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

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OldCrowBalthazor
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)

Post by OldCrowBalthazor »

Lothos wrote: Sat Aug 27, 2022 9:09 am

My concern is shore bombardment then. Japan did many invasions in the Pacific with no carrier support. If ships can't spot the coastline how can the AI determine it needs shore bombardment. A human would guess but the AI does not
Ok, gotcha.
Yeah I understand how this helps the AI.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)

Post by Lothos »

Unfortunate Son wrote: Sat Aug 27, 2022 7:26 pm Lothos,
In the game OCB and I are currently playing, I can't attach Axis minor units to German HQs. Is this a bug or by design?
Should not be able to attach them but they should be able to draw supply from them right?
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Taxman66
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)

Post by Taxman66 »

Lothos wrote: Sat Aug 27, 2022 9:09 am
OldCrowBalthazor wrote: Sat Aug 27, 2022 5:54 am Hi Lothos.
We are getting into the summer of 41..Barbarossa and all. Things are proceeding well on the whole.

One thing I just noticed is that ships can spot land units. (was evacuating Odessa and was sweeping for Axis ships if any). This was an old feature of the SC-3 games and it was eliminated. Most of us like the new way..ships can not spot land units in coastal hexes unless they 'sample' the hex by firing on it. This is way better than the old way as folks will cruise the coasts surveying everything. Passive spotting with Carriers is fine as it should be but spotting enemy land units is a bit of an exploit.

Wasn't sure if you knew this or that is what you desired if you did.

Anyways..on wards deeper we go. 🙂
My concern is shore bombardment then. Japan did many invasions in the Pacific with no carrier support. If ships can't spot the coastline how can the AI determine it needs shore bombardment. A human would guess but the AI does not
Amphibs can spot land units before deciding to attack.

BTW, I completely and fully stand by my earlier analysis post.
I'm not however going to try and argue with you anymore.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)

Post by Lothos »

Everyone got really silent

So I been giving allot of thought to Submarines and I noticed none of the techs raise "Loss Evasion" for Naval combat on any ships. The only tech that raises it is Naval Warfare but it does nothing for Subs it only raises it for all surface ships except for Carriers and it makes it 5%.

As an experiment I was thinking of two ways to do this, I can either create a new tech called Submarine Warfare and have them increase it or change Naval Warfare to do it.

Also, I noticed that Naval Warfare only raises the Loss Evasion to 5% if you are the attacker. If you are the Defender it seems you can't evade the losses.

I am also noticing that Land Units have a 0% chance (Attack and Defend) for Loss Evasion and planes fall into this same category

With the extra turns and heavy combat I am thinking we should add Loss Evasion to all of these techs and units (land air and sea) and have it set to 5% for all the warfare techs. I am also thinking that for Submarines that they should have a default of 5% evasion and with Naval Warfare get an additional 5% so they are the only unit to have a 10% chance to evade the damage.

With the additional ships in the game this should increase their chance to survive.

Thoughts anyone?
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)

Post by Taxman66 »

FYI,

Subs have a 40% Dive chance (IIRC) and gain +10% for each level of Advance Subs. ASW applies a -10% Dive chance for each of it's levels. Since you decided to have Germany start at Adv. Sub 1 you are already providing a hefty avoidance benefit.

I strongly suggest not adding Loss Evasion to the base land and air combat, but particularly not to land combat.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)

Post by Lothos »

Taxman66 wrote: Tue Aug 30, 2022 12:57 am FYI,

Subs have a 40% Dive chance (IIRC) and gain +10% for each level of Advance Subs. ASW applies a -10% Dive chance for each of it's levels. Since you decided to have Germany start at Adv. Sub 1 you are already providing a hefty avoidance benefit.

I strongly suggest not adding Loss Evasion to the base land and air combat, but particularly not to land combat.
Right now it is set for 0 for everything except for attacking surface ships.

What is your argument against having it at 5%

Also dive chance is different than evade. We could lower sub warfare back down to 0 and have evasive cha ce added.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)

Post by Taxman66 »

I think it is a real bad idea for land combat, and additionally doesn't make any logical sense for such.

I can see an argument for it in plane vs. plane combat, and for plane vs. ship, but not for plane vs. Land units.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)

Post by Lothos »

Taxman66 wrote: Tue Aug 30, 2022 2:18 am I think it is a real bad idea for land combat, and additionally doesn't make any logical sense for such.

I can see an argument for it in plane vs. plane combat, and for plane vs. ship, but not for plane vs. Land units.
It is a good argument. Was debating on Land, main reason I was considering is that in World In Flames when playing with the 2d10 chart and you have the defender and attacker both roll instead of just the attacker it then makes it possible for no casualties.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)

Post by Taxman66 »

WiF and other typical board games only have 'damage' land results (excluding retreats) that remove land units completely (WiF = shattered to return on prod cycle or destroyed). The combat system works completely differently with summation odds tables and not like the old Panzer General computer game that this is based on.

In WiF you get a little variation with air unit losses (including or excluding pilot losses), and naval units have damaged and disabled results in addition to the out right sunk result.

*sigh*
I so wish that SC had a light version of the WiF naval system instead.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)

Post by Lothos »

Taxman66 wrote: Tue Aug 30, 2022 1:59 pm WiF and other typical board games only have 'damage' land results (excluding retreats) that remove land units completely (WiF = shattered to return on prod cycle or destroyed). The combat system works completely differently with summation odds tables and not like the old Panzer General computer game that this is based on.

In WiF you get a little variation with air unit losses (including or excluding pilot losses), and naval units have damaged and disabled results in addition to the out right sunk result.

*sigh*
I so wish that SC had a light version of the WiF naval system instead.
Yes, some form of a fleet system would be best.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)

Post by Elessar2 »

Taxman66 wrote: Tue Aug 30, 2022 1:59 pm *sigh*
I so wish that SC had a light version of the WiF naval system instead.
Naval quasi-tactical combat in grand strategic games has always been a game design puzzle. Such games have taken one of 4 different tacks, 1st 3 classic TBS IGOUGO:

1. The SC one we have here, where individual ship counters can sail wherever their little hearts desire, with movement points and a given amount of attacks allowed per turn. Provides more direct control of combat targets and results.

Advantages: What you see is what you get, making combat straightforward and easy to grasp. Likely works better when the hex/unit ratio is high.

Disdvantages: Has issues with how spotting/stealth, attacks allowed, and movement points are shoehorned into the calendar turn length in a very awkward way, leading to unrealistic and unsatisfying results. The non-moving player has little to no control of combat, which can prove to be frustrating when a unit which "could" have intercepted the enemy just sits there.

2. Sea Zones, what WiF has.

Advantages: Leads to more realistic combat results
Disdvantages: Little tactical control given to fleet commanders, which combined with the large luck factor leads to dry abstract typically random combat outcomes that fail to engage the players. Arbitrary definitions of seazones and the convoluted rules governing them can likewise frustrate.

3. Tactical boards, seen most notably with SPI's old wargame WitP.

Advantages: NOW you get tons of satisfying, detailed, and immersive combat without the issues the other two systems labor under.
Disdvantages: Can drag the turn lengths out to absurd lengths-typically there is a non-tactical shortcut option which may look like #2, but most players prefer having the greater control that tactical gives them (or rather they fear what the often suboptimal autocombat routines [=braindead AI] will do to their fleets in a crucial clash).

4. WEGO combat, as in the Grigsby WitP titles.

Advantages: No longer favors the moving side, can allow for the kind of tactical control seen in 1 & 3 (maybe).

Disdvantages: Still involves some abstractions and a core AI module to arbitrate combat results, often leaving the human players out of the loop and frustrated when the AI does something idiotic.

Me in general I'd prefer #3, having used it in many fantasy TBS games over the years, but am well aware of how clunky it may work out in practice when there are oodles of battles per turn, and how it is not suitable to SC in any event. I loathe seazones, aka in Dice In Flames. SC isn't WEGO but following AARs in the Grigsby subforums I've often felt rather nonplussed at the weird "decisions" the tactical commanders often make, combined with gamey crap like cap traps and scouting with small cheap merchant ships. So for SC I still prefer #1.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)

Post by Lothos »

Did everyone fall off the face of the earth? LOL

Need more stuff to fix, planning on putting out another TRP World release out tomorrow.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.9 Download)

Post by OldCrowBalthazor »

Lothos wrote: Sat Sep 03, 2022 1:40 pm Did everyone fall off the face of the earth? LOL

Need more stuff to fix, planning on putting out another TRP World release out tomorrow.
No..at least Ray and I haven't fallen off the edge, except maybe with your mod lol. I decided to post those SITREPs for our TRP-WiE TEST on your TRP-WaW mod thread. We are interested on how the East Front in particular looks and feels. So far pretty good. I'm planning to post as the seasons change or some major event caused by one or both of us develops. As you know I showed the situation circa early Oct 41 when the mud started. Alas there was a break in the weather and the Germans pushed through it closer to Moscow. I'm posting early Nov 1941 atm.
Also Ray (Unfortunate Son) is hard at work on his counter mod, and I got my YT channel to manage plus non-game things including guests from overseas. Still, him and I are doing between 1 and 3 turns a day. So no worries we haven't lost interest. 😎

cheers
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.10 Download)

Post by Lothos »

TRP 0.9.10 has been released

This is an experimental release as it has changes to ships and planes with Evade and a few minor tweeks to Naval Warfare and Aerial Warfare techs for the Evade increase. Let me know how it works out.

########################
# TRP 0.9.10
########################

- (New) Logistics will no longer increase HQ size limit
- (New) Adjusted HQ limits for all countries that have them
- (New) Maritime Bombers spotting Range for Land changed from 10 to 3
- (New) Most Minors can no longer do Amphib Invasions
- (New) Increased Sea spotting site by 2 for all planes except Maritime.
- (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%
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.11 Download)

Post by Lothos »

TRP v.0.9.11 Released

########################
# TRP 0.9.11
########################
- (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) Rail Movement minimum supply changed from 5 to 4
- (New) Malta, Random damage supply events in Libya had their percentages lowered by 5%
- (New) Pillbox, Reversed Soft/Hard Attack and Defense values

- (Map) Added more Industrial Centers and Primary/Secondary Supply to many countries
- (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)
- (Map) Finland, Petsamo, reworked area and added a mine
- (Map) Abyssinia, added more settlements
- (Map) Eupatoria added to the Crimea area in Russia
- (Map) Map 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

- (AI) Reworked all minors garrison AI to remove duplicates and help performance
- (AI) Reworked production AI to remove duplicates and help performance
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.11 Download)

Post by slyfox33 »

Hello Everyone, I'm new to the game but was just wondering how well balanced this mod is. Is it in a good playable state or should I just play the vanilla game? I'm curious because I wanted a slightly slower game which this mod seems to provide. And also the expanded theater in Africa looks cool as well.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.11 Download)

Post by Lothos »

slyfox33 wrote: Thu Sep 22, 2022 4:33 am Hello Everyone, I'm new to the game but was just wondering how well balanced this mod is. Is it in a good playable state or should I just play the vanilla game? I'm curious because I wanted a slightly slower game which this mod seems to provide. And also the expanded theater in Africa looks cool as well.
TRP For Europe is 100% playable and balanced

TRP For World is in Alpha and although publicly available it is not playable except in MP
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.12 Download)

Post by Lothos »

TRP Europe v0.9.12 has been released

########################
# TRP 0.9.12
########################
- (Bug) Finland, adjusted guard AI to protect hex 208,14 instead of 209,13
- (Bug) Vichy, will get the three French hexes near the Switzerland/French border now
- (Bug) Vichy, when created Marseille should get Alternate/Industrial instead of Menton

- (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

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

- (Map) Tunisia, added port to Gabes and Sousse
- (Map) Algeria, added port to Bone
- (Map) Tunisia, fixed a river that did not connect to anything near Sousse

- (AI) Columbia, Cuba had their guard AI adjusted for province right on the edge of the map
- (AI) Tunisia, added Gabes to garrison list
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Lothos
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.12 Download)

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 - Total Realism Project for War in Europe (Beta 0.9.12 Download)

Post by fc2slater »

hello i get this error. how can i fix this
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