TRP - World at War Released v0.8.19
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Re: TRP - World at War Released v0.8.14a
Hi Lothos (David),
I am enjoying playing this version. A few things I feel could be better to overall game play.
When a land unit runs into an unseen enemy unit (ambush) both generally take the same losses. With Garrison units this can be a good strategy to do as your losses are often less in mmps than opposition. Reality is the unit running into an unseen unit would take heavier losses. I feel the vanilla method of this is more appropriate or at least to weigh heavier against the unit running into the opposition.
HQ units i do like how they are cheaper but perhaps they are too cheap and defend too well. It is quite good to leave your HQ unit on the front line to block enemy advances as any loss is generally cheaper to replace than the units attacking it. This I feel is not realistic and should be addressed.
Fighter units not being able to fly strike missions except for 2 hexes away. This apparently increases with upgrades but why bother putting Ground attack on them if they cant attack or run strafing missions against enemy aircraft. Again fighters were often used to attack enemy aircraft on airfields.
It does seem defenders have the advantage a bit too much. I feel artillery would be better if they could de entrench and perhaps they are a bit too powerful in damage done. Better to de entrench , de moralize and have slightly less attack.
I do feel also once tactical bombers go up in grade ( level2) they too should be able to de entrench.
Ports should offer protection against attack from naval units like in Vanilla as reality is they had guns in place to attack any enemy ships within range. All the Australian Ports did have fortifications and big guns in place to defend against naval attacks in WW2 and I am sure this was universal.
Anyway just a few suggestions. I do like a lot of things you have done and the scale is fantastic.
I am enjoying playing this version. A few things I feel could be better to overall game play.
When a land unit runs into an unseen enemy unit (ambush) both generally take the same losses. With Garrison units this can be a good strategy to do as your losses are often less in mmps than opposition. Reality is the unit running into an unseen unit would take heavier losses. I feel the vanilla method of this is more appropriate or at least to weigh heavier against the unit running into the opposition.
HQ units i do like how they are cheaper but perhaps they are too cheap and defend too well. It is quite good to leave your HQ unit on the front line to block enemy advances as any loss is generally cheaper to replace than the units attacking it. This I feel is not realistic and should be addressed.
Fighter units not being able to fly strike missions except for 2 hexes away. This apparently increases with upgrades but why bother putting Ground attack on them if they cant attack or run strafing missions against enemy aircraft. Again fighters were often used to attack enemy aircraft on airfields.
It does seem defenders have the advantage a bit too much. I feel artillery would be better if they could de entrench and perhaps they are a bit too powerful in damage done. Better to de entrench , de moralize and have slightly less attack.
I do feel also once tactical bombers go up in grade ( level2) they too should be able to de entrench.
Ports should offer protection against attack from naval units like in Vanilla as reality is they had guns in place to attack any enemy ships within range. All the Australian Ports did have fortifications and big guns in place to defend against naval attacks in WW2 and I am sure this was universal.
Anyway just a few suggestions. I do like a lot of things you have done and the scale is fantastic.
Re: TRP - World at War Released v0.8.14a
I definitely agree that ports should protect naval units from other ships.
I was quite astonished to realize that Mers El Kebir can be replicated anywhere anytime.
Tenfold so as airpower from the ground is scarce and weak VS ships. The royal navy can happily camp anywhere around Germany or Italy early war without much fear. Which is absurd.
I was quite astonished to realize that Mers El Kebir can be replicated anywhere anytime.
Tenfold so as airpower from the ground is scarce and weak VS ships. The royal navy can happily camp anywhere around Germany or Italy early war without much fear. Which is absurd.
Re: TRP - World at War Released v0.8.14a
- Ambush is a luck role with a + or - one it is never guaranteedHarrySmith wrote: Fri Sep 13, 2024 8:04 am Hi Lothos (David),
I am enjoying playing this version. A few things I feel could be better to overall game play.
When a land unit runs into an unseen enemy unit (ambush) both generally take the same losses. With Garrison units this can be a good strategy to do as your losses are often less in mmps than opposition. Reality is the unit running into an unseen unit would take heavier losses. I feel the vanilla method of this is more appropriate or at least to weigh heavier against the unit running into the opposition.
HQ units i do like how they are cheaper but perhaps they are too cheap and defend too well. It is quite good to leave your HQ unit on the front line to block enemy advances as any loss is generally cheaper to replace than the units attacking it. This I feel is not realistic and should be addressed.
Fighter units not being able to fly strike missions except for 2 hexes away. This apparently increases with upgrades but why bother putting Ground attack on them if they cant attack or run strafing missions against enemy aircraft. Again fighters were often used to attack enemy aircraft on airfields.
It does seem defenders have the advantage a bit too much. I feel artillery would be better if they could de entrench and perhaps they are a bit too powerful in damage done. Better to de entrench , de moralize and have slightly less attack.
I do feel also once tactical bombers go up in grade ( level2) they too should be able to de entrench.
Ports should offer protection against attack from naval units like in Vanilla as reality is they had guns in place to attack any enemy ships within range. All the Australian Ports did have fortifications and big guns in place to defend against naval attacks in WW2 and I am sure this was universal.
Anyway just a few suggestions. I do like a lot of things you have done and the scale is fantastic.
- HQ This is done on purpose because they can not attack
- Fighters are not designed for ground attack. When they are loaded with bombs their range is shorter (they have more weight). Many games do this, World in Flames the board game as well. The cutting the range down is also to prevent exactly your reasoning which is straffing runs. You need to send bombers with fighter escort to do it or attack units close to you.
- Defenders, it is designed that way but even then its not as strong as you think it is. You must learn combined arms! Watch my training videos on Youtube.
- Tactical bombers will not de-entrench, this is by design. Medium bombers and Strategic do it. This is part of combined arms.
- Ports should not offer any protections, you have the option to build AA at major ports. Majority of small ports had no AA protection and in fact its bad to keep your ships in port as they are easy targets to aircraft.
Re: TRP - World at War Released v0.8.14a
I think both of us spoke of ports about defending against other ships.
Presently they do not offer shelters if a bb or ca or so come and attack your naval unit in the port.
Presently they do not offer shelters if a bb or ca or so come and attack your naval unit in the port.
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Re: TRP - World at War Released v0.8.14a
Yes it is not from air attack but naval attack. All ports in WW2 had guns to defend them, strategically located in bunkers. these were designed to attack any enemy ships that came in range. This is why naval ships didnt attack ports as they were well defended. They would sit out of range and blockade ports not try to attack ships in ports without themselves coming under fire.AlbertN wrote: Sat Sep 14, 2024 12:15 pm I think both of us spoke of ports about defending against other ships.
Presently they do not offer shelters if a bb or ca or so come and attack your naval unit in the port.
Re: TRP - World at War Released v0.8.14a
Unfortunately the game engine allows ships to attack a port. I rather not add special defense values into a port because their could be unforseen consequences as those kind of changes are at a global level.HarrySmith wrote: Sun Sep 15, 2024 2:27 amYes it is not from air attack but naval attack. All ports in WW2 had guns to defend them, strategically located in bunkers. these were designed to attack any enemy ships that came in range. This is why naval ships didnt attack ports as they were well defended. They would sit out of range and blockade ports not try to attack ships in ports without themselves coming under fire.AlbertN wrote: Sat Sep 14, 2024 12:15 pm I think both of us spoke of ports about defending against other ships.
Presently they do not offer shelters if a bb or ca or so come and attack your naval unit in the port.
Re: TRP - World at War Released v0.8.14a
Are you sure something was not made though to alter that?
In the vanilla game a BB attacking a port does a form of strategic bombing attack to the port and rarely will damage the unit moored within the port.
In the mod there is a regular attack of the aggressing unit to the naval unit moored in the port.
Thus something must have been donebthat changed that.
What we saying is that vanilla for that is better.
In the vanilla game a BB attacking a port does a form of strategic bombing attack to the port and rarely will damage the unit moored within the port.
In the mod there is a regular attack of the aggressing unit to the naval unit moored in the port.
Thus something must have been donebthat changed that.
What we saying is that vanilla for that is better.
Re: TRP - World at War Released v0.8.14a
They no longer have a Strategic Attack value. This was done on purpose.AlbertN wrote: Tue Sep 17, 2024 12:41 pm Are you sure something was not made though to alter that?
In the vanilla game a BB attacking a port does a form of strategic bombing attack to the port and rarely will damage the unit moored within the port.
In the mod there is a regular attack of the aggressing unit to the naval unit moored in the port.
Thus something must have been donebthat changed that.
What we saying is that vanilla for that is better.
BB and Dreadgnaughts can damage soft and hard targets now
Re: TRP - World at War Released v0.8.14a
Can a port be given defensive stats to raise the naval attack/defense (but not vs. air) of the occupying ship/sub?
Looking at the properties of an unoccupied port/major port there is a naval defensive value of 2. Now with the removal of strategic attack values from ships, maybe that doesn't mean anything.
Would giving ports/major ports naval defensive bonus do the trick? +2 would be a pretty significant deterrent to attacking ships in port with surface units.
I would only want to do it to finish off badly damaged ships in port.
Looking at the properties of an unoccupied port/major port there is a naval defensive value of 2. Now with the removal of strategic attack values from ships, maybe that doesn't mean anything.
Would giving ports/major ports naval defensive bonus do the trick? +2 would be a pretty significant deterrent to attacking ships in port with surface units.
I would only want to do it to finish off badly damaged ships in port.
"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 - World at War Released v0.8.14a
It can be but their are side effects. You will get things like, the Italian Navy people complaining it cant kill the Yugoslavian navy or the greek navy when they are in port etc.... I just do not think its valid. THe Axis pretty much have the Baltic and the Adrea Sea as their private lakes.Taxman66 wrote: Tue Sep 17, 2024 3:41 pm Can a port be given defensive stats to raise the naval attack/defense (but not vs. air) of the occupying ship/sub?
Looking at the properties of an unoccupied port/major port there is a naval defensive value of 2. Now with the removal of strategic attack values from ships, maybe that doesn't mean anything.
Would giving ports/major ports naval defensive bonus do the trick? +2 would be a pretty significant deterrent to attacking ships in port with surface units.
I would only want to do it to finish off badly damaged ships in port.
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Re: TRP - World at War Released v0.8.14a
I still think you miss the point. Reality is ports did have guns in place to defend them. As in Vanilla you can attack units in ports with BB, heavy cruisers, subs and PT boats but chances are they will take damage in the process. Ports should be able to defend against attack and be up gradable for air defence.Lothos wrote: Tue Sep 17, 2024 9:56 pmIt can be but their are side effects. You will get things like, the Italian Navy people complaining it cant kill the Yugoslavian navy or the greek navy when they are in port etc.... I just do not think its valid. The Axis pretty much have the Baltic and the Adrea Sea as their private lakes.Taxman66 wrote: Tue Sep 17, 2024 3:41 pm Can a port be given defensive stats to raise the naval attack/defense (but not vs. air) of the occupying ship/sub?
Looking at the properties of an unoccupied port/major port there is a naval defensive value of 2. Now with the removal of strategic attack values from ships, maybe that doesn't mean anything.
Would giving ports/major ports naval defensive bonus do the trick? +2 would be a pretty significant deterrent to attacking ships in port with surface units.
I would only want to do it to finish off badly damaged ships in port.
Re: TRP - World at War Released v0.8.14a
I cover reasons for AA changes in my Youtube videos.HarrySmith wrote: Fri Sep 20, 2024 5:16 amI still think you miss the point. Reality is ports did have guns in place to defend them. As in Vanilla you can attack units in ports with BB, heavy cruisers, subs and PT boats but chances are they will take damage in the process. Ports should be able to defend against attack and be up gradable for air defence.Lothos wrote: Tue Sep 17, 2024 9:56 pmIt can be but their are side effects. You will get things like, the Italian Navy people complaining it cant kill the Yugoslavian navy or the greek navy when they are in port etc.... I just do not think its valid. The Axis pretty much have the Baltic and the Adrea Sea as their private lakes.Taxman66 wrote: Tue Sep 17, 2024 3:41 pm Can a port be given defensive stats to raise the naval attack/defense (but not vs. air) of the occupying ship/sub?
Looking at the properties of an unoccupied port/major port there is a naval defensive value of 2. Now with the removal of strategic attack values from ships, maybe that doesn't mean anything.
Would giving ports/major ports naval defensive bonus do the trick? +2 would be a pretty significant deterrent to attacking ships in port with surface units.
I would only want to do it to finish off badly damaged ships in port.
This has been covered many times as well in this thread and in discord.
AA will not be reintroduced in the manner you are suggesting. You also missed the point that if I change it then all ports in the ENTIRE WORLD will change which is not actually correct.
Also as Taxxman pointed out their already is a native defensive bonus for ships in a port.
Re: TRP - World at War Released v0.8.14a
Sorry, Lothos that port defensive value only applies vs. 'Resource' attacks (via surface ships). So when you removed that ability from surface ships it makes that port defense value meaningless.
You could add a naval defensive 'bonus' that would increase the occupying ship's naval strength.
Maybe +1 for a regular port and +2 for a major port.
That just increases the class of the ship by 1 or 2 spots. Effectively turning a DD into a CL or CA while defending in port, but only vs. surface attacks.
You could add a naval defensive 'bonus' that would increase the occupying ship's naval strength.
Maybe +1 for a regular port and +2 for a major port.
That just increases the class of the ship by 1 or 2 spots. Effectively turning a DD into a CL or CA while defending in port, but only vs. surface attacks.
"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 - World at War Released v0.8.14a
I rather not for the reasons I mentioned above, it is a global effect and would have unforseen circumstances such as Italy getting hammered for trying to sing the Yugoslavia Navy etc....Taxman66 wrote: Fri Sep 20, 2024 10:42 am Sorry, Lothos that port defensive value only applies vs. 'Resource' attacks (via surface ships). So when you removed that ability from surface ships it makes that port defense value meaningless.
You could add a naval defensive 'bonus' that would increase the occupying ship's naval strength.
Maybe +1 for a regular port and +2 for a major port.
That just increases the class of the ship by 1 or 2 spots. Effectively turning a DD into a CL or CA while defending in port, but only vs. surface attacks.
This is not an issue honestly, I have played PBEM games.
Re: TRP - World at War Released v0.8.14a
Started posting this video series about the coming TRP v1.7 Europe release and also talk about the changes in TRP World and to go over the latest AI changes
This is me vs the AI
https://www.youtube.com/watch?v=pZoamOA ... yRbKVwCyTE
This is me vs the AI
https://www.youtube.com/watch?v=pZoamOA ... yRbKVwCyTE
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Re: TRP - World at War Released v0.8.14a
Would it be possible to build fortifications on sea hexsides of port hexes to simulate shore batteries and such?
Taxman66 wrote: Fri Sep 20, 2024 10:42 am Sorry, Lothos that port defensive value only applies vs. 'Resource' attacks (via surface ships). So when you removed that ability from surface ships it makes that port defense value meaningless.
You could add a naval defensive 'bonus' that would increase the occupying ship's naval strength.
Maybe +1 for a regular port and +2 for a major port.
That just increases the class of the ship by 1 or 2 spots. Effectively turning a DD into a CL or CA while defending in port, but only vs. surface attacks.
Re: TRP - World at War Released v0.8.14a
Game engine will not allow that.go_rascals wrote: Thu Sep 26, 2024 11:28 pm Would it be possible to build fortifications on sea hexsides of port hexes to simulate shore batteries and such?
Taxman66 wrote: Fri Sep 20, 2024 10:42 am Sorry, Lothos that port defensive value only applies vs. 'Resource' attacks (via surface ships). So when you removed that ability from surface ships it makes that port defense value meaningless.
You could add a naval defensive 'bonus' that would increase the occupying ship's naval strength.
Maybe +1 for a regular port and +2 for a major port.
That just increases the class of the ship by 1 or 2 spots. Effectively turning a DD into a CL or CA while defending in port, but only vs. surface attacks.
Re: TRP - World at War Released v0.8.14a
I just encountered a strange bug.
My destroyers can't reach the sub, as the hexes around it are blocked. If I use cruise mode I can reach those hexes, but no more attack ofc
Re: TRP - World at War Released v0.8.14a
Not a bug, it's the subs ZOC that is stopping you.
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Re: TRP - World at War Released v0.8.14a
All subs have a Strong ZOC. You need to be closer and have enough AP (Action Points) to engage them.wirkey wrote: Sun Nov 03, 2024 2:10 pm I just encountered a strange bug.
trp.jpg
My destroyers can't reach the sub, as the hexes around it are blocked. If I use cruise mode I can reach those hexes, but no more attack ofc
All other ships have a Weak ZOC, and are easier to approach to engage with.
Knowing this, subs are useful to block choke points and screen a task force in many cases.
My YouTube Channel: Balthazor's Strategic Arcana
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https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods