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 (Beta 0.9.14 Download)

Post by Lothos »

Unfortunate Son wrote: Sat Oct 22, 2022 2:51 am
Lothos wrote: Fri Oct 21, 2022 10:44 pm
Taxman66 wrote: Fri Oct 21, 2022 10:25 pm

I will argue that your experience/example is not of 'equal or better' units. I presume that the GE INF has a Tech advantage over the Soviets through Dec 1941. My experience was (playing Allied single player) with the Russians in late 1942 - 1943/1944 and cutting off GE units. The Russian INF (with equal Tech and no game start exp bonus to GE units) could not hurt cut off GE units (unless they were Divs or static). I could only simply pin them and wait for them to starve or slow the advance to take them out with better units.
Russia Infantry if on Equal Tech is not as good as a Germany Infantry Corps.

Russian Infantry Corps are the equivalent of a Germany Light Infantry Corps.

HOWEVER

Russia can go to Infantry tech level 3 and that then puts them on par with a German unit.

This was done on purpose and the main reason why Russian Infantry is so much cheaper than German Infantry.
Lothos,
While playing the game with OCB the infantry is on par by 42. Not sure if making Soviet infantry level 3 would be good, we think Soviet hoard may simple roll right over the Germans at level3.
OCB and I agree with Taxman that the operation costs should be increased maybe by 25%. Also to build HQ units should be increased maybe by 15-25%.
I know we are playing an earlier version and the French were able to get infantry weapons 1 which slowed the Germans quite a bit. I do think the national moral hits they suffer may not be severe enough but will reserve judgement for a latest version.
One thing I want to comment on is OCB attacked all of the Vichy minors yet the Vichy major mobilization ticked up only once out of the 3 DoW on the minors by 9% is this intended?
Hi, yes on the Vichy that was intended but their is more to it

- Each DOW raises Vichy slowly into getting in the war. This represents the frustration Hitler had with Vichy and why in the end he just occupied it

- Bad part for the Allies is with each DOW, USA mobilization goes down a little. I suggest the Allies Chery pick which ones to DOW and not do all of them.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.14 Download)

Post by Lothos »

Lothos wrote: Sat Oct 22, 2022 2:14 pm
Unfortunate Son wrote: Sat Oct 22, 2022 2:51 am
Lothos wrote: Fri Oct 21, 2022 10:44 pm

Russia Infantry if on Equal Tech is not as good as a Germany Infantry Corps.

Russian Infantry Corps are the equivalent of a Germany Light Infantry Corps.

HOWEVER

Russia can go to Infantry tech level 3 and that then puts them on par with a German unit.

This was done on purpose and the main reason why Russian Infantry is so much cheaper than German Infantry.
Lothos,
While playing the game with OCB the infantry is on par by 42. Not sure if making Soviet infantry level 3 would be good, we think Soviet hoard may simple roll right over the Germans at level3.
OCB and I agree with Taxman that the operation costs should be increased maybe by 25%. Also to build HQ units should be increased maybe by 15-25%.
I know we are playing an earlier version and the French were able to get infantry weapons 1 which slowed the Germans quite a bit. I do think the national moral hits they suffer may not be severe enough but will reserve judgement for a latest version.
One thing I want to comment on is OCB attacked all of the Vichy minors yet the Vichy major mobilization ticked up only once out of the 3 DoW on the minors by 9% is this intended?
Hi, yes on the Vichy that was intended but their is more to it

- Each DOW raises Vichy slowly into getting in the war. This represents the frustration Hitler had with Vichy and why in the end he just occupied it. Personally I do Syria and Madagascar because Syria protects the Middle East and Madagascar to prevent the Japanese from taking it (although in Europe thats not an issue)

- Bad part for the Allies is with each DOW, USA mobilization goes down a little. I suggest the Allies Chery pick which ones to DOW and not do all of them.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.14 Download)

Post by Lothos »

Release v.0.9.15 is coming out sometime tomorrow with a big change log

Was going to do it tonight but have something I want to change before moving making it public.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.15 Download)

Post by Lothos »

TRP v0.9.15

This one has a big changelog, lots of balance changes, lots of small tweeks and a reminder how good AA is now with its range of 2

########################
# TRP 0.9.15 Europe
########################
- (Bug) Fixed a text issue where Bulgaria Agreement showed up twice
- (Bug) Hex 196,122 changed ownership from Italy to Libya
- (Bug) Germany, Strategic Bomber deployed in Dusseldorf will now show a pop-up message
- (Bug) Germany, Chrome imports from Turkey reworked and should happen more often
- (Bug) Albania, no longer can build any units

- (New) North Africa supply issues tied to Gibraltar and Malta remaining allied control
- (New) North Africa supply issues tied to Italian decision on investment in North Africa offensive if Yes then supply hit is less effective
- (New) UK, reworked several of their convoys to be further away from the French Coast
- (New) UK, new decision to garrison Crete under certain circumstances
- (New) UK, 7th Armour will arrive with 1 experience boost
- (New) Garrison units stats made exactly as Light Infantry except the Action points remain at 1
- (New) Poland unit strength caps increased to 10
- (New) Poland OOB adjustments
- (New) Poland, added a surrender event to prevent it from surviving way past certain areas in Western Poland are taken
- (New) Vichy can no longer build any war ships
- (New) Subs had their base dive percentage increased by 5%
- (New) Germany, lowered the amount of resources it gets from Russian Treaty
- (New) OM (Operational Movement) base cost changed from 15 to 20 MPPs
- (New) Transfer Urals, cut down events (small performance tweek) player will see no difference
- (New) Upgrade cost of Armor, Air and Naval units has increased significantly
- (New) UK, 10th Army Formation added the correct units and placement in Kuwait
- (New) Germany, Afrika Corps makeup changed slightly
- (New) HQ cost increased from 50 to 80

- (OOB) Vichy, starting ships will only appear if Vichy goes to war
- (OOB) Germany, moved Infantry Corp from 180,69 to 181,69
- (OOB) Tech, rebalanced between all major powers
- (OOB) France, starts with an artillery unit
- (OOB) USSR, starts with a strategic bomber
- (OOB) Germany, switched fighter and tac bomber for army group south
- (OOB) Netherlands, starts with a sub
- (OOB) Lowered build cap of AA for all major powers
- (OOB) UK Increased build cap for Garrison Units

- (Research) Redid bonus for Infantry & Armored Warfare for all major powers
- (Research) Command & Control, Naval, Aerial, Infantry & Armored Warfare no longer provide bonuses to minors
---- Exception: Canada, South Africa, India, Australia & New Zealand

- (AI) Germany, improved offensive against Poland
- (AI) UK, reworked North Africa offensive
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.15 Download)

Post by OldCrowBalthazor »

These are great fixes Lothos.

Heres a link to a mini-series that starts early-mid campaign Aug 30, 1942 with the version 0.9.7 https://www.youtube.com/watch?v=0U6Q_HXVtnA&t=902s
These vids should help on many levels to show a feel of the mod and may highlight any further tweaks that may be needed. I have to say all adjustments post v.0.9.7 are great.

Again this is a MP test that's gone on since July 2022 and is not at all illustrative of any experience with SP and an AI opponent.
I believe couple of my gaming m8s Saiden and Dark Taboo are planning to do SP tests with the newest version of TRP-WiE as they have more time than I to for that. I sent them copies of the latest version since they aren't registered with Matrix/Slitherine yet.

Cheers..on my way on a sojourn for about a week to Portlandia, Peoples Republic of Cascadia haha.
Cheers
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.15 Download)

Post by Lothos »

OldCrowBalthazor wrote: Mon Oct 24, 2022 3:19 am These are great fixes Lothos.

Heres a link to a mini-series that starts early-mid campaign Aug 30, 1942 with the version 0.9.7 https://www.youtube.com/watch?v=0U6Q_HXVtnA&t=902s
These vids should help on many levels to show a feel of the mod and may highlight any further tweaks that may be needed. I have to say all adjustments post v.0.9.7 are great.

Again this is a MP test that's gone on since July 2022 and is not at all illustrative of any experience with SP and an AI opponent.
I believe couple of my gaming m8s Saiden and Dark Taboo are planning to do SP tests with the newest version of TRP-WiE as they have more time than I to for that. I sent them copies of the latest version since they aren't registered with Matrix/Slitherine yet.

Cheers..on my way on a sojourn for about a week to Portlandia, Peoples Republic of Cascadia haha.
Cheers
Still looking over your video, I noticed Vichy has not collapsed even though Allies control all of North Africa. Need to figure out what happened, or did your opponent not want to collapse them?
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.15 Download)

Post by OldCrowBalthazor »

He opted not to take over Vichy by DEC. Surprised me on that choice but he wanted to use his small Vichy fleet to shadow my ships in the Med. After a few turns of this nonsense I talked to Ray and we decided to house rule that his Vichy ships while neutral would stay within 4 hexes of his ports in France and Corsica.

PS I had to shame him good naturedly as this is a common eXploit some folks do with the Italian fleet early in the war while neutral also by going out into the Atlantic and spot the RN for German U-boats and the like. Easy solution is to house rule that gamey stuff also like we did in my current WaW MP match on YT with Gaming With The Colonel.
Hope that explains things and this will come up in a later vid where we came to this agreement regarding his use of neutral Vichy ships like he was doing.

Btw on a short vacation but contact me anytime...I have comms as I am in a city and not off the grid in the mountains like I do from time to time. I mean heck I live in the Cascade Mountains and a 30 minute drive away from my home you would need a Sat phone to call out haha.

Cheers.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.15 Download)

Post by Lothos »

OldCrowBalthazor wrote: Mon Oct 24, 2022 11:33 am He opted not to take over Vichy by DEC. Surprised me on that choice but he wanted to use his small Vichy fleet to shadow my ships in the Med. After a few turns of this nonsense I talked to Ray and we decided to house rule that his Vichy ships while neutral would stay within 4 hexes of his ports in France and Corsica.

PS I had to shame him good naturedly as this is a common eXploit some folks do with the Italian fleet early in the war while neutral also by going out into the Atlantic and spot the RN for German U-boats and the like. Easy solution is to house rule that gamey stuff also like we did in my current WaW MP match on YT with Gaming With The Colonel.
Hope that explains things and this will come up in a later vid where we came to this agreement regarding his use of neutral Vichy ships like he was doing.

Btw on a short vacation but contact me anytime...I have comms as I am in a city and not off the grid in the mountains like I do from time to time. I mean heck I live in the Cascade Mountains and a 30 minute drive away from my home you would need a Sat phone to call out haha.

Cheers.
FYI, keep the videos coming. It lets me spot things that you may not notice. For example the Brazil fighter that should be on the city and the former Vichy colonies not switching sides and Partisans effecting you (working on that one now).
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.15 Download)

Post by Unfortunate Son »

Lothos wrote: Mon Oct 24, 2022 12:54 pm
OldCrowBalthazor wrote: Mon Oct 24, 2022 11:33 am He opted not to take over Vichy by DEC. Surprised me on that choice but he wanted to use his small Vichy fleet to shadow my ships in the Med. After a few turns of this nonsense I talked to Ray and we decided to house rule that his Vichy ships while neutral would stay within 4 hexes of his ports in France and Corsica.

PS I had to shame him good naturedly as this is a common eXploit some folks do with the Italian fleet early in the war while neutral also by going out into the Atlantic and spot the RN for German U-boats and the like. Easy solution is to house rule that gamey stuff also like we did in my current WaW MP match on YT with Gaming With The Colonel.
Hope that explains things and this will come up in a later vid where we came to this agreement regarding his use of neutral Vichy ships like he was doing.

Btw on a short vacation but contact me anytime...I have comms as I am in a city and not off the grid in the mountains like I do from time to time. I mean heck I live in the Cascade Mountains and a 30 minute drive away from my home you would need a Sat phone to call out haha.

Cheers.
FYI, keep the videos coming. It lets me spot things that you may not notice. For example the Brazil fighter that should be on the city and the former Vichy colonies not switching sides and Partisans effecting you (working on that one now).
Actually my original intent with the Vichy fleet was to use them against the allies if the allies declared war on the Vichy. I was hoping that if the allies declared war on any Vichy territory that this could happen. OCB declared war on all the Vichy minors after the US entered the war and Vichy mobilization only went up by 9% so it only reached 70% mobilization. Using the Vichy fleet for spotting was an after thought. HeHehe but I liked the exploitation of the Vichy fleet as it were. Since I invested in it I should be able to use it to some capacity.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.15 Download)

Post by Lothos »

Unfortunate Son wrote: Mon Oct 24, 2022 1:15 pm
Lothos wrote: Mon Oct 24, 2022 12:54 pm
OldCrowBalthazor wrote: Mon Oct 24, 2022 11:33 am He opted not to take over Vichy by DEC. Surprised me on that choice but he wanted to use his small Vichy fleet to shadow my ships in the Med. After a few turns of this nonsense I talked to Ray and we decided to house rule that his Vichy ships while neutral would stay within 4 hexes of his ports in France and Corsica.

PS I had to shame him good naturedly as this is a common eXploit some folks do with the Italian fleet early in the war while neutral also by going out into the Atlantic and spot the RN for German U-boats and the like. Easy solution is to house rule that gamey stuff also like we did in my current WaW MP match on YT with Gaming With The Colonel.
Hope that explains things and this will come up in a later vid where we came to this agreement regarding his use of neutral Vichy ships like he was doing.

Btw on a short vacation but contact me anytime...I have comms as I am in a city and not off the grid in the mountains like I do from time to time. I mean heck I live in the Cascade Mountains and a 30 minute drive away from my home you would need a Sat phone to call out haha.

Cheers.
FYI, keep the videos coming. It lets me spot things that you may not notice. For example the Brazil fighter that should be on the city and the former Vichy colonies not switching sides and Partisans effecting you (working on that one now).
Actually my original intent with the Vichy fleet was to use them against the allies if the allies declared war on the Vichy. I was hoping that if the allies declared war on any Vichy territory that this could happen. OCB declared war on all the Vichy minors after the US entered the war and Vichy mobilization only went up by 9% so it only reached 70% mobilization. Using the Vichy fleet for spotting was an after thought. HeHehe but I liked the exploitation of the Vichy fleet as it were. Since I invested in it I should be able to use it to some capacity.
You can still do that but you would need to spend some diplomacy points to get them in
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.15 Download)

Post by OldCrowBalthazor »

Ray didn't follow up with diplomacy after he made the DEC to not occupy metropolitan Vichy France, till after the Allies did to pull them from the 70% level down.
Now they are a thorn and there is no revenue for Germany. 🙂
PS Lothos...yeah there are a lot more vids going up every other day with the TRP series. We are going into Jan 1943 soon.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.15 Download)

Post by Emporer »

Hi Lothos

First I must say I like your work and have follow you work during HOI series to this days. I was glad when I saw you have started to work with Strategic Command series.
I saw you have set spotting range on ground units to be 1 and used fighter planes to recon this on land and bomber at sea.
One idea to this would also to use a HQ to have high spotting range to help ground forces with intel on the enemy.
This are a vital part for staffs and HQ work with recon units etc to gather info on the enemy to guide and help the units.

There are some areas this game is weak and I don't know how to improve it as Naval units, convoy war and stacking units etc. Do you have any idea that can improve this. For example the convoy war becoming very stereo typed with very little variation.

What are your plans to continue the work on this games, will you still continue to improve it after the latest patch?

Cheers
Captain Jack
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.15 Download)

Post by Lothos »

Emporer wrote: Tue Oct 25, 2022 7:41 pm Hi Lothos

First I must say I like your work and have follow you work during HOI series to this days. I was glad when I saw you have started to work with Strategic Command series.
I saw you have set spotting range on ground units to be 1 and used fighter planes to recon this on land and bomber at sea.
One idea to this would also to use a HQ to have high spotting range to help ground forces with intel on the enemy.
This are a vital part for staffs and HQ work with recon units etc to gather info on the enemy to guide and help the units.

There are some areas this game is weak and I don't know how to improve it as Naval units, convoy war and stacking units etc. Do you have any idea that can improve this. For example the convoy war becoming very stereo typed with very little variation.

What are your plans to continue the work on this games, will you still continue to improve it after the latest patch?

Cheers
Captain Jack
Hi Emporer

Thanks for your positive comments.

Interesting idea on the HQs, I will give it some thought.

For Convoys, I like the abstract system that SC has. It keeps it somewhat simple. For fleets, that is something that would be a bit more difficult. Their is no way (as a modder) to have fleet units stack on top of each other. The only thing I can think of is to rethink what a ship is and redefine it to fleet type like Carrier Fleet etc...

Basically instead of having it be a specific ship you make it a fleet type.

BUT even that has its restrictions, and it also may look weird to players seeing a single Carrier fleet icon having such high stats and if sunk you loose an entire fleet instead of a few ships (conceptually that is)

So I am not sure what the correct answer is here. What I did do is for the World At War version of TRP I put in all the major ships to see how the AI (and human players) work with it. Worst case scenario is I have to revert back.

And yes I am still working on this
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.15 Download)

Post by Lothos »

OldCrowBalthazor wrote: Mon Oct 24, 2022 8:45 pm Ray didn't follow up with diplomacy after he made the DEC to not occupy metropolitan Vichy France, till after the Allies did to pull them from the 70% level down.
Now they are a thorn and there is no revenue for Germany. 🙂
PS Lothos...yeah there are a lot more vids going up every other day with the TRP series. We are going into Jan 1943 soon.
Whats your thoughts on Emperors idea on giving Spotting distance to HQs.

I kinda like the idea, was thinking a 3. This way if they are right up on the front behind the soldiers they get 2 hexes out from the line. So fighters are still better but an HQ sending out a recon does something but not as good.

I actually like it!
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.15 Download)

Post by Emporer »

Lothos wrote: Tue Oct 25, 2022 8:23 pm
Emporer wrote: Tue Oct 25, 2022 7:41 pm Hi Lothos

First I must say I like your work and have follow you work during HOI series to this days. I was glad when I saw you have started to work with Strategic Command series.
I saw you have set spotting range on ground units to be 1 and used fighter planes to recon this on land and bomber at sea.
One idea to this would also to use a HQ to have high spotting range to help ground forces with intel on the enemy.
This are a vital part for staffs and HQ work with recon units etc to gather info on the enemy to guide and help the units.

There are some areas this game is weak and I don't know how to improve it as Naval units, convoy war and stacking units etc. Do you have any idea that can improve this. For example the convoy war becoming very stereo typed with very little variation.

What are your plans to continue the work on this games, will you still continue to improve it after the latest patch?

Cheers
Captain Jack
Hi Emporer

Thanks for your positive comments.

Interesting idea on the HQs, I will give it some thought.

For Convoys, I like the abstract system that SC has. It keeps it somewhat simple. For fleets, that is something that would be a bit more difficult. Their is no way (as a modder) to have fleet units stack on top of each other. The only thing I can think of is to rethink what a ship is and redefine it to fleet type like Carrier Fleet etc...

Basically instead of having it be a specific ship you make it a fleet type.

BUT even that has its restrictions, and it also may look weird to players seeing a single Carrier fleet icon having such high stats and if sunk you loose an entire fleet instead of a few ships (conceptually that is)

So I am not sure what the correct answer is here. What I did do is for the World At War version of TRP I put in all the major ships to see how the AI (and human players) work with it. Worst case scenario is I have to revert back.

And yes I am still working on this
Hi again

No problem.
Just an idea, I did a test in SC WaW and simply dubble the cost for navy units and cut all the fleets to half to reduce the amount of naval fleets and I also cut the U-bouts to max 5 and destroyers to 8. I implemented also it was harder to sink u-boats but they more likely to dive away. In my view it played out very well, I don't like lots of navy vessel and I wished they had done same concept for navy as in the warplan game.
This leads to some test to get all the parameters right.

Cheers
Captain Jack
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.15 Download)

Post by OldCrowBalthazor »

Lothos wrote: Tue Oct 25, 2022 8:30 pm
OldCrowBalthazor wrote: Mon Oct 24, 2022 8:45 pm Ray didn't follow up with diplomacy after he made the DEC to not occupy metropolitan Vichy France, till after the Allies did to pull them from the 70% level down.
Now they are a thorn and there is no revenue for Germany. 🙂
PS Lothos...yeah there are a lot more vids going up every other day with the TRP series. We are going into Jan 1943 soon.
Whats your thoughts on Emperors idea on giving Spotting distance to HQs.

I kinda like the idea, was thinking a 3. This way if they are right up on the front behind the soldiers they get 2 hexes out from the line. So fighters are still better but an HQ sending out a recon does something but not as good.

I actually like it!
Excellent idea with HQ spotting at 3.
Staff work indeed. 🙂
Also...this is something that Guderian and Rommel did...some real mavericks there haha.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.15 Download)

Post by Lothos »

I may be putting out a another release for Europe later today. I know its only been 3 days but their have been allot of changes to balance things out that I pulled from the MP game videos.

I also want to put out a World TRP update soon but need to run a sim to see what Japan does so that release may not be till tomorrow or in a few days.

So just an FYI, in case people are thinking of starting a fresh game.
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.15 Download)

Post by Elessar2 »

Me, I aesthetically prefer counters to represent individual ships, but this very much depends on the scale else things can get very crowded. In vanilla W@W's map HC's setup likely works the best. As many of you know I scaled cruisers (2) and destroyers and subs (~6) in my Pacific scenario. The huge battle OCB just fought in his AAR seemed to resolve very well (tho the RN is missing the majority of its prewar BBs).
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.15 Download)

Post by Lothos »

Still working on some changes to the AI as soon as it works out will post the update

Below is a link to Discord if anyone wants to help me work on it or provide feedback I created a discord channel

TRP Discord Channel
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.15 Download)

Post by Unfortunate Son »

Lothos wrote: Tue Oct 25, 2022 8:30 pm
OldCrowBalthazor wrote: Mon Oct 24, 2022 8:45 pm Ray didn't follow up with diplomacy after he made the DEC to not occupy metropolitan Vichy France, till after the Allies did to pull them from the 70% level down.
Now they are a thorn and there is no revenue for Germany. 🙂
PS Lothos...yeah there are a lot more vids going up every other day with the TRP series. We are going into Jan 1943 soon.
Whats your thoughts on Emperors idea on giving Spotting distance to HQs.

I kinda like the idea, was thinking a 3. This way if they are right up on the front behind the soldiers they get 2 hexes out from the line. So fighters are still better but an HQ sending out a recon does something but not as good.

I actually like it!
Interesting idea for the HQs for sure but:
The vanilla game has recon units for the Germans and UK that spawn in North Africa. Possible adding these types of units to other countries? These units could be a division/ strength unit that has better retreat capabilities than say the average unit. Just a suggestion. I think by having dedicated units that spot can't be everywhere like HQs. By having these recon units does put them in harms way is a bit more real. Even fighter aircraft that were used for reconnaissance where vulnerable to attack. HQ's obviously have to be close to front I get that. They can be strafed by air attack yes but this eliminates for the most part any type of ambush that could should happen from time to time. Also think FOG as it is fine, now that maritime bombers can't spot inland 10 hexes. That was a major advantage to the allied player since they can build spawn 7 maritime bombers between them in your mod.

Other thoughts: Testing SP for 9.15
1) When Germany plundered Mpps from cities such as Paris the Mpp count I believe did not increase from the plunder. The count in the upper left hand side did not increase from what I could tell. the amount stayed the same.
2) When Germany has the decision to accept payment from Vichy in either 10 Mpp or 20 Mpp per turn. This does not appear on the production list at the end of the Axis turn. Is it delayed or intended not to be on the list.
3) I think the Germans should have two engineer units. Maybe one spawns late 43 or early 44. One doesn't seem adequate to build enough defenses. Soviets in play testing with OCB seems to have built 2 or 3 Great walls for Russia vs what the Germans can do. I did purchase the German engineer as early as possible. He keeps asking me if I am going to start build defenses on E front. Maybe I built too many in France but the Atlantic wall that spawns is inadequate (in vanilla as well)
4) Two Maritime bombers for Germany, one seems unbalanced. Allies build total is 7 from what I count.
Reasons for a second Maritime bomber:
A) This would make the allied player think twice before using the combined French and UK navies to attack the Italian navy before France surrenders.
B) The Soviets and South Africans each build one. Soviets do not have the amount of coastline to cover like the Germans after France falls.
C) If the French Colonies can build a CV then the Germans should get the second maritime bomber. The CV is on their build list. France had one CV which was a converted WWI BC which had the capacity to hold 40 aircraft. Should be a CVL at best. US,UK, and IJN CV's held 55-60+ aircraft.
5) Now that the Vichy no longer spawn or can build naval units. When the Allies DoW on Vichy will they spawn? If the Allie's declare war on any of the Vichy will they spawn?

I am not an Axis fanboy by any means. I like to play Allies just want to see playability for the Axis and have things a bit more exiting all around vs an Allied romp.
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