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Re: TRP - World at War ALPHA Released v0.5.3

Posted: Mon Sep 12, 2022 12:06 am
by Lothos
No TRP Release this week

I took most of the week off because I had some bad news about my cat. She has a tumor in her jaw and its very aggressive. They can not do anything about it so my wife and I have been spending time with her while she is still acting normal.

I will put something out later this week.

I made a note to look at making the winter war event do more damage.

Re: TRP - World at War ALPHA Released v0.5.3

Posted: Mon Sep 12, 2022 3:01 am
by CaesarAug
Oh, I am so sorry to hear about your catโ€™s illness. I love pets too and I know what that is all about. With all my sympathy.

Re: TRP - World at War ALPHA Released v0.5.3

Posted: Mon Sep 12, 2022 4:42 am
by Unfortunate Son
Lothos wrote: Mon Sep 12, 2022 12:06 am No TRP Release this week

I took most of the week off because I had some bad news about my cat. She has a tumor in her jaw and its very aggressive. They can not do anything about it so my wife and I have been spending time with her while she is still acting normal.

I will put something out later this week.

I made a note to look at making the winter war event do more damage.
Lothos sorry to hear the sad news regarding your cat. I recently lost my beloved dog of 14yrs. I understand what you are going through. ๐Ÿ™

Re: TRP - World at War ALPHA Released v0.5.3

Posted: Mon Sep 12, 2022 6:30 am
by OldCrowBalthazor
So sorry Lothos. Yeah being a cat person I can truly understand...

Re: TRP - World at War ALPHA Released v0.5.3

Posted: Mon Sep 12, 2022 7:29 am
by Pocus
I empathize with you Lothos, it's a difficult moment. It's a bit less hard if you have at least 2 animals. :roll:

Re: TRP - World at War ALPHA Released v0.5.3

Posted: Mon Sep 12, 2022 9:03 am
by BillRunacre
Very sorry to hear that Lothos.

Re: TRP - World at War ALPHA Released v0.5.3

Posted: Mon Sep 12, 2022 9:43 am
by Lothos
Thanks everyone, she is a great cat. Had her since she was 6 weeks old (she is 15 1/2 years old now). She acts like a dog rather than a cat. Loves people and loves to be in the middle of everyone.

Unfortunately they gave her only a few weeks to live.

When you have a pet that long they are part of the family.

Re: TRP - World at War ALPHA Released v0.5.3

Posted: Mon Sep 12, 2022 12:48 pm
by Lothos
OldCrowBalthazor wrote: Sun Sep 11, 2022 3:51 am Here's the situation on the Eastern Front on February 25 1942 with the TRP-WiE mod v 0.9.7. I was able to update the counter and historical flag bitmaps created by Unfortunate Son for Lothos and TRP-World mod.
Note the Soviet Guards and Shock Infantry and German historical flag.
Anyways we are already into early spring and this MP test is for balance observations.

Also in Libya..we finally took Tripoli. Its possible that the Malta affect on supply for the Axis (by not taking Malta) is too strong...possibly because of basically double the turns here. Not sure but Rommel should have had supply issues, but not as great as what Ray (Unfortunate Son) stated in the above posts. Also note my posts above on the observations concerning the lack of severity of the First Winter effect. We believe supply dinks are in order for the Eastern Front first winter.

Anyways still good fun. We got proper density of units on the Eastern Front..and I await what the Axis has in store for Stalin come summer.
Cheers.
So looking at the Cold Winter to do damage to the Axis Units and it appears to be between 0 and 2 damage per unit.

From what you guys are telling me it hit 1 most of the time (has 33% chance of each).

My thinking is to change the range from 0-2 to 1-2 so their is a 50/50 chance for a 1 - 2 and every unit will get hit.

Thoughts?

Re: TRP - World at War ALPHA Released v0.5.3

Posted: Mon Sep 12, 2022 10:00 pm
by OldCrowBalthazor
That sounds fine but also consider supply.
We think there needs to be some kind of hits on the Axis Occupied resource (Towns) kind of like a scorched earth hit if possible in addition.

Those hits on the Axis (non-Finn) can be easily repaired because of the density and availably of HQs. Note Finnish units were well equipped for winter operations so should have no malus.

We do like having the HQs affordable and robust as noted before...but if they were pulling supply from deleted towns (in addition to the already crappy normal weather effects considering mud and snow on unpaved roads)...this would slow down recovery of the Germans longer.

Unfortunately (pun intended ๐Ÿ™‚), Unfortunate Son doesn't have screen shots from the Axis point of view..but I could tell that the Germans et al recovered almost immediately in most places. Also in quite a few phone calls, he came to the conclusion that the first Winter effects were not as bad as he expected either.

Anyways thanks for considering our input here. This mod is fantastic and we are continuing with the TRP-WiE test as this will have bearings on TRP-World.
Cheers

Re: TRP - World at War ALPHA Released v0.5.3

Posted: Thu Sep 15, 2022 10:36 am
by Kuebelwagen
Hi Lothos... can you adjust the 3D Sprite Template to your modified unit list? I am playing with 3D Models because i don't like NATO Counters but with TRP the 3D Models don't match with the units, i.e. Corps Light Infantery looks like Cavallery...

Re: TRP - World at War ALPHA Released v0.5.3

Posted: Thu Sep 15, 2022 11:06 am
by Lothos
Kuebelwagen wrote: Thu Sep 15, 2022 10:36 am Hi Lothos... can you adjust the 3D Sprite Template to your modified unit list? I am playing with 3D Models because i don't like NATO Counters but with TRP the 3D Models don't match with the units, i.e. Corps Light Infantery looks like Cavallery...
I am not able to do it, we would need to find someone who can. Although I have some photoshop abilities I am not an expert at it. Nato symbols is the extend of my abilities.

Anyone wants to volunteer to create 3D Modles?

Re: TRP - World at War ALPHA Released v0.5.3

Posted: Thu Sep 15, 2022 4:08 pm
by Lothos
Going to have a release later this week (or weekend) with lots of map changes/adjustments, AI changes and adjustments. I am still in the middle of testing it but should also include changes to the Winter Effects against the Axis in Russia with more damage and has a test script to try and hurt supplies.

Re: TRP - World at War ALPHA Released v0.5.3

Posted: Thu Sep 15, 2022 4:30 pm
by Unfortunate Son
Unfortunate Son wrote: Fri Sep 09, 2022 12:46 am
OldCrowBalthazor wrote: Thu Sep 08, 2022 4:07 am Hi Lothos,
Well after getting through the Winter Event both Unfortunate Son and I believe it needs to be more harsh for the Germans. I suspected and he mentioned that the German Units (affected) only took like 1 or 2 points of damage each. He could probably add more detail here. With the ease and inexpense of HQs (Which we both like btw), his forces were able to recover too easily in our opinion.
I know Taxman mentioned this in his SP test. Anyways we think the solution would be just to have the Germans lose more hitpoints, and or extend the winter effect longer if that's possible. Not sure if this could be done. Also I don't have any data exactly what was going on with the German side...hopefully Ray can fill in the details.

Anyways..here's an update for the East Front and a Global view for January 26, 1942. I excluded the Americas for FoW reasons. I also exclude the south part of the Kuban area and Caucasus region for FoW ๐Ÿ™‚
Cheers,
Mike
Hi Lothos,
Regarding the winter affect in Russia on the Germans. I believe most units that where affected only suffered 1 point of damage. This should be increased a bit more. The other situation regarding supply in North Africa for the Axis. Old Crow did hit the ports of Tripoli and Tobruk. But the the Malta affect for the Axis was very severe. I know supply was an issue historically. But the ports were at zero for quite some time even after Old Crow left them alone. For game play not sure if you made adjustments or not. But if the Axis player can't have some supplies getting through from the Malta affect than they are not going to commit to North Africa. I had three HQ's in North Africa and there were two or more turns were supply was at best 2 or 3. All units were attached to HQ's. This could be due to Old Crows good game play or my poor game play. :? :roll: :(
Hi Lothos while you are tweaking the game. I posted the above regarding the Malta affect. OCB and I feel it was too harsh for the Axis. This maybe due to more turns in your mod? Not sure how it works from the technical aspect.

Re: TRP - World at War ALPHA Released v0.5.3

Posted: Thu Sep 15, 2022 5:13 pm
by Lothos
Unfortunate Son wrote: Thu Sep 15, 2022 4:30 pm
Unfortunate Son wrote: Fri Sep 09, 2022 12:46 am
OldCrowBalthazor wrote: Thu Sep 08, 2022 4:07 am Hi Lothos,
Well after getting through the Winter Event both Unfortunate Son and I believe it needs to be more harsh for the Germans. I suspected and he mentioned that the German Units (affected) only took like 1 or 2 points of damage each. He could probably add more detail here. With the ease and inexpense of HQs (Which we both like btw), his forces were able to recover too easily in our opinion.
I know Taxman mentioned this in his SP test. Anyways we think the solution would be just to have the Germans lose more hitpoints, and or extend the winter effect longer if that's possible. Not sure if this could be done. Also I don't have any data exactly what was going on with the German side...hopefully Ray can fill in the details.

Anyways..here's an update for the East Front and a Global view for January 26, 1942. I excluded the Americas for FoW reasons. I also exclude the south part of the Kuban area and Caucasus region for FoW ๐Ÿ™‚
Cheers,
Mike
Hi Lothos,
Regarding the winter affect in Russia on the Germans. I believe most units that where affected only suffered 1 point of damage. This should be increased a bit more. The other situation regarding supply in North Africa for the Axis. Old Crow did hit the ports of Tripoli and Tobruk. But the the Malta affect for the Axis was very severe. I know supply was an issue historically. But the ports were at zero for quite some time even after Old Crow left them alone. For game play not sure if you made adjustments or not. But if the Axis player can't have some supplies getting through from the Malta affect than they are not going to commit to North Africa. I had three HQ's in North Africa and there were two or more turns were supply was at best 2 or 3. All units were attached to HQ's. This could be due to Old Crows good game play or my poor game play. :? :roll: :(
Hi Lothos while you are tweaking the game. I posted the above regarding the Malta affect. OCB and I feel it was too harsh for the Axis. This maybe due to more turns in your mod? Not sure how it works from the technical aspect.
Ok, made an adjustment that will be in the next release

- (New) Malta, Malta random damage supply events in Libya had their percentages lowered by 5%

Re: TRP - World at War ALPHA Released v0.5.3

Posted: Fri Sep 16, 2022 4:07 am
by Pocus
Is the aim also to have the mod working for solo play? Just checking, I think so ;)
As for the map scale, comparing it to WAW, it seems x1.5?

Re: TRP - World at War ALPHA Released v0.5.3

Posted: Fri Sep 16, 2022 9:22 am
by Lothos
Pocus wrote: Fri Sep 16, 2022 4:07 am Is the aim also to have the mod working for solo play? Just checking, I think so ;)
As for the map scale, comparing it to WAW, it seems x1.5?
Yes, it is being designed for solo play with lots of AI work. You can see some of that work in the logs, especially on the Japan Pearl Harbor attack (which I think I have it pretty good now).

It is an Alpha so right now if you play (or sim for me) it is just to give me feedback and screenshots. I do not recommend doing a hardcore game just yet.

Re: TRP - World at War ALPHA Released v0.5.3

Posted: Fri Sep 16, 2022 11:22 am
by Kuebelwagen
Lothos wrote: Thu Sep 15, 2022 11:06 am I am not able to do it, we would need to find someone who can. Although I have some photoshop abilities I am not an expert at it. Nato symbols is the extend of my abilities.

Anyone wants to volunteer to create 3D Modles?
I took a look on this point myself and found an easy way by using photoshop. I will do it and send you the final result if available.
I only need some new graphics for mountain, light infantry and tank destroyers... lets see :-)

Re: TRP - World at War ALPHA Released v0.5.4

Posted: Fri Sep 16, 2022 4:13 pm
by Lothos
TRP World v0.5.4 released

########################
# TRP 0.5.4 World
########################
- (Bug) Adjusted weather patern around Hawaii to be clear during the months of November to February

- (New) Soviet Winter damage to Axis units adjusted upward from a 0-2 range to 1-2 range
- (New) Soviet Winter will now cause some cities under Axis control to loose Supply
- (New) Logistics will no longer increase HQ size limit
- (New) Adjusted HQ limits for all countries that have them
- (New) Germany starting Sub Research changed from 1 to 0
- (New) Subs, default Evasion for Naval combat (attack/defend) increased to 5%
- (New) Naval Warfare tech will increase Evasion for Naval combat (attack/defend) by 5%
- (New) Aerial Warfare increase evade attack and defense off all air units to 5%
- (New) Rail Movement minimum supply changed from 5 to 4
- (New) Com. China, added 2 more HQs to their lineup and placed one near Siam
- (New) Japan increase Motorized Infantry Corps cap from 5 to 10
- (New) Austrlia, lowered the max Garrison unit cap
- (New) Malta, Random damage supply events in Libya had their percentages lowered by 5%

- (Map) Added more Industrial Centers and Primary/Secondary Supply to many countries
- (Map) New Guinea, added Madang settlement 406,194
- (Map) China, Added more settlements
- (Map) Abyssinia, added more settlements
- (Map) China, changed Sian to a Town and added a Baoji a few hexes behind it
- (Map) Added NM areas to India
- (Map) Added a rail connection between Sousse and Gabes (Tunisia)
- (Map) Added rail connection between Oran (Algeria) to several places in Morocco
- (Map) Removed dirt road connection between Gabes (Tunisia) to Tripoli (Libya)

- (AI) India, Canada, New Zealand, Australia and South Africa had their production AI reworked
- (AI) Japan, more adjustments to production AI
- (AI) Japan, will try and pull their fleet back to safety after Pearl Harbor
- (AI) Japan, will monitor Singapore area for enemy units and if so reinforce it
- (AI) Japan, will reinforce Siam to invade Burma
- (AI) Austrlia, redesigned its garrison AI
- (AI) Reworked all minors garrison AI to remove duplicates and help performance
- (AI) Reworked production AI to remove duplicates and help performance

Re: TRP - World at War ALPHA Released v0.5.4

Posted: Sat Sep 17, 2022 6:37 am
by Pocus
Hi,
I have glanced a bit about your good work in 0.5.4, only visually with the editor, no script parsing. Some miscellaneous remarks, in no particular order.
I must say I'm impressed and the map quality is on par with official releases (where it is finished...)! Oh the joy of seeing all these units and so much room to play with, it will be grandiose!

1. I'm not too fond of so many ships. Even if you manage somehow with the large map to not clutter the map, it also adds the issue of the chore as a player to move them, there are so many that it might be tedious. Why not aggregate CL and CA by pairs? If that's already done, just go further :)
2. With so many ships, I believe more harbors deserve a double port hex, like Genoa, Trieste (and a few dozen more in the world). If you don't do that, you completely change the tempo of repair and upgrade speed of the maritime game.
3. Is there any historical justification to have Tchang kaรฏ check with a rating of 7, on par with Rommel or Patton or is it done for game balance? If the former, reduce it to 6 and that's still generous.
4. My pet peeve, Free France, constantly under-represented and misrepresented in SC (sorry Hubert!). It should be a minor of UK with his own force pool, with generals like De Lattre de Tassigny and Leclerc. By the end of the war, it passed half a million soldiers. It's not just a corps or a division and you are good with... It partially had its own agenda (restoring France without becoming a client state of the US) and fielded significant forces (most materials coming from the US, so it can make for nice Decision events).
5. Reverse the attack/defense stats of soft and hard for pillboxes, so they are better in defense. Add at least one XP level if not two to the Maginot line (it should be on par with the Chinese commies pillbox at least!). It should easily brush off an attack made by a German infantry corps, or it won't represent the deterrent it was to Germany.
6. Eupatoria can be added in Crimea, it even had an uprising and required the Wehrmacht to send reinforcements.

Re: TRP - World at War ALPHA Released v0.5.4

Posted: Sat Sep 17, 2022 4:34 pm
by Yvan1326
hello,
a small map modification suggestion.
Image

1-Leman Lake and Neuchatel lake are better represented
2-Geneva is better positioned
3-Only the Turin-Grenoble and Genoa-Nice railways existed in 1939
4-Toulon and Nice are better placed
5-Menton and not Monaco
6-Letโ€™s not forget the Alps Maginot line. As a reminder, the Alps French Army is undefeated!

If you allow me, I will work on the French translation?