TRP - World at War Released v0.8.19

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

Post by Lothos »

Yvan1326 wrote: Sat Sep 17, 2022 4:34 pm 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-Let’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?
Go ahead with the French translations, and thank you.

I will look over everything you mentioned. Have your post and the previous one to go over.
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Re: TRP - World at War ALPHA Released v0.5.4

Post by Unfortunate Son »

Lothos wrote: Fri Sep 16, 2022 4:13 pm 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
Hi Lothos, curious as to why you decided to change the German sub tech level back to "0"? Not sure if adding 5% evasion will suffice. Maybe add the amount of hexes the sub can evade as well. (further distance so the sub is harder to find from the relentless subsequent attacks) In my game with OCB even if the German subs are one tech above the Allies sub warfare the subs get hit with a lot of damage especially on the first attack. Ex. OCB attacked a German sub with allied sub warfare tech 2. The German sub tech was 3. The sub unit strength was 9 and the allied CVE knocked off 5 strength points on the first initial attack.
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Lothos
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Re: TRP - World at War ALPHA Released v0.5.4

Post by Lothos »

Unfortunate Son wrote: Sun Sep 18, 2022 12:24 am
Lothos wrote: Fri Sep 16, 2022 4:13 pm 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
Hi Lothos, curious as to why you decided to change the German sub tech level back to "0"? Not sure if adding 5% evasion will suffice. Maybe add the amount of hexes the sub can evade as well. (further distance so the sub is harder to find from the relentless subsequent attacks) In my game with OCB even if the German subs are one tech above the Allies sub warfare the subs get hit with a lot of damage especially on the first attack. Ex. OCB attacked a German sub with allied sub warfare tech 2. The German sub tech was 3. The sub unit strength was 9 and the allied CVE knocked off 5 strength points on the first initial attack.
If you research Naval Tech it will get Subs up to 10% evade. Give it a try I can always change it back
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Re: TRP - World at War ALPHA Released v0.5.4

Post by Lothos »

Pocus wrote: Sat Sep 17, 2022 6:37 am 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 kaï 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.
Will respond to each item you posted by item number
1 - Lets see how things play out, in the Pacific, once the war starts, it does not look as many ships as you think

2- Upgrading ships should not be easy and it should be a daunting task.

3 - Lowered the ratings of all Chines and Com. Chinese Leaders. I took the ratings from World at War and I agree with you.

4 - I have them as a minor under France (but you know that already)

5 - Done

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

Post by Lothos »

Yvan1326 wrote: Sat Sep 17, 2022 4:34 pm 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-Let’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?
Going to address each item by the number you gave it

1 - Done, made border adjustments based on your maps. I compared it to other maps and it looks accurate

2 - Done

3 - Done

4 - Disagree on this one, I looked at Google maps and Toulon is positioned on the southern most tip

5 - Both names can be used as both cities exist but I agree Menton is closer to the border with Italy so renamed the city

6 - Viva Le France!

As for translations absolutely, and thank you!
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Re: TRP - World at War ALPHA Released v0.5.4

Post by Unfortunate Son »

I thought I would post some screen images of the play test Old Crow and I are currently playing.
Attachments
10_Feb_1942_Eastern_Front_supply.png
10_Feb_1942_Eastern_Front_supply.png (5.97 MiB) Viewed 1282 times
11_Jan_1942_E_front_south.png
11_Jan_1942_E_front_south.png (6.08 MiB) Viewed 1282 times
11_Jan_1942_E_front_center.png
11_Jan_1942_E_front_center.png (6.43 MiB) Viewed 1282 times
11_Jan_North_Fin.png
11_Jan_North_Fin.png (3.41 MiB) Viewed 1282 times
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Re: TRP - World at War ALPHA Released v0.5.4

Post by Pocus »

Very interesting screenshots!

Does a difference has been made between small garrison forces and fortress units? These two are quite different and deserve 2 unit slots. The latter can represent a significant but static force.
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Re: TRP - World at War ALPHA Released v0.5.4

Post by OldCrowBalthazor »

Hello so we have been plugging along with the TRP-WiE v.0.9.7 MP test. These images are of the latest turn I pulled (88 so far!) and its July 1, 1942. I'm just posting East Front Images for now as things are dynamic elsewhere and FoW is necessary in case Ray (Unfortunate Son) takes a peek 😁
Brief Synopsis since last post concerning the East Front:

The Soviets were able to take back Ryshev and expand the perimeter so supply could be established on that sector. In May the Soviets were able to destroy or maul several German armored corps and infantry units while taking back Tula and Kaluga.
Up near Kandalaska and Murmansk we were able to contain and push back the Salla (Ger) group. Also Soviet elements were able to push and isolate the Finns at Pechanga. With good weather returning, the Germans and their allies started new offensives, one towards Voronezh and a particularly dangerous one consisting of SS formations towards Leningrad. We lost again Luga, which had been liberated during the Winter Offensive.

Also...the British invaded and took Vichy Tunisia...and a little while later landed in Vichy Morocco and then Vichy Algeria, taking these countries easily. Hard naval battles have erupted in the western Mediterranean with severe losses to both sides. The Axis has strong air elements on Sicily and large air battles are occurring over sea and land there and in Tunisia. A small American expeditionary force landed and liberated Vichy Mauritania and Vichy Senegal on this turn .

The UK-USSR convoy line is completely shut down...as the German Navy including the Led Zeppelin CV and most of their surface and U-boats are clustered far northwest off Norway. The RN has been busy securing the north African littoral...but will be tasked to handle the German convoy menace soon. 🏴

Anyways..Lothos, I hope that Vichy bug deal with the latest patch gets resolved. These things happen. Meanwhile, Ray and I are continuing with this fascinating test.
Cheers
Mike
Attachments
TRP-WiE Central Fronts sitrep July 1, 1942.png
TRP-WiE Central Fronts sitrep July 1, 1942.png (2.07 MiB) Viewed 1190 times
TRP-WiE Leningrad sitep July 1, 1942.png
TRP-WiE Leningrad sitep July 1, 1942.png (3.65 MiB) Viewed 1190 times
TRP-WiE Murmansk sitrep July 1, 1942.png
TRP-WiE Murmansk sitrep July 1, 1942.png (1.42 MiB) Viewed 1190 times
TRP-WiE Southern Fronts sitrep July 1, 1942.png
TRP-WiE Southern Fronts sitrep July 1, 1942.png (1.79 MiB) Viewed 1190 times
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Re: TRP - World at War ALPHA Released v0.5.4

Post by Pocus »

You meant Graf Zeppelin or made a joke? :D
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Re: TRP - World at War ALPHA Released v0.5.4

Post by OldCrowBalthazor »

Pocus wrote: Sat Sep 24, 2022 3:27 pm You meant Graf Zeppelin or made a joke? :D
Haha... Freudian slip. 🎸
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Re: TRP - World at War ALPHA Released v0.5.4

Post by Lothos »

OldCrowBalthazor wrote: Sat Sep 24, 2022 4:11 pm
Pocus wrote: Sat Sep 24, 2022 3:27 pm You meant Graf Zeppelin or made a joke? :D
Haha... Freudian slip. 🎸
FYI, their is a work around for the Vichy creation and I posted it in the main post of the download thread.
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Re: TRP - World at War ALPHA Released v0.5.4

Post by OldCrowBalthazor »

Lothos wrote: Sat Sep 24, 2022 4:29 pm
FYI, their is a work around for the Vichy creation and I posted it in the main post of the download thread.
Known issues, Crash when Vichy is formed (To resolve this do the following)
- OPTIONS->ADVANCED -> National Morale Bars (Turn it off)

Ah very good!
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Re: TRP - World at War ALPHA Released v0.5.4

Post by Lothos »

Big patch coming tomorrow lots of improvements, fixes, map changes and AI work

Things are starting to come together :)
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Re: TRP - World at War ALPHA Released v0.5.4

Post by OldCrowBalthazor »

Lothos wrote: Sun Sep 25, 2022 12:54 am Big patch coming tomorrow lots of improvements, fixes, map changes and AI work

Things are starting to come together :)
The Mod that keeps giving and giving 😎

I decided to do another update of the TRP-WiE V 0.9.7 mod as things are heating up on the Eastern Front again.

Seems Unfortunate Son (Axis) won't take my bait in the Kuban area to lure him into the Caucasus A.O. sigh.
Instead he's going balls for Leningrad and Tula. Things may get scary for a bit but we are determined to break them there, or die trying!
For the moment he backed off Voronezh.
We are trying to squeeze the Salla Group out of Kandalaska on the Murmansk Line.

UK, Free French, and the Americans are consolidating North and West Africa.

The UK-USSR Convoy is still down. The RN is planning an operation called 'Black Jack' to deal with the Kriegsmarine way northwest of Norway. 🔱
I may record those turns when this operation gets underway.

Thanks again Lothos. This is some grand wargaming here on an epic scale. Can well imagine what World will be like in MP. Will need planning books for that. 🙂
cheers
Mike
Attachments
TRP-WiE Leningrad Front sitrep July 11. 1942.png
TRP-WiE Leningrad Front sitrep July 11. 1942.png (2.64 MiB) Viewed 1115 times
TRP-WiE 2nd Battle for Kandalaska sitrep July 11, 1942.png
TRP-WiE 2nd Battle for Kandalaska sitrep July 11, 1942.png (2.87 MiB) Viewed 1115 times
TRP-WiE Central Fronts sitrep July 11, 1942.png
TRP-WiE Central Fronts sitrep July 11, 1942.png (2.66 MiB) Viewed 1115 times
TRP-WiE Southern Fronts sitrep July 11, 1942.png
TRP-WiE Southern Fronts sitrep July 11, 1942.png (2.49 MiB) Viewed 1115 times
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Re: TRP - World at War ALPHA Released v0.5.4

Post by Pocus »

Lothos wrote: Sun Sep 25, 2022 12:54 am Big patch coming tomorrow lots of improvements, fixes, map changes and AI work

Things are starting to come together :)
Following with attention your work!
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Re: TRP - World at War ALPHA Released v0.5.5

Post by Lothos »

TRP World v0.5.5 has been released

Lots of changes effecting many areas in the world and not just the pacific. China vs Japan war getting balanced out so it is less chaotic and the Burma area war being put together.

########################
# TRP 0.5.5 World
########################
- (Bug) Vichy, when created Marseille should get Alternate/Industrial instead of Menton
- (Bug) Japan, most of their HQs had no leaders (gave them leaders)

- (New) China, Com. Chi, all leaders had their ratings lowered
- (New) China, changed max leaders from 14 to 6
- (New) Japan, changed max leaders from 14 to 11
- (New) Pillbox, Reversed Soft/Hard Attack and Defense values
- (New) US fleet at Pearl had their starting strength lowered from 10 to 8
- (New) Greece, made some resource, town and map adjustments and added a mine near Skopje
- (New) Venezuela, made some adjustments to their roads/railroads and industrial center in Cumana
- (New) Romania, removed a town near the capital and added 2 more oil resources
- (New) Bulgaria, some minor road/rail adjustments and added a mine
- (New) Manchukuo, has a leader

- (Language) Added French Translations (Thank you Yvan1326)

- (Convoy) Malaya, Burma and Australia Convoys changed from 50% to 25% to the UK
- (Convoy) Malaya, Borneo, DEI, Indochina and Philippines convoys changed from 50% to 100% to Japan

- (Map) Added more Industrial Centers and Primary/Secondary Supply to many countries
- (Map) Finland, Petsamo, reworked area and added a mine
- (Map) Burma, added several settlements
- (Map) Siam, added several settlements
- (Map) India, added several settlements
- (Map) Korea, added several settlements
- (Map) China, added several settlements
- (Map) Eupatoria added to the Crimea area in Russia
- (Map) Made several map adjustments around Switzerland/French border
- (Map) Renamed Monaco to Menton in hex 162,96
- (Map) France, added a fortification in hex 159,93
- (Map) China, made a river adjustment near Changchow
- (Map) Tunisia, added prot to Gabes and Sousse
- (Map) Tunisia, fixed a river that did not connect to anything near Sousse
- (Map) Algeria, added prot to Bone

- (OOB) Japan, Move HQ from Nanking to Japan replaced it with a Garrison unit
- (OOB) Japan, Replaced Infantry Corp in Manchukuo with a Garrison unit
- (OOB) Japan, moved some units around Changchow
- (OOB) China, moved some units around Changchow

- (AI) Japan, more adjustments to surprise attack
- (AI) Japan, added a Burma offensive route
- (AI) Japan, should do a better job defending Pao-tow
- (AI) Japan, building of troops for China will get cut off if they have over 70 units in China
- (AI) Japan, added a defensive line near the Com. China border
- (AI) India, added offensive AI to attack through Burma
- (AI) India, will garrison near the Burma border prior to war with Japan
- (AI) France, will DOW Japan if Japan DOWs the UK or USA
- (AI) UK, will DOW Japan if Japan DOWs the France, French Colonies or USA
- (AI) USSR, will garrison areas on the Manchukuo border
- (AI) USA, will try and garrison several Islands in the Pacific
- (AI) USA (100% Mobilization), will DOW Japan if Japan DOWs the France, French Colonies or UK
- (AI) Columbia, Cuba had their guard AI adjusted for province right on the edge of the map
- (AI) Manchukuo, production will build the leader
- (AI) Tunisia, added Gabes to garrison list
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Re: TRP - World at War ALPHA Released v0.5.5

Post by Lothos »

Question to everyone

Please go to this thread and read what it is, need feedback. Made it separate so the Devs would chime in.

https://www.matrixgames.com/forums/view ... 9&t=388746
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Re: TRP - World at War ALPHA Released v0.5.5

Post by Numdydar »

This is an amazing mod. Please keep developing this :) I will never play vanilla again after using this.

You should get together with the Fury team and develop a SC WaW 2 using your mod. I would definitely pay for something like that :)

Edit:
I am playing SP using this mod as the Axis. I am in Sept 41 and I have not seen any issues in using the mod against the Allie d AI. So I am not sure why you say the mod should only be MP right now.
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Re: TRP - World at War ALPHA Released v0.5.5

Post by Lothos »

Numdydar wrote: Wed Sep 28, 2022 8:28 pm This is an amazing mod. Please keep developing this :) I will never play vanilla again after using this.

You should get together with the Fury team and develop a SC WaW 2 using your mod. I would definitely pay for something like that :)

Edit:
I am playing SP using this mod as the Axis. I am in Sept 41 and I have not seen any issues in using the mod against the Allie d AI. So I am not sure why you say the mod should only be MP right now.
If you want to play the mod suggest you play Europe and not World.

The AI for the Pacific is still under development
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Re: TRP - World at War ALPHA Released v0.5.5

Post by Numdydar »

Well the AI in the Pacific (and even overall) seems to be doing ok in my game. But then I am actively playing Japan (as well as Germany and Italy) so that might be the difference.
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