TRP - Total Realism Project for War in Europe (1.10b Download)
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Odds are that France won't get to Inf Weapons 1.
More turns per year = more chances for breakthroughs.
If you slow down base Tech increase (as was done for 0.9.8) you are increasing the number turns needed. However, by doing so you are also increasing the number of chances at seeing a breakthrough. See my comments in the previous post above.
Generally, even with the 0.9.8 slow down techs are coming early (but not nearly as bad as in 0.9.7) but I think it is mostly due to said breakthroughs.
---
I'm worried the same issue may apply to Diplomacy. More turns per year = more chances for diplomacy hits. Can Spain be stopped from joining the Axis?
----
In regards to the Axis early Campaigns, I believe Germany needs to be more aggressive.
Poland should fall by the 3rd turn. If you're lucky you can get to Warsaw in turn 2, but then may have to deal with the chance they don't give up yet because a lot of units will still be left on the map.
However, you can probably start flying the Luftwaffe west on that 3rd turn.
Operating units (epically HQs) is cheaper, so operate the Tanks, HQs and a few Infantry. Operating planes is pretty cheap too if needed.
The Europe weather zone was split with the low countries being in the northern half. There's a very good chance you'll get a clear turn in the fall of 1939, and a fair chance at getting 2 clear turns. Attack Netherlands & Belgium (save Lux for later in the Spring). You may have a little bit of slog in Belgium but you can do enough damage in one clear turn to ensure it won't hold out through Spring. At some point you'll be exposed to French & UK units and start doing damage that works in your favor, as well as start triggering the French Morale events early. It's worth the early Mobilization increase to Russia, and the one for the USA is meaningless given how badly their economy is crippled until basically mid 1940.
You can turn Egypt into a ROFL stomp that the UK can't keep up with the MPP expenditures. Operate the Air to deal with Malta (will be costly given that it is the one unit that is allowed to be overstrengthed), but the extra turns give you time to deal with it. Get a GE HQ, Tank and a Mech or a SS to Libya ASAP, then follow with the planes (bring plenty of fighters). Again, operating the planes is cheap. You need 3 (4 when Rommel shows) HQs to mitigate supply pummeling by the RN and Strat bomber. GE & IT Maritime bombers and IT subs also mitigate the RN somewhat. Their huge spotting makes a big difference.
More turns per year = more chances for breakthroughs.
If you slow down base Tech increase (as was done for 0.9.8) you are increasing the number turns needed. However, by doing so you are also increasing the number of chances at seeing a breakthrough. See my comments in the previous post above.
Generally, even with the 0.9.8 slow down techs are coming early (but not nearly as bad as in 0.9.7) but I think it is mostly due to said breakthroughs.
---
I'm worried the same issue may apply to Diplomacy. More turns per year = more chances for diplomacy hits. Can Spain be stopped from joining the Axis?
----
In regards to the Axis early Campaigns, I believe Germany needs to be more aggressive.
Poland should fall by the 3rd turn. If you're lucky you can get to Warsaw in turn 2, but then may have to deal with the chance they don't give up yet because a lot of units will still be left on the map.
However, you can probably start flying the Luftwaffe west on that 3rd turn.
Operating units (epically HQs) is cheaper, so operate the Tanks, HQs and a few Infantry. Operating planes is pretty cheap too if needed.
The Europe weather zone was split with the low countries being in the northern half. There's a very good chance you'll get a clear turn in the fall of 1939, and a fair chance at getting 2 clear turns. Attack Netherlands & Belgium (save Lux for later in the Spring). You may have a little bit of slog in Belgium but you can do enough damage in one clear turn to ensure it won't hold out through Spring. At some point you'll be exposed to French & UK units and start doing damage that works in your favor, as well as start triggering the French Morale events early. It's worth the early Mobilization increase to Russia, and the one for the USA is meaningless given how badly their economy is crippled until basically mid 1940.
You can turn Egypt into a ROFL stomp that the UK can't keep up with the MPP expenditures. Operate the Air to deal with Malta (will be costly given that it is the one unit that is allowed to be overstrengthed), but the extra turns give you time to deal with it. Get a GE HQ, Tank and a Mech or a SS to Libya ASAP, then follow with the planes (bring plenty of fighters). Again, operating the planes is cheap. You need 3 (4 when Rommel shows) HQs to mitigate supply pummeling by the RN and Strat bomber. GE & IT Maritime bombers and IT subs also mitigate the RN somewhat. Their huge spotting makes a big difference.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
FYI, I was on vacation since Friday. I have read some of the posts but have not taken notes down. Tomorrow (Monday) I will go through everyone's feedback to date and take some notes down.
To answer about Diplomacy, the Diplomacy AI has been re-written from top to bottom. AI should defend itself against Spain, Turkey etc... from coming into the war. It is more aggressive than the original AI in watching countries.
Also the Germany AI has a random chance (each game) of trying to get one of the big three in on their side, Spain, Turkey or Sweden.
For debug purposes you can use the following chart so you can figure out what the Diplomacy AI is going to do. I recommend not looking at the GV rolls if you are playing a serious game.
# GV - AI
########################
- USA/UK
--------------------------
- #GV= 1
-- [1,40] - D-Day Normandy
-- [41,80] - D-Day Brest
-- [81,100] - D-Day Calais
-- [1,20] - Diplomacy - Turkey Bring into Game
-- [21,40] - Diplomacy - Spain Bring into Game
- #GV= 2
-- [1,70] - Sicily/Italy
-- [71,100] - Greece
- UK
--------------------------
- #GV= 3
-- [1,20] - Norway
- Germany
--------------------------
- #GV= 2
-- [1,20] - Diplomacy - Sweden Bring into Game
-- [21,40] - Diplomacy - Turkey Bring into Game
-- [41,60] - Diplomacy - Spain Bring into Game
########################
To answer about Diplomacy, the Diplomacy AI has been re-written from top to bottom. AI should defend itself against Spain, Turkey etc... from coming into the war. It is more aggressive than the original AI in watching countries.
Also the Germany AI has a random chance (each game) of trying to get one of the big three in on their side, Spain, Turkey or Sweden.
For debug purposes you can use the following chart so you can figure out what the Diplomacy AI is going to do. I recommend not looking at the GV rolls if you are playing a serious game.
# GV - AI
########################
- USA/UK
--------------------------
- #GV= 1
-- [1,40] - D-Day Normandy
-- [41,80] - D-Day Brest
-- [81,100] - D-Day Calais
-- [1,20] - Diplomacy - Turkey Bring into Game
-- [21,40] - Diplomacy - Spain Bring into Game
- #GV= 2
-- [1,70] - Sicily/Italy
-- [71,100] - Greece
- UK
--------------------------
- #GV= 3
-- [1,20] - Norway
- Germany
--------------------------
- #GV= 2
-- [1,20] - Diplomacy - Sweden Bring into Game
-- [21,40] - Diplomacy - Turkey Bring into Game
-- [41,60] - Diplomacy - Spain Bring into Game
########################
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
As the Axis I got Yugo (though marginally worth it given it has nothing but INF Corps) and Spain by summer 1941.
Am working on Sweeden. I should be blocked by the time the US joins. However, I took the DE to have Vichy France join the Axis (cost Italy 4% of National Morale). This will allow me to buy 5 more (albeit at 75 mpp instead of 50) diplomacy chits. Considering Vichy France's income and how crappy Vichy France's Tech starts at, I think diplo is a better investment than trying to buy units/Tech. Maybe VF DDs & CLs for scouting/screening purposes are the only things I can think of.
Am working on Sweeden. I should be blocked by the time the US joins. However, I took the DE to have Vichy France join the Axis (cost Italy 4% of National Morale). This will allow me to buy 5 more (albeit at 75 mpp instead of 50) diplomacy chits. Considering Vichy France's income and how crappy Vichy France's Tech starts at, I think diplo is a better investment than trying to buy units/Tech. Maybe VF DDs & CLs for scouting/screening purposes are the only things I can think of.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Went through your posts so here is a changelog of what I already did and below that are questions help I am asking on how to make the change. For example, I did not find any setting to change the breakthrough percentage for both Diplomacy and Research. I presented an idea on Carriers that may make everyone happy.
Changelog as of this moment
########################
# TRP 0.9.9
########################
- (Bug) Vichy can no longer use diplomacy influence
- (Bug) Fixed Trabzon weather (225,103)
- (Bug) Fixed a text issue when Italy sent troops to Abyssinia or North Africa (message would show Eastern Front)
- (New) France has some start researching techs
Questions
----------------------------------
- Not seeing a setting to change Research breakthrough percentage
- Not seeing a setting to change Diplomacy breakthrough percentage
- Can only have two carrier types
---- However, I can make Carriers have specific stats and tech by country. So UK Light Carriers could use ASW and replace Long Range and have other countries be different. UK Carrier planes did not have a very long range at all during the war. It was Japan and USA that had the long range.
- Finland strategic advice text overlapping. This is in the EXE. If it happens 100% of the time I need a screenshot and maybe have to report it to the devs. My thinking its just a random issue.
- Localization of Corp Names, not able to do that at the country level (example Special Forces for USA are Marines but for Russia and Germany they are Guards and SS) I can have country specific combat bonuses but I am not able to give bonuses to Amphib.
- It is possible to make the SS Infantry for Germany and Guards for Russia to be motorized (AP 4) and increase their cost while keep all out countries (which are Marines) at AP 3 with their current cost.
Changelog as of this moment
########################
# TRP 0.9.9
########################
- (Bug) Vichy can no longer use diplomacy influence
- (Bug) Fixed Trabzon weather (225,103)
- (Bug) Fixed a text issue when Italy sent troops to Abyssinia or North Africa (message would show Eastern Front)
- (New) France has some start researching techs
Questions
----------------------------------
- Not seeing a setting to change Research breakthrough percentage
- Not seeing a setting to change Diplomacy breakthrough percentage
- Can only have two carrier types
---- However, I can make Carriers have specific stats and tech by country. So UK Light Carriers could use ASW and replace Long Range and have other countries be different. UK Carrier planes did not have a very long range at all during the war. It was Japan and USA that had the long range.
- Finland strategic advice text overlapping. This is in the EXE. If it happens 100% of the time I need a screenshot and maybe have to report it to the devs. My thinking its just a random issue.
- Localization of Corp Names, not able to do that at the country level (example Special Forces for USA are Marines but for Russia and Germany they are Guards and SS) I can have country specific combat bonuses but I am not able to give bonuses to Amphib.
- It is possible to make the SS Infantry for Germany and Guards for Russia to be motorized (AP 4) and increase their cost while keep all out countries (which are Marines) at AP 3 with their current cost.
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Not completely true.
The UK used a goodly number of F4U Corsairs on their carriers. As a matter of fact Commonwealth pilots figured out how to best/safely land them on carriers since they were notoriously difficult to land due to poor (landing) visibility with the cockpit set so far back and relayed the info back to the US. However, by then the US switched to the Hellcats and gave the Corsairs to the Marines. (FYI: Approach from an angle and line up to the deck as late as possible).
The UK used a goodly number of F4U Corsairs on their carriers. As a matter of fact Commonwealth pilots figured out how to best/safely land them on carriers since they were notoriously difficult to land due to poor (landing) visibility with the cockpit set so far back and relayed the info back to the US. However, by then the US switched to the Hellcats and gave the Corsairs to the Marines. (FYI: Approach from an angle and line up to the deck as late as possible).
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Likely not a good idea. Please read this AAR, the carrier battle I am linking to:Lothos wrote: Fri Aug 12, 2022 1:12 pm Been debating on weather to increase the strikes for CVs to 3 but let's see how this plays out.
https://www.matrixgames.com/forums/view ... 0&start=40
Note I felt compelled to give land-based air 2 actions to keep them on par with carriers.
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Couple more cities spotted with weather issues
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Yep I second this. We went through this testing your War in the Pacific Mod and three strikes from a carrier is over the top. Same we tried that with Maritime Bombers getting 3 strikes. Again not recommended.Elessar2 wrote: Mon Aug 15, 2022 11:24 pmLikely not a good idea. Please read this AAR, the carrier battle I am linking to:Lothos wrote: Fri Aug 12, 2022 1:12 pm Been debating on weather to increase the strikes for CVs to 3 but let's see how this plays out.
https://www.matrixgames.com/forums/view ... 0&start=40
Note I felt compelled to give land-based air 2 actions to keep them on par with carriers.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Unfortunate Son and I are winding through the summer of 1940. One thing we both have noticed is how ineffective German Subs are .
I strongly suggest that Germany starts with Sub tech at 1. Right now in mid 1940...I have ASW 1 and have no fear of his U-boats. If the Germans started with Sub 1, then by now..if Germany decided to research subs..he would have Sub 2.
Now this is not as bad of a thing for the allies as someone might think, as the UK and the USA later will be able to handle the U-boats like historically. Even with Germany with Sub2 vs UK ASW1, the Allies can swarm the U-boats, it would just be harder to destroy them. Also, the UK would think twice about naval cruising without patroling, as Sub2's could wreck a capital ship that ran into a surfaced one.
Anyways...again..I highly recommend Germany starts in 1939 with Sub tech fully researched at 1
Testing continues and we are having a great time.
Cheers
Mike
I strongly suggest that Germany starts with Sub tech at 1. Right now in mid 1940...I have ASW 1 and have no fear of his U-boats. If the Germans started with Sub 1, then by now..if Germany decided to research subs..he would have Sub 2.
Now this is not as bad of a thing for the allies as someone might think, as the UK and the USA later will be able to handle the U-boats like historically. Even with Germany with Sub2 vs UK ASW1, the Allies can swarm the U-boats, it would just be harder to destroy them. Also, the UK would think twice about naval cruising without patroling, as Sub2's could wreck a capital ship that ran into a surfaced one.
Anyways...again..I highly recommend Germany starts in 1939 with Sub tech fully researched at 1
Testing continues and we are having a great time.
Cheers
Mike
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Subs game play in SC have been an issue for players. In the game Old Crow and I are currently testing German U-boats seem to be Iron coffins early in the game. I agree with Old Crow that German U-boats should have an advantage early game. If having them start with tech level 1 instead of having the advanced subs tech started in research would be a better scenario. To give an example of one poor subs fate in the game. A U-boat had run into UK DD off the Belgium coast line. It was able to move a few hexes out of harms way. On the Allies turn they were able to attack it several times and at one point it was in a hex next to an occupied Axis port but never evaded into the port instead it went away from the port until finally it was sunk. In a forum thread that talks about subs game play I had suggested that the naval attacks be limited to two attacks per turn, per naval asset. This was something that was modded in another WW2 game I used to play MP. Not sure if this can be done but should be considered if possible.OldCrowBalthazor wrote: Thu Aug 18, 2022 2:31 am Unfortunate Son and I are winding through the summer of 1940. One thing we both have noticed is how ineffective German Subs are .
I strongly suggest that Germany starts with Sub tech at 1. Right now in mid 1940...I have ASW 1 and have no fear of his U-boats. If the Germans started with Sub 1, then by now..if Germany decided to research subs..he would have Sub 2.
Now this is not as bad of a thing for the allies as someone might think, as the UK and the USA later will be able to handle the U-boats like historically. Even with Germany with Sub2 vs UK ASW1, the Allies can swarm the U-boats, it would just be harder to destroy them. Also, the UK would think twice about naval cruising without patroling, as Sub2's could wreck a capital ship that ran into a surfaced one.
Anyways...again..I highly recommend Germany starts in 1939 with Sub tech fully researched at 1
Testing continues and we are having a great time.
Cheers
Mike
Historically in the beginning of the war the Germans had a tech advantage and the Allies had to play catch up if I am not mistaken.
Also Old Crow and have discussed tech in general it seems a bit quicker to obtain. But my question here is the French got infantry tech 1. It seems the Free French units can upgrade to infantry tech 1. It does not look as if the Vichy French have infantry tech1. If not they should just like the Free French. Any tech the French invested in before they surrender and acquired, I think the Vichy as well as the Free French should each have the same level of advancement for any tech researched.
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Assume you are playing with 0.9.8Unfortunate Son wrote: Thu Aug 18, 2022 3:04 amSubs game play in SC have been an issue for players. In the game Old Crow and I are currently testing German U-boats seem to be Iron coffins early in the game. I agree with Old Crow that German U-boats should have an advantage early game. If having them start with tech level 1 instead of having the advanced subs tech started in research would be a better scenario. To give an example of one poor subs fate in the game. A U-boat had run into UK DD off the Belgium coast line. It was able to move a few hexes out of harms way. On the Allies turn they were able to attack it several times and at one point it was in a hex next to an occupied Axis port but never evaded into the port instead it went away from the port until finally it was sunk. In a forum thread that talks about subs game play I had suggested that the naval attacks be limited to two attacks per turn, per naval asset. This was something that was modded in another WW2 game I used to play MP. Not sure if this can be done but should be considered if possible.OldCrowBalthazor wrote: Thu Aug 18, 2022 2:31 am Unfortunate Son and I are winding through the summer of 1940. One thing we both have noticed is how ineffective German Subs are .
I strongly suggest that Germany starts with Sub tech at 1. Right now in mid 1940...I have ASW 1 and have no fear of his U-boats. If the Germans started with Sub 1, then by now..if Germany decided to research subs..he would have Sub 2.
Now this is not as bad of a thing for the allies as someone might think, as the UK and the USA later will be able to handle the U-boats like historically. Even with Germany with Sub2 vs UK ASW1, the Allies can swarm the U-boats, it would just be harder to destroy them. Also, the UK would think twice about naval cruising without patroling, as Sub2's could wreck a capital ship that ran into a surfaced one.
Anyways...again..I highly recommend Germany starts in 1939 with Sub tech fully researched at 1
Testing continues and we are having a great time.
Cheers
Mike
Historically in the beginning of the war the Germans had a tech advantage and the Allies had to play catch up if I am not mistaken.
Also Old Crow and have discussed tech in general it seems a bit quicker to obtain. But my question here is the French got infantry tech 1. It seems the Free French units can upgrade to infantry tech 1. It does not look as if the Vichy French have infantry tech1. If not they should just like the Free French. Any tech the French invested in before they surrender and acquired, I think the Vichy as well as the Free French should each have the same level of advancement for any tech researched.
- Yes, I can make the default starting tech for all German subs a 1 and have a look to make sure that Germany starts with that tech
- I can't give Vichy France any techs that the French discovered unfortunately. All I can do is a guess based on what they start the game with. Techs can't be given by event.
No one answered my question if I could mod the percentage for a breakthrough in tech and/or diplomacy? I can't seem to find the setting.
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
I don't know anything about modding.
Suggest you ask in a new/separate thread.
BTW, they started their game in 9.7 and I presume are still using that, so they are seeing the drastic tech increases.
Suggest you ask in a new/separate thread.
BTW, they started their game in 9.7 and I presume are still using that, so they are seeing the drastic tech increases.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Yeah we are playing 9.7 and we understand the newest version has the tech changes. I know Ray (Unfortunate Son understands that also but we are continuing this awesome match-up. We may self-nerf (house-rule) some tech by delaying things...but we want to continue.Taxman66 wrote: Thu Aug 18, 2022 11:13 am I don't know anything about modding.
Suggest you ask in a new/separate thread.
BTW, they started their game in 9.7 and I presume are still using that, so they are seeing the drastic tech increases.
We are in Aug 24, 1940 currently and things are pretty exciting, particularly in the Med. About 70% of the Italian Fleet is sunk but the RN has to run the so called Mare Nostrum to reinforce Egypt...and I suspect the Luftwaffe will be showing in theater soon. Also...nice to have the Italian East Africa campaign..its proceeding pretty close to historical. Bad supply etc. The South African's took Kismayo, (a real dirt hole btw don't ask me how I know haha) but is waiting for support. A hard thing for the UK to consider with all the other responsibilities it has.
A sub fix for Germany as proposed is what we think is necessary and it looks like Lothos will consider it.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
I would suggest contacting Bill or Hubert directly.Lothos wrote: Thu Aug 18, 2022 9:56 am
No one answered my question if I could mod the percentage for a breakthrough in tech and/or diplomacy? I can't seem to find the setting.
Btw they may or may not know your mod is being tested now. I want this and TRP-World to succeed. This could be be the Magnus Opus of all the SC mods out there. Folks wanted a giant world map at or near the scale of WiE long before and after WaW.
Thanks for considering the German U-Boat tech proposal.
Cheers.
Mike
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
I've answered in the new thread, I must have missed it in this one as there's so much great discussion!Lothos wrote: Thu Aug 18, 2022 9:56 am
No one answered my question if I could mod the percentage for a breakthrough in tech and/or diplomacy? I can't seem to find the setting.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Sounds like a fun game so far!OldCrowBalthazor wrote: Fri Aug 19, 2022 4:27 amYeah we are playing 9.7 and we understand the newest version has the tech changes. I know Ray (Unfortunate Son understands that also but we are continuing this awesome match-up. We may self-nerf (house-rule) some tech by delaying things...but we want to continue.Taxman66 wrote: Thu Aug 18, 2022 11:13 am I don't know anything about modding.
Suggest you ask in a new/separate thread.
BTW, they started their game in 9.7 and I presume are still using that, so they are seeing the drastic tech increases.
We are in Aug 24, 1940 currently and things are pretty exciting, particularly in the Med. About 70% of the Italian Fleet is sunk but the RN has to run the so called Mare Nostrum to reinforce Egypt...and I suspect the Luftwaffe will be showing in theater soon. Also...nice to have the Italian East Africa campaign..its proceeding pretty close to historical. Bad supply etc. The South African's took Kismayo, (a real dirt hole btw don't ask me how I know haha) but is waiting for support. A hard thing for the UK to consider with all the other responsibilities it has.
A sub fix for Germany as proposed is what we think is necessary and it looks like Lothos will consider it.![]()
@Taxxman - With what BillRunacre said about breakthroughs being hardcoded I am wondering if I should change Tech to take even longer since I can't adjust the breakthrough percentage. Thoughts?
I been on a semi-vacation from TRP for the last few days. Going to hit it again (some today) and then on Sunday to start working on the AI for World.
Below are the fixes I have done so far for Europe 0.9.9 (NOT released yet), they have also been done to World
########################
# TRP 0.9.9
########################
- (Bug) Vichy can no longer use diplomacy influence
- (Bug) Fixed Trabzon weather (225,103)
- (Bug) Fixed Voronezh weather (224,77)
- (Bug) Fixed Kamyshin weather (236,81)
- (Bug) Fixed a text issue when Italy sent troops to Abyssinia or North Africa (message would show Eastern Front)
- (New) France has some start researching techs
- (New) Vichy France starting techs adjusted based on France starting research
- (New) Germany starts with level 1 tech in Submarines and all Submarines have been upgrade
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
I'd tweek it down just a bit. However, make sure that it always provides some increase. It should never have a chance of 0% increase.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Ok I changed it fromTaxman66 wrote: Fri Aug 19, 2022 11:33 am I'd tweek it down just a bit. However, make sure that it always provides some increase. It should never have a chance of 0% increase.
- Level 1 - 3
- Level 2 - 3
- Level 3 - 3
- Level 4 - 2
- Level 5 - 2
To
- Level 1 - 2
- Level 2 - 2
- Level 3 - 2
- Level 4 - 2
- Level 5 - 2
Before we started messing with the tech research the original values where
- Level 1 - 5
- Level 2 - 4
- Level 3 - 4
- Level 4 - 3
- Level 5 - 3
I can put a release out with the changes (and other items I listed) so you can mess with it. I do not have anything major on my TO DO list for TRP Europe and most of the work I am going to be doing the next few days is to TRP World.
Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
Leave the CVLs alone for the European version.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
- OldCrowBalthazor
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.8 Download)
These changes for the upcoming v 0.9.9 look great.Lothos wrote: Fri Aug 19, 2022 10:05 am
########################
# TRP 0.9.9
########################
- (Bug) Vichy can no longer use diplomacy influence
- (Bug) Fixed Trabzon weather (225,103)
- (Bug) Fixed Voronezh weather (224,77)
- (Bug) Fixed Kamyshin weather (236,81)
- (Bug) Fixed a text issue when Italy sent troops to Abyssinia or North Africa (message would show Eastern Front)
- (New) France has some start researching techs
- (New) Vichy France starting techs adjusted based on France starting research
- (New) Germany starts with level 1 tech in Submarines and all Submarines have been upgrade
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