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

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Lothos
Posts: 1261
Joined: Tue May 23, 2006 8:22 pm

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
Posts: 68
Joined: Fri Aug 03, 2007 11:03 am

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
Posts: 1261
Joined: Tue May 23, 2006 8:22 pm

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
Posts: 68
Joined: Fri Aug 03, 2007 11:03 am

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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Location: Republic of Cascadia

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.
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