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

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Taxman66
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.7 Download)

Post by Taxman66 »

Lothos wrote: Thu Aug 04, 2022 3:23 pm
Taxman66 wrote: Thu Aug 04, 2022 3:15 pm Minor Bug:

While playing single player vs. Axis AI the Axis Strategic Advice regarding Vigo/Spanish Ports was displayed.
I fixed the first event bug you found for Gibraltar

I need more information on the new one you just reported.

What was the text you saw so I can track down which event it came from.
The media file 'german_report_vigo'
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.7 Download)

Post by Taxman66 »

Lothos wrote: Thu Aug 04, 2022 3:46 pm One thing to note, I am not finding (in the editor) where I can adjust how long research takes. The Advance tab under Research does not appear to effect time and it effects only what the increments do.
Correct.

So simple extrapolation. Since both Axis & Allied turns occur on the same date and the calendar date only moves between the Allied turn and the next Axis turn, this would mean twice as fast. Unless you also adjusted the amount of time that passes between turns.

This does not necessarily mean you would want to cut the research increases in half.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.7 Download)

Post by Lothos »

Taxman66 wrote: Thu Aug 04, 2022 4:22 pm
Lothos wrote: Thu Aug 04, 2022 3:46 pm One thing to note, I am not finding (in the editor) where I can adjust how long research takes. The Advance tab under Research does not appear to effect time and it effects only what the increments do.
Correct.

So simple extrapolation. Since both Axis & Allied turns occur on the same date and the calendar date only moves between the Allied turn and the next Axis turn, this would mean twice as fast. Unless you also adjusted the amount of time that passes between turns.

This does not necessarily mean you would want to cut the research increases in half.

But what manipulates it?

The manual is not clear with it, "Research Progression (Per Chi)" is my best guess and I am thinking that is the percentage increase per turn but I am not sure. (see attachment)
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Editor-WWII_World_at_War_mz2sbeNX1b.png
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.7 Download)

Post by Lothos »

Taxman66 wrote: Thu Aug 04, 2022 4:16 pm
Lothos wrote: Thu Aug 04, 2022 3:23 pm
Taxman66 wrote: Thu Aug 04, 2022 3:15 pm Minor Bug:

While playing single player vs. Axis AI the Axis Strategic Advice regarding Vigo/Spanish Ports was displayed.
I fixed the first event bug you found for Gibraltar

I need more information on the new one you just reported.

What was the text you saw so I can track down which event it came from.
The media file 'german_report_vigo'
The file german_report_vigo is not being used in TRP
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.7 Download)

Post by Taxman66 »

Lothos wrote: Thu Aug 04, 2022 3:31 pm
1 - Give me an idea of how much faster is tech? Does it feel like its 50% faster (so instead of a year (non TRP game) it is finished in 6 months (a TRP game)) etc....?

2 - The old German AI did not really build any subs, the TRP AI it does but the UK has allot of ships to help control the ocean and the USA gets ships (via event) that is more than enough to help. I've seen USA having a massive amount of troops siting int he UK by early 1943. And as mentioned before, the USA was not advanced in all techs you need to prioritize what is important. They were behind in their Tank Techs, Anti-Tank Techs to the Germans. Allot of people (cause I have had this discussion when I modded Hearts of Iron) believe that the USA should exceed in all techs but that is really not the case of what happened. Your research needs to be based on your strategy and you can't just do a blanket research everything. I found it best not to build any units and just focus on research until mid 1941 and then start building. Remember the USA did not really perform any operations in Europe until the end of 1942 (almost an entire year after Pearl Harbor).

3 - Apologies, not sure what you mean by a penalty for doing well?

4 - Those events are their but fire randomly and are based on Malta Supply hampering them.

5 - I would say lets see how a real Multiplayer Game goes before I make severe adjustments.
1. Responded to in previous message.

2a. GE AI (particularly at advanced/expert levels) has more money to invest in sub Tech, and experienced subs (including intrinsic starting experience) are extraordinarily difficult to deal with. You try attacking them with DDs without any ASW and the DD is often taking more than it's giving. Then the Axis goes and nukes the DD with the sub while taking only moderate damage. Things don't get even until about ASW 2 vs. sub 0 or slightly allied favorable at ASW 3 vs. Sub 1 (again vs. experienced subs).

2b. GE AI in Fall Weiss gets or builds a crap ton of subs, and that goes along with 2a.

2c. I've not experienced TRP new events. So I plead ignorance so far.

2d. I'm not arguing with anything you're saying; and I still have to see how things go. I'm just noting a dramatic early difference.

2e. However please keep in mind a couple of things: a) Being behind 1 level in Tech in this game is real bad. Being behind by 2 levels is pure futility and can not be made up by greater numbers. Even in the base game the only time I've experienced a lot of US troops in UK in 1943 is against the Allied AI (where I'm sure they are getting bonus units). If a player does than he is sacrificing Tech and/or not campaigning in Libya/Italy or helping the UK in Iraq if Egypt has been overrun. Also helps if the Axis player has passed on contesting the Atlantic and Med.

3. Exactly that. A penalty for doing well (i.e. negative consequences for doing well with France holding out). Maybe just turn on the 4 US Oil/Mine sites on a particular date (mid-3rd week of June?) instead of the Fall of France. Same goes for bouncing of Russian Mobilization (maybe just cut in half both the hits for taking Baltics/Bess as well as the Shock of France falling)? Would be a lot worse if Axis went 'All of France' Strategy, but I noted that one of the changes is to make that Axis strategy a lot less appealing. NOTE: I think this is may be more of how it makes a player feel situation than it is actually an in game mechanically situation. Not sure say what 4(?) turns delay means to total US MPP collection pre Dec 7, 1941 would be anyway.

4. Not talking about the Malta events. There is a specific Fall Weiss one-time event that badly clobbers all the Libya ports when Italy enters the war. I'm just curious if you left it in or not. Don't think it would affect the AI that much, just human players.

5. Agreed, again I have concerns/worries only at this point. Unlike real life, where supply issues (where SC literally allows unlimited numbers of forces in theatre) in Libya/Egypt hurt as much as, if not more than, Adolph's uncaring of the Egyptian/Libyan front. In SC Axis can overwhelm the UK here if they want to. Fine (while the realistic possibility is arguable), the Axis player has to make the commitment to do so. My worry is that with the extra turns given the MPP advantage the Axis has over the UK it might make it too easy for them.
Have to see it played multiple times and get other judgements too.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.7 Download)

Post by Taxman66 »

It is a percentage increase per turn (plus break through).

Your change to the date/calendar advancement means each side gets ~2 turns (not 100% sure this works exactly right given the change in calendar advancement due to seasonal changes in the base game) for every 1 in the base game.

That means each side will get double the number of advancements, with each advancement being the same (as the base game). Thus the result (again excluding the Techs that can double chit) is Tech advancement occurs after the same number of turns as the base game, but the Calendar advancement will not be as much in the base game.

-----
I can't go back and recreate, or screen shot the Strategic Advice pop-up.
If I run into it again, via a new game, I will do so.
Come to think of it, it very well might be a Fall Weiss error that carried over when you used that mod as your base.
Maybe double check the Event that fires that pop-up off, versus the base game and see if there is a typo error?
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.7 Download)

Post by Lothos »

Thanks refactored, their is about 25 turns in a year now so it would take 20 turns to get 1 tech with no bonuses for a level 1 tech (it was set to 5% per turn).

I changed it to 3% which would make it about 75% per year with no bonuses.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.7 Download)

Post by Taxman66 »

I'll trust the numbers match up and the change will be on par calendar time wise with Base game.

Also, I spotted an odd weather zone for Minsk.
Minsk weather.jpg
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.7 Download)

Post by Taxman66 »

Lothos wrote: Thu Aug 04, 2022 7:13 pm Thanks refactored, their is about 25 turns in a year now so it would take 20 turns to get 1 tech with no bonuses for a level 1 tech (it was set to 5% per turn).

I changed it to 3% which would make it about 75% per year with no bonuses.
MIght want to rethink Freezing Free France out of Tech due to this change; or if possible allow her to gain the Techs that France invested in, but didn't complete before the fall of France.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.7 Download)

Post by Lothos »

Taxman66 wrote: Thu Aug 04, 2022 10:27 pm
Lothos wrote: Thu Aug 04, 2022 7:13 pm Thanks refactored, their is about 25 turns in a year now so it would take 20 turns to get 1 tech with no bonuses for a level 1 tech (it was set to 5% per turn).

I changed it to 3% which would make it about 75% per year with no bonuses.
MIght want to rethink Freezing Free France out of Tech due to this change; or if possible allow her to gain the Techs that France invested in, but didn't complete before the fall of France.
Fixed the Minsk weather bug for next release (thank you)

The Free France tech is not something I can change. The game engine forces that. I asked the devs and they confirmed it. Any major power that surrenders can still keep collecting MP but they can no longer research or do diplomacy.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.7 Download)

Post by Taxman66 »

OK, means France can try and invest in a Tech and hope to get lucky.

Next Bug:

Coastal Gun upgrades are mixed up (or more likely the ordering of their labeling is wrong):
Coastal Gun AA upgrade
Coastal Gun AA.jpg
Coastal Gun AA.jpg (139.24 KiB) Viewed 706 times
Coastal Gun Art upgrade
Coastal Gun Art.jpg
Coastal Gun Art.jpg (134.89 KiB) Viewed 706 times
Coastal Gun Inf Weapons upgrade
Coastal Gun IW.jpg
Coastal Gun IW.jpg (137.34 KiB) Viewed 706 times
Last edited by Taxman66 on Thu Aug 04, 2022 11:46 pm, edited 1 time in total.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.7 Download)

Post by Taxman66 »

Question/possible Bug:

Artillery upgrade for Tanks only seems to provide an improvement to their stats if the Advanced Tanks improvement is at 0.
Once Adv. Tanks progress to 1, the Artillery upgrade no longer provides any benefit. At least through Adv Tanks 2, haven't gotten to Adv. Tanks 3-5 yet, but I'm suspecting the same.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.7 Download)

Post by OldCrowBalthazor »

Taxman66 wrote: Thu Aug 04, 2022 11:40 pm OK, means France can try and invest in a Tech and hope to get lucky.

Next Bug:

Coastal Gun upgrades are mixed up:
Coastal Gun AA upgrade
Coastal Gun AA.jpg

Coastal Gun Art upgrade
Coastal Gun Art.jpg

Coastal Gun Inf Weapons upgrade
Coastal Gun IW.jpg
Nice catch on the bug.
Have a question about France research. I have some going early game. When France falls...does my progression freeze so I can start it up again if I can liberate it later in the war, or is all research progress gone?
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.7 Download)

Post by Lothos »

OldCrowBalthazor wrote: Thu Aug 04, 2022 11:48 pm
Taxman66 wrote: Thu Aug 04, 2022 11:40 pm OK, means France can try and invest in a Tech and hope to get lucky.

Next Bug:

Coastal Gun upgrades are mixed up:
Coastal Gun AA upgrade
Coastal Gun AA.jpg

Coastal Gun Art upgrade
Coastal Gun Art.jpg

Coastal Gun Inf Weapons upgrade
Coastal Gun IW.jpg
Nice catch on the bug.
Have a question about France research. I have some going early game. When France falls...does my progression freeze so I can start it up again if I can liberate it later in the war, or is all research progress gone?
Not sure, that one I have to defer to the devs.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.7 Download)

Post by Lothos »

Taxman66 wrote: Thu Aug 04, 2022 11:40 pm OK, means France can try and invest in a Tech and hope to get lucky.

Next Bug:

Coastal Gun upgrades are mixed up (or more likely the ordering of their labeling is wrong):
Coastal Gun AA upgrade
Coastal Gun AA.jpg

Coastal Gun Art upgrade
Coastal Gun Art.jpg

Coastal Gun Inf Weapons upgrade
Coastal Gun IW.jpg
Thanks, will look at this.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.7 Download)

Post by Taxman66 »

US Shipments to Vladivostok

US DE for shipments to Vladivostok popped up as per normal. DE has usual text mentioning cost to US is 40 MPP and Russia will receive 80 MPP.

However, during economic summary the cost to the US was the full 80 MPP, and Russia got the correct amount of 80 MPP.

If this is intended, the text needs to be corrected. However, I hope that this is not the case.
At this point in the game the US is making less than 120 MPP per turn and is now shipping about 90 MPP out (80 plus about 10 to the UK).

I'll keep an eye out to see if this continues on subsequent turns.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.7 Download)

Post by Lothos »

Taxman66 wrote: Fri Aug 05, 2022 4:00 am US Shipments to Vladivostok

US DE for shipments to Vladivostok popped up as per normal. DE has usual text mentioning cost to US is 40 MPP and Russia will receive 80 MPP.

However, during economic summary the cost to the US was the full 80 MPP, and Russia got the correct amount of 80 MPP.

If this is intended, the text needs to be corrected. However, I hope that this is not the case.
At this point in the game the US is making less than 120 MPP per turn and is now shipping about 90 MPP out (80 plus about 10 to the UK).

I'll keep an eye out to see if this continues on subsequent turns.
It is intended and I will fix the text.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.7 Download)

Post by Lothos »

Fixed both the text issue in the Vladivostok decision and the reversing of the tech for Coastal Guns.

Thank you, Keep them coming :D
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.7 Download)

Post by Taxman66 »

It feels like you really hate the US.

Starting to lose my enthusiasm.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.7 Download)

Post by Lothos »

Taxman66 wrote: Fri Aug 05, 2022 2:31 pm It feels like you really hate the US.

Starting to lose my enthusiasm.
LOL, no I do not hate the USA. You have to remember this is only the European map (not the world). The ships the USA gets when they go to war is really more than enough to fight with. All their MP should go to Air Power and Land Power and Research of those techs.

I have run so many simulations (and played myself many times) and had come to the conclusion the USA was way over powered and it had more than enough to always launch a full D-Day in 1943. The layout never matched the reality of USA's situation which was that their entire economy, all the way up till Pearl Harbor, was focused on building refrigerators and other commercial goods. It was not focused on the military.

TRP Europe, is designed to really press the reality of that situation. For the entire war USA only had 90 Divisions (That's it!). That is a drop in the bucket to what Germany and Russia had massed.

The proper way to play the USA is to accept three things
- First, you (USA) is to be a cash cow for both the UK and the USSR so they can fight the war.
- Second, USA needs to do everything in its power to help the UK (and their fleet) be a massive pain to the Axis and to stay alive.
- Third, then provide as much land forces and air power as you can to start taking back Europe

Trust me when I say this, if you look at it that way (which is more historically accurate) you will then understand and feel the situation.

With the current MPP the USA has it is enough to do research in the areas that are the most important for the European theater and build a large enough Army to launch your first offensives in mid to late 1942 (assuming a historical flow to the game).

And no I do not hate America, a few years ago I went to Hawaii and made it a priority to see the Arizona and I cried for what had happened.

In addition I went to Hiroshima to where the Genbaku Dome is still standing and stood right in front of it. They have a clock that strikes every single day at the exact minute that the bomb exploded. I also cried while I was standing their.
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