.

Naval Strategy:
The Axis player plans to use submarines to target Allied convoy lines, particularly those coming from Norway, to disrupt their supply.
Italian Strategy and East Africa The player considers sending an Italian HQ and units to East Africa to establish a presence and potentially secure resources, while being mindful of supply limitations and the need for an HQ in the region.

House Rules and Victory Conditions:
The video description provides a detailed list of house rules for the match, including restrictions on war declarations, unit movements, and port usage. It also outlines the victory conditions for both Axis (Decisive, Major, Minor, Marginal) and Allied (Decisive, Major, Minor) forces based on controlling specific cities by certain years.

The creator apologizes for missing the initial splash screen due to game loading times and encourages viewers to watch Taxman's channel for the Allied perspective.
Attachments
Ep 1 TRP.png
Ep 1 TRP.png (934.45 KiB) Viewed 168 times
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
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