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Re: TRP - Total Realism Project for War in Europe (1.5 Download)

Posted: Sun Nov 19, 2023 5:44 pm
by Lothos
DamagePoint wrote: Sun Nov 19, 2023 3:19 pm When I have selected the unit and then press this button, I only see a blue circle for a short time, which normally indicates "busy". Just like in Windows.

But I don't see any other reaction. Is the keyboard layout in German different for this?

Here is the Save File

https://pixeldrain.com/u/RYaawSxR
It wont let me download your saved file

Re: TRP - Total Realism Project for War in Europe (1.5 Download)

Posted: Sun Nov 19, 2023 10:17 pm
by DamagePoint
You can upload something without an account and I myself see the download and have downloaded it several times.

I will edit this post if I have used another hoster. Unfortunately "Uploaded" is dead, where I had an account.
I'll do that.

Try this
SCE_Save-File.rar

You must disable AD-Blocker :roll:


I used the Tor Browser and after selecting 4-5 images it works. There is just a security prompt. Nothing can be done.

Incidentally, the AV is still standing in front of Dover :mrgreen:

After more than 10 rounds, the AI has decided to move the submarine towards Malta!

Re: TRP - Total Realism Project for War in Europe (1.5 Download)

Posted: Mon Nov 20, 2023 5:23 pm
by Machredsch
I like the idea of this mod. It makes a realistic feeling and you get a lot of messages/decisions.
So I thought, I've being live at the theatre, in 1939. For example I like the informations about "Ribbentrop travels to ...". And the Polish war was a much better experience than expected.

But:
Doesn't work with Sipres Counters for me. I have Chinese German Soldiers and a German Navy with Chinese flags. And the integrated mod counters are really unplayable, at least for me.
So my question, how can one play this mod with other counters?
Another question, I got a lot of messages with black letters on dark gray background. So many messages I can't read. Is this a bug or a feature?

Re: TRP - Total Realism Project for War in Europe (1.5 Download)

Posted: Mon Nov 20, 2023 5:27 pm
by Lothos
Machredsch wrote: Mon Nov 20, 2023 5:23 pm I like the idea of this mod. It makes a realistic feeling and you get a lot of messages/decisions.
So I thought, I've being live at the theatre, in 1939. For example I like the informations about "Ribbentrop travels to ...". And the Polish war was a much better experience than expected.

But:
Doesn't work with Sipres Counters for me. I have Chinese German Soldiers and a German Navy with Chinese flags. And the integrated mod counters are really unplayable, at least for me.
So my question, how can one play this mod with other counters?
Another question, I got a lot of messages with black letters on dark gray background. So many messages I can't read. Is this a bug or a feature?
You can not use other counters with this mod unless the maker of those counters reworks them for the units in TRP.

You will have to use the counters that are provided with the mod.

Re: TRP - Total Realism Project for War in Europe (1.5 Download)

Posted: Mon Nov 20, 2023 5:32 pm
by Lothos
DamagePoint wrote: Sun Nov 19, 2023 2:35 pm Explain the English submarine there, because it hasn't done anything for umpteen turns, even though the battle for Malta is going on and there was a battle with the English fleet.
I have sunk the Hood and severely damaged the carrier, but the submarine is not moving at all.

I also see an English AV unit in Dover, the purpose of which I don't understand and I was able to deal with it with fighters.
I could upload the savegame if it would be helpful?

Translated with www.DeepL.com/Translator (free version)

Image

Image

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Submarine has no AI orders so my thinking it is lost due to not having any convoy routers for it to raid. This is not something I can fix sorry.

The AV unit near dover is trying to invade Norway, with a new game their are dice rolls in the begining for the AI to invade Norway or not. Looks like you got that roll.

Re: TRP - Total Realism Project for War in Europe (1.5 Download)

Posted: Tue Nov 21, 2023 11:06 am
by DamagePoint
Yes, that was the second time the British tried to land in Kristiansand. Completely idiotic.

The submarine became active when I had sunk the last cruiser in the Mediterranean. It immediately headed for Malta and defended itself bitterly. I sank it. Now there's still a carrier and a destroyer in the Mediterranean. I think so.

I think it's because of your Vichy convoy route, which isn't in the vanilla, which confused the submarine.
I'll finally have Malta in 1-2 turns, but I think the number is a bit too hard because it costs too many points and planes that would be more important elsewhere.


Translated with www.DeepL.com/Translator (free version)

Re: TRP - Total Realism Project for War in Europe (1.5 Download)

Posted: Tue Nov 21, 2023 11:19 am
by Lothos
DamagePoint wrote: Tue Nov 21, 2023 11:06 am Yes, that was the second time the British tried to land in Kristiansand. Completely idiotic.

The submarine became active when I had sunk the last cruiser in the Mediterranean. It immediately headed for Malta and defended itself bitterly. I sank it. Now there's still a carrier and a destroyer in the Mediterranean. I think so.

I think it's because of your Vichy convoy route, which isn't in the vanilla, which confused the submarine.
I'll finally have Malta in 1-2 turns, but I think the number is a bit too hard because it costs too many points and planes that would be more important elsewhere.


Translated with www.DeepL.com/Translator (free version)
Submarines do not go after convoy routes of countries they are not at war with. That was an old bug I found and the devs fixed it.

I think the opposite here is true, that their are no convoy routes so the AI is not sure what to do.

Re: TRP - Total Realism Project for War in Europe (1.5 Download)

Posted: Tue Nov 21, 2023 11:41 am
by DamagePoint
Ah, because Vichy is not at war.

The Norway route was occupied by a British submarine from the very beginning. And it will continue to do so as long as I manage to destroy it.
There's really nothing in the Mediterranean, but why does it attack so late when it could have supported its carrier and the destroyers much earlier?
Does it have something to do with the environment? A radius?
But it looks like the inactivity occurred when the route was created.
It is strange. If it had stopped moving until I destroyed it, then yes, but it suddenly had an AI again.

Translated with www.DeepL.com/Translator (free version)

Re: TRP - Total Realism Project for War in Europe (1.5 Download)

Posted: Tue Nov 21, 2023 11:59 am
by Lothos
DamagePoint wrote: Tue Nov 21, 2023 11:41 am Ah, because Vichy is not at war.

The Norway route was occupied by a British submarine from the very beginning. And it will continue to do so as long as I manage to destroy it.
There's really nothing in the Mediterranean, but why does it attack so late when it could have supported its carrier and the destroyers much earlier?
Does it have something to do with the environment? A radius?
But it looks like the inactivity occurred when the route was created.
It is strange. If it had stopped moving until I destroyed it, then yes, but it suddenly had an AI again.

Translated with www.DeepL.com/Translator (free version)
I have no control over that, what I suggest is you report it on the bug forum and provide a save game to the developers to look at it.

Re: TRP - Total Realism Project for War in Europe (1.5 Download)

Posted: Tue Nov 21, 2023 10:08 pm
by DamagePoint
They won't do that because it's a mod.
You could download the file and have a look at it.
If a moderator would mention it, who is reading along in the background.
But one last question. What is this "S.O.E" message?

ah...

and please use my translation of the units, because that's shameful in German.^^
Some long Texts are also a bit strange, but that's okay. And please fix the loading error, because it's annoying.

By the way, I added the translation, but it doesn't accept everything. It hasn't taken over HQ, but still says Befehlshaber and 1-2 other names.

Re: TRP - Total Realism Project for War in Europe (1.5 Download)

Posted: Tue Nov 21, 2023 10:38 pm
by Lothos
DamagePoint wrote: Tue Nov 21, 2023 10:08 pm They won't do that because it's a mod.
You could download the file and have a look at it.
If a moderator would mention it, who is reading along in the background.
But one last question. What is this "S.O.E" message?

ah...

and please use my translation of the units, because that's shameful in German.^^
Some long Texts are also a bit strange, but that's okay. And please fix the loading error, because it's annoying.

By the way, I added the translation, but it doesn't accept everything. It hasn't taken over HQ, but still says Befehlshaber and 1-2 other names.
I did download your saved game and looked at it. I have no control over sub AI in the what is happening in your game.

The devs are pretty open to looking at things as long as the people who made the mod looked at the issue and determined the problem is in the EXE and not in the scripts. In this case their is no AI script being run against that sub and the AI itself is not giving it orders. Their is nothing for me to help you here with!

The devs have fixed allot of bugs in the EXE that were found due to this mod. They are awesome and really do try and help as best they can as long as we(I) do our due diligence before bothering them.

Re: TRP - Total Realism Project for War in Europe (1.5 Download)

Posted: Wed Nov 22, 2023 1:01 am
by Hubert Cater
That's a tricky one as Lothos is correct the sub will not likely do much if there are no convoys for it to raid.

Primary reason is that when subs move and attack, their attack values are halved, and if it then determines that by moving and attacking, it will take more losses than the damage it will inflict, there are internal calculations of a few different ratios, then it is not likely to move and attack like other naval units would.

Subs are good for raiding, and for surprise attacks against enemy naval units.

One option is to add a specific script FLEET script for the sub, e.g. to maybe retreat to a home port, or to go on a patrol, but this would require the FLEET script knowing there are no convoys, which might not be easily doable, e.g. depending on what the reason might be and if it relates to loss of ports and so on... and you'd have to know where the likely positions of subs might be when there are no convoys, as in they might not all end up at Malta.

A general recovery FLEET script to randomly move subs back to the UK from a few different locations if they are let's say within 1 hex of various ports might help.

Additionally, you could have a few random FLEET scripts here and there for subs, for situations like this when there is the possibility of no convoys, e.g. maybe once a year to not really interrupt with regular sub AI logic, but again, under different circumstances, that might be less than ideal, e.g. if there are regular convoys that don't get removed in game under a different game.

Just some thoughts,
Hubert

Re: TRP - Total Realism Project for War in Europe (1.5 Download)

Posted: Wed Nov 22, 2023 2:03 am
by DamagePoint
I could check all the saves now to see when the boat stayed in that spot, but it's not worth it. The boat has reconnected, but this is related to the state of the British in the Mediterranean and that really makes no sense.

The submarines attack naval units in support and the boat did that again, but why not before? That's what it's all about now.

A carrier was able to sail directly towards an Italian battleship around Malta and sink it.
I reloaded the savegame and placed the battleship outside the visible range of the carrier and wanted to know exactly.

He drove through all the ships around Malta (as you can see in the picture) and then sank the battleship again with planes. A quasi suicide mission by the carrier.
But he couldn't have known the location.

The battleship only had 3/10, which always ended fatally. But the visibility was impossible to see the battleship.

Explain that to me ^^

Re: TRP - Total Realism Project for War in Europe (1.5 Download)

Posted: Wed Nov 22, 2023 2:06 pm
by Hubert Cater
I'd have to see the saved turn to understand why and what the Carrier's intention initially could have been, but that being said, once a Carrier moves it will reveal previously hidden hexes, and so long as that Battleship is within the spotting range of the Carrier after it moves, it is conceivable that it would then attack what it might see.

But again, I'd have to see the turn to have a better understanding.

Additionally you could test this by putting the BB just outside of the spotting range of where the Carrier seems to be moving towards and see what happens then.

Re: TRP - Total Realism Project for War in Europe (1.5 Download)

Posted: Thu Nov 23, 2023 9:50 am
by beamslam
Hi, Im starting playing your great mod, and stumbled on two possible bugs.
After taking Warsaw I expected Poland to surrender, but it did not. Not even late October, so I am redirecting forces back to removing the remaining Polish units with the expectation that they will then surrender. This seems like a bug.
After a new test: Poland surrendered 8 Nov with two units left. All western towns captured.

Second, The Japanese aircraft icons (with the Nato counters) display US aircrafts, looks like the pics have been swamped somehow.

Cheers, and thanks for this mod :-)
Beamslam

Re: TRP - Total Realism Project for War in Europe (1.5 Download)

Posted: Thu Nov 23, 2023 11:17 am
by Lothos
beamslam wrote: Thu Nov 23, 2023 9:50 am Hi, Im starting playing your great mod, and stumbled on two possible bugs.
After taking Warsaw I expected Poland to surrender, but it did not. Not even late October, so I am redirecting forces back to removing the remaining Polish units with the expectation that they will then surrender. This seems like a bug.

Second, The Japanese aircraft icons (with the Nato counters) display US aircrafts, looks like the pics have been swamped somehow.

Cheers, and thanks for this mod :-)
Beamslam
Poland is just bad luck, you need to keep your units in their country and kill as many as you can for them to surrender. It's just how the game engine works.

I assume you are playing trp world since you mentioned Japan. The AI is not finished and is not very good for that version. It's really more for MP play.

As for the counters, are you sure? Screenshots please?

Re: TRP - Total Realism Project for War in Europe (1.5 Download)

Posted: Thu Nov 23, 2023 11:31 am
by beamslam
Yes, Im playing the Trp World. Hotseat mode.
Skærmbillede (309).png
Skærmbillede (309).png (350.29 KiB) Viewed 1308 times

Re: TRP - Total Realism Project for War in Europe (1.5 Download)

Posted: Thu Nov 23, 2023 11:39 am
by SIPRES
beamslam wrote: Thu Nov 23, 2023 11:31 am Yes, Im playing the Trp World. Hotseat mode.

Skærmbillede (309).png
I think its a problem with the folder number
It seems Japan and China are swapped, cant remenber but I believe i set Japan as Major10 and china as Major 06
You can "manually" fix the problem by moving the appropriate Bmp
unit_sprites_nato and unit_sprites_nato_zoom

Re: TRP - Total Realism Project for War in Europe (1.5 Download)

Posted: Thu Nov 23, 2023 11:46 am
by SIPRES
I also did prepare a new set of flags (the ones displayed on HQ units)
Theses new flags are little "textured"
files to be set into bitmap folder
flags.zip
(242.3 KiB) Downloaded 77 times

Re: TRP - Total Realism Project for War in Europe (1.5 Download)

Posted: Thu Nov 23, 2023 11:51 am
by Lothos
SIPRES wrote: Thu Nov 23, 2023 11:39 am
beamslam wrote: Thu Nov 23, 2023 11:31 am Yes, Im playing the Trp World. Hotseat mode.

Skærmbillede (309).png
I think its a problem with the folder number
It seems Japan and China are swapped, cant remenber but I believe i set Japan as Major10 and china as Major 06
You can "manually" fix the problem by moving the appropriate Bmp
unit_sprites_nato and unit_sprites_nato_zoom
You have to use the folders I designated in the editor. Please do not change them. I do remember you had them in the wrong ones and I moved them around to the appropriate ones.

Japan is set to 09 folder and its not possible to mess this up as the person described because the counters are colored red, so flipping the counters as he is describing would never work. I have a feeling its an installation problem on his part.