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

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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.6.2 Download)

Post by Lothos »

TRP v1.6.2 has been released, this is mostly a bug fix and small tweeks. Nothing major.

########################
# TRP 1.6.2 Europe
########################

- (New) Mechanized & Armor units had their base defense vs Artillery increased from 0 to 1
- (New) Diplomacy Changes
---- USA lowered Diplomacy Chits from 3 to 1
---- USSR increased Diplomacy Chits from 0 to 1

- (Bug) Vichy not formed added more destinations for the Free France Army
- (Bug) Tank-Buster anti-tank tech will increase its Anti-Air defense by 1 for each level
- (Bug) Edouard Daladier resignation will no longer show up twice
- (Bug) Finland, fixed an issue where End of Winter War message that tells you the conditions for Finland joining would not show up
David Hansen
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Re: TRP - Total Realism Project for War in Europe (1.6.2 Download)

Post by David Hansen »

I am in Dec 1939 in my current campaign using this mod. When I load up this game I go to settings then MODS. The
TRP-Europe-1.6.2 is shown as a check mark (installed) as the mod being active. When I boot up my most recent save and
checked the defensive values for the following units :

*corps elite armor-1
*corps-armor-1
*div-armor-0

*corps-mech-0
*div mech-0

Are these values correct in light of the recent patch? For this patch and future patches...is a new campaign start required?
David Hansen
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Re: TRP - Total Realism Project for War in Europe (1.6.2 Download)

Post by David Hansen »

PS-Tried starting a brand new campaign with the mod 1.6.2 shown as active...same results as the above posting.
David Hansen
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Re: TRP - Total Realism Project for War in Europe (1.6.2 Download)

Post by David Hansen »

My bad! Found the problem on my end. The current patch is OKAY.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.6.2 Download)

Post by Lothos »

David Hansen wrote: Sat Feb 17, 2024 5:40 pm My bad! Found the problem on my end. The current patch is OKAY.
LOL, Ok :D
dhucul2011
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Re: TRP - Total Realism Project for War in Europe (1.6.2 Download)

Post by dhucul2011 »

I really love the MOD.

However, I have some comments:

1. There are way too many MPPs available. By Barbarossa both Germany and Italy have purchased almost every land unit available to them and everything is at full strength. I think unit costs need to be at least 10-20% higher.
2. When Axis minors join I get "German Morale Goes up by Taking Bucharest" ,for example.
3. In early 1940 I got the "Swedish Convoys to Stettin Start" several turns in a row.
4. The Italian land units need to be nerfed down somehow. The British in Egypt are zero threat to a solid line of Italians with no Afrika Korps even present. I would suggest using national morale as a way to do this. When Italy joins the war there could be an event that says "Italian Population Fears War with the Allies". Drop Italy by 25% NM.
5. The same for USSR. The event that "Axis Attack Causes Shock Waves" could be used to drop NM by 25%. NM boosts in 1943 and onwards should drive it back up.
6. Have the surprise attack bonuses been removed? A surprise attack on the USSR and I am getting even odds against their front line units against German Tank Corps. There is no blitzkrieg.
7. Malta ports at zero, entrenchment at zero, surrounded by the Italian navy and the AA still reinforces 3-4 points per turn?

Thanks!
gigiduru
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Re: TRP - Total Realism Project for War in Europe (1.6.2 Download)

Post by gigiduru »

dhucul2011 wrote: Wed Feb 21, 2024 4:09 am I really love the MOD.

However, I have some comments:

1. There are way too many MPPs available. By Barbarossa both Germany and Italy have purchased almost every land unit available to them and everything is at full strength. I think unit costs need to be at least 10-20% higher.
2. When Axis minors join I get "German Morale Goes up by Taking Bucharest" ,for example.
3. In early 1940 I got the "Swedish Convoys to Stettin Start" several turns in a row.
4. The Italian land units need to be nerfed down somehow. The British in Egypt are zero threat to a solid line of Italians with no Afrika Korps even present. I would suggest using national morale as a way to do this. When Italy joins the war there could be an event that says "Italian Population Fears War with the Allies". Drop Italy by 25% NM.
5. The same for USSR. The event that "Axis Attack Causes Shock Waves" could be used to drop NM by 25%. NM boosts in 1943 and onwards should drive it back up.
6. Have the surprise attack bonuses been removed? A surprise attack on the USSR and I am getting even odds against their front line units against German Tank Corps. There is no blitzkrieg.
7. Malta ports at zero, entrenchment at zero, surrounded by the Italian navy and the AA still reinforces 3-4 points per turn?

Thanks!
1. Everyone has more MPP. So that people can actually build a lot of units and not be afraid to bash them against each other.
2. When the Allies get objectives like that back it will be them who get extra NM.
3. Lothos should take a look. I haven't encountered that bug in my Axis games in 0.8.8.
4. You need plan / order and ship extra units to the defence of Egypt. If you are getting overrun by only Italian troops you are doing something wrong. Do you have enough HQ's to ensure your units are in supply 6 or better? Are you using your strategic/medium bombers to bomb down the ITalian towns/ports to bring down their supply and slow the reinforcements? Are you using the correct units for the defence? Just putting a wall of infantry corps and hoping for the best isn't enough. Use combined arms in both offence and defene. AT + Tank divisions backed up by AA and Arty are very difficult to deal with especially with reduced manouver space (NA).
5. The NM works fine as it is. IT does have an impact but you will not manage to make Russia surrender by killing it's NM. You actually need to take a lof of objectives.
6. There are 2 types of units at the start of Barbarossa. Spawned units near the front lines - those can be killed quick because they spawn with 0 supply and low morale and no upgrades. And then there are units that are already in place. Those do not get penalties ( i might be wrong here - Lothos needs to confim it) or if they do they are minor. You have more then enough time to make a push an take at least 1 major objective (Leningrad/Rostov/Moscow). Use combined arms and use that amazing MPP to build a proper army. In order to do that you need to play a few games (PBEM or vs the AI).
7. Works as intended. Malta is considered a supply hub. That means that even if the ports are at 0 and you bomb it to 0 - it will still regenerate 1 point of supply during the allied turn. And 1 point of supply means you can reinforce any unit to 4. So bring more tactical bombers or use some amphibs in order to take it down for good.

If i've made any mistake in my explanations i'm sure Lothos will correct it.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.6.2 Download)

Post by Lothos »

dhucul2011 wrote: Wed Feb 21, 2024 4:09 am I really love the MOD.

However, I have some comments:

1. There are way too many MPPs available. By Barbarossa both Germany and Italy have purchased almost every land unit available to them and everything is at full strength. I think unit costs need to be at least 10-20% higher.
2. When Axis minors join I get "German Morale Goes up by Taking Bucharest" ,for example.
3. In early 1940 I got the "Swedish Convoys to Stettin Start" several turns in a row.
4. The Italian land units need to be nerfed down somehow. The British in Egypt are zero threat to a solid line of Italians with no Afrika Korps even present. I would suggest using national morale as a way to do this. When Italy joins the war there could be an event that says "Italian Population Fears War with the Allies". Drop Italy by 25% NM.
5. The same for USSR. The event that "Axis Attack Causes Shock Waves" could be used to drop NM by 25%. NM boosts in 1943 and onwards should drive it back up.
6. Have the surprise attack bonuses been removed? A surprise attack on the USSR and I am getting even odds against their front line units against German Tank Corps. There is no blitzkrieg.
7. Malta ports at zero, entrenchment at zero, surrounded by the Italian navy and the AA still reinforces 3-4 points per turn?

Thanks!
1) No theirs not, you need to play till the end game and you will discover you do not have enough.
2) Working as Designed due to game engine limitations
3) This may be due to the mining event, not a bug its just letting you know that new convoy code started this is Working as Designed
4) Italian units are already nerfed; you need combined arms and NOT brute force to move the front line.
5) Russians are already easy to attack, you can ask my previous opponent. Their are strategies to slow the Germans down but if you make mistakes it is more than possible to make it to Moscow. I have begune attacks end of June 1941 and was in Moscow by December 1941.
6) If you are getting even odds then my guess it is because you are playing against a high AI difficulty. If you are playing against a human player then its most likely your tech and/or your not using combined arms. I have no problems ripping all the Russian units up.
7) Malta is a Primary Supply source, says it on the map. Just hitting the ports are not enough. You have to lower Malta first, this will then lower the ports from a 9 to a 5 and then you can hit the ports to make them all 0s.

If you play TRP like you play the base game you will run into walls like you are describing. You must use combined Arms.

I am playing a game against the Colonel and he is recording everything and will be posting it up on Youtube. He is learning allot from me and I am teaching him how to play the mod as its literally a different game. You need to learn the supply system and units stats.

I said this earlier but its true, BRUTE FORCE does not work anymore (thats the base game).
David Hansen
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Re: TRP - Total Realism Project for War in Europe (1.6.2 Download)

Post by David Hansen »

If I play a campaign where I allow the soft build option...does this throw off the "balance" of this mod?

Would this be considered a cheat because the AI would not effectively employ this option to its advantage?
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.6.2 Download)

Post by Lothos »

David Hansen wrote: Wed Feb 21, 2024 5:04 pm If I play a campaign where I allow the soft build option...does this throw off the "balance" of this mod?

Would this be considered a cheat because the AI would not effectively employ this option to its advantage?
I do not recommend it, yes it will throw things off such as people mass building artillery units and/or AA units
David Hansen
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Re: TRP - Total Realism Project for War in Europe (1.6.2 Download)

Post by David Hansen »

Thanks!
dhucul2011
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Re: TRP - Total Realism Project for War in Europe (1.6.2 Download)

Post by dhucul2011 »

Thanks for the replies and all sound reasonable. I do find MPPs getting tight with 2000 units on the board lol :D

I still find it odd that Hungary, for example, joins the Axis and there is a popup that "German Morale goes up from the taking of Budapest". Is there not a line that can be added to the script for Hungary to be allied 100% for this popup to happen?

Great work!
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.6.2 Download)

Post by Lothos »

dhucul2011 wrote: Wed Feb 21, 2024 7:25 pm Thanks for the replies and all sound reasonable. I do find MPPs getting tight with 2000 units on the board lol :D

I still find it odd that Hungary, for example, joins the Axis and there is a popup that "German Morale goes up from the taking of Budapest". Is there not a line that can be added to the script for Hungary to be allied 100% for this popup to happen?

Great work!
The problem then is you get false positives on NM objectives. Meaning that if I create seperate conditions like you say and you meet one, the hex will then still show as an NM objective after you take it because this other ones exist (for example in case you DOW them and conquer them) and you wont know how to trigger the NM objective.

I simplified the NM objectives in the entire world so now its a simple take them over to meet the objective. The drawback is things like this, where the message is a bit chaotic because it cant be tailored to weather they align or are conquered.
dhucul2011
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Re: TRP - Total Realism Project for War in Europe (1.6.2 Download)

Post by dhucul2011 »

Just noticed a couple of VERY minor items:

Finnish Convoys to Stettin Start spells Finnish wrong.

Some popups referencing Belgian Congo say Belgium Congo.

Did you remove the sound effects for invasion of Denmark and Norway associated scripts? I thought they were nice chrome. No big deal.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.6.2 Download)

Post by Lothos »

dhucul2011 wrote: Sat Feb 24, 2024 10:27 pm Just noticed a couple of VERY minor items:

Finnish Convoys to Stettin Start spells Finnish wrong.

Some popups referencing Belgian Congo say Belgium Congo.

Did you remove the sound effects for invasion of Denmark and Norway associated scripts? I thought they were nice chrome. No big deal.
Finish Typo fixed, thanks

and no it should say Belgian Congo not Belgium Congo

https://en.wikipedia.org/wiki/Belgian_Congo
David Hansen
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Re: TRP - Total Realism Project for War in Europe (1.6.2 Download)

Post by David Hansen »

Lothos-

I see in an above post you were able to capture Moscow in Dec'41...starting in late Jun '41.
You advise Germany not to start the war in the West until May '40...Given that, in what timeframe (date) do you realize for the fall of France? (BTW-using all your recommend campaign settings...TRP1.6.2).
TXS.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.6.2 Download)

Post by Lothos »

David Hansen wrote: Sun Feb 25, 2024 5:50 pm Lothos-

I see in an above post you were able to capture Moscow in Dec'41...starting in late Jun '41.
You advise Germany not to start the war in the West until May '40...Given that, in what timeframe (date) do you realize for the fall of France? (BTW-using all your recommend campaign settings...TRP1.6.2).
TXS.
Against the AI with a 1.5 EXP bonus I start in May 1940 and have Paris usually by first week of July. Sometimes the AI gets lucky and it takes longer.

Vs a Human player you should be able to take Paris by August 1940.

Reason I start Barb in June 1941 is because that is when all my tech upgrades finally arrive, so all my armor is at level 2, infantry level 2 and Fighters are at level 2 plus all planes with extended range. It is VERY important that when you start barbarrossa that you have a continous attack along the entire front and DO NOT STOP! That is why I wait till I have everything in place. I seen to many players start their attacks in early May (sometimes April) thinking more time will help them. They then get bogged down by weather and units not fully upgraded, you have to keep in mind that with an early attack then the Russians also get all they new MPP as well for all that additional time.
dhucul2011
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Re: TRP - Total Realism Project for War in Europe (1.6.2 Download)

Post by dhucul2011 »

Strange behaviour of the AI. The allied subs sit off of the coast of Denmark doing nothing for several turns until the fall of France just taking hits from maritime bomber.

I'm not sure how to include a screenshot.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.6.2 Download)

Post by Lothos »

dhucul2011 wrote: Sun Feb 25, 2024 8:47 pm Strange behaviour of the AI. The allied subs sit off of the coast of Denmark doing nothing for several turns until the fall of France just taking hits from maritime bomber.

I'm not sure how to include a screenshot.
Yea the Allied AI gets stuck sometimes when trying to use their subs. Nothing I can really do about it as it is in the EXE.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.6.3 Download)

Post by Lothos »

TRP v1.6.3 for Europe has been released

########################
# TRP 1.6.3 Europe
########################

- (New) Germany, if Vichy is formed, will suffer a -1000 NM hit and all Vichy colonies will shift (5%-10%- toward the allies if an Axis country DOWs any of them
- (New) French Destroyer Triomphant will deploy in Pembroke instead of Plymouth to give it a better chance to survive
- (New) South Africa can no longer build Motorized Infantry

- (Bug) Norway, fixed an issue where Norway getting upset about the Allies hitting the supply convoy would not work
- (Bug) USSR, fixed an issue where if Winter War did not happen the Red Army would not suffer winter damage
- (Bug) USSR, fixed several damage/morale events where they would not fire
- (Bug) Germany, U-Boat that deploys to Kiel (or Black Sea) should not be auto assigned a name that is available in its list
- (Bug) Norway, blocking the mining of the coast will check to see if Norway is at least 20% mobilized toward the Axis before it has a chance of success
- (Bug) Finnish Convoy text (typo) when starting has been fixed
- (Bug) Melitopol had its name fixed so it does not say Mine in it
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