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Re: TRP - World at War Released v0.8.19

Posted: Mon Jul 21, 2025 4:34 pm
by SittingDuck
Is the TRP Discord still a thing?

Re: TRP - World at War Released v0.8.19

Posted: Mon Jul 21, 2025 5:43 pm
by Taxman66
Yes, but it's been quiet as Lothos is taking a break from TRP.

Re: TRP - World at War Released v0.8.19

Posted: Mon Jul 21, 2025 5:46 pm
by Lothos
SittingDuck wrote: Mon Jul 21, 2025 4:34 pm Is the TRP Discord still a thing?
Yes people report bugs etc... in their and look for PBEM games with other players.

Re: TRP - World at War Released v0.8.19

Posted: Mon Jul 21, 2025 6:14 pm
by SittingDuck
Thanks all. Break well deserved, good lord.

Nice to finally see you on Youtube. It's very helpful to hear you explain things and fun to watch you play as well.

Enjoy the break, looking forward to when you rip into it again.

Re: TRP - World at War Released v0.8.19

Posted: Sun Aug 10, 2025 1:09 pm
by SittingDuck
I'm guessing that WaW TRP is geared against a human axis player? or totally for MP?

Reason is that time and again, in France 40 (in an AI vs AI test) the blitzkrieg is more like a hobblekrieg. France just makes the Germans look like, well, the Italians.

Not trying to denigrate the mod at all; I know it's top tier. Just curious as to how the game is scripted.

(I am using +1 spot, +1 exp for AI)

Re: TRP - World at War Released v0.8.19

Posted: Sun Aug 10, 2025 4:18 pm
by Lothos
SittingDuck wrote: Sun Aug 10, 2025 1:09 pm I'm guessing that WaW TRP is geared against a human axis player? or totally for MP?

Reason is that time and again, in France 40 (in an AI vs AI test) the blitzkrieg is more like a hobblekrieg. France just makes the Germans look like, well, the Italians.

Not trying to denigrate the mod at all; I know it's top tier. Just curious as to how the game is scripted.

(I am using +1 spot, +1 exp for AI)
First post says that World is Really for Human vs Human and even though it has an AI its really mainly Europe. The Pacific is not really complete.

Re: TRP - World at War Released v0.8.20

Posted: Sat Sep 20, 2025 10:08 am
by Lothos
TRP World v0.8.20 has been released

########################
# TRP 0.8.20 World
########################

- Removed tooltip from 464,214 as it is no longer valid
- UK, France, USA and Japan Naval Warfare set to 0 with 1 chit in the Assigned
- Carriers land attack values lowered from 1 to 0 and to get it back you must research Naval Warfare
- USSR, Krasnoyarsk, Khabarovsk and Irkutsk are Primary Supply points
- USSR, Siberia/Pacific added allot of small towns
- USSR, Irkutsk is now an National Morale Objective
- China (Com), flipped teh garrison unit in hex 340,119 with the infantry unit in hex 340,112
- China (Com), moved the cavalry corp from hex 338,116 to 340,114
- Aircraft, repair cost change from 5% to 3% (including Elite upgrade) to simulate pilots living after their plane is shot down
- Aircraft, reformation cost change from 80% to 60% to simulate pilots not living after their plane is shot down
- Fighters, each fighter level increased intercep missions by 1
- Carriers (all), each fighter level increases intercep/escort missions by 1
- All Units (not aircraft) cost for Elite upgrade lowered to 5%
- Adjusted weather in Central China to be more like central Europe
- Italy looses 200 NM per turn if German troops are in Albania or Greece while Yugoslavia and Bulgaria are neutral
- Japan, raid area in Sea of Japan, Bo Hai, Yellow Sea, East China Sea and Japans Southeast Coast which will hit some of the industry in Japan
- UK/USA, will get a 200 NM bonus per turn if they have 4 strategic bombers in the UK
- Battle for Britain Decision (PBEM Only)
Starts Turn after France falls and no allied units in France
German Player says no, UK NM goes up 2000, Germany NM goes down 500 and USSR Mobilization increses 5%
German says yes
New raid zone around UK that subs can attack to hit industry within the UK
Two new zones, one in the UK and one in France
UK, must keep 2 fighters in their zone
Germany must keep 6 planes (3 must be medium bombers or strategic bombers) in their zone
Each turn one opponent does not meet this requirement the other oppponents NM goes up by 300
Air portion of BoB ends on 3/1/1941 or USA in war, USSR in war, 2 German units in the UK, 5 Allied units in France

- (Bug) Port Vila (440,218), Road is now pointing to the port
- (Bug) Convoy routes to Glasgow if Liverpool is bombed are now consistent in their paths

Re: TRP - World at War Released v0.8.20b

Posted: Sat Sep 27, 2025 10:53 pm
by Lothos
Small release

########################
# TRP 0.8.20b World
########################

- (Bug) German Subs can be reformed again

Re: TRP - World at War Released v0.8.20c

Posted: Wed Oct 01, 2025 9:03 pm
by Lothos
New version of TRP has been released

########################
# TRP 0.8.20c World
########################

- (New) Asmara is an NM objective

- (Map) Tobruk reworked so that it can continue to get supplies from the sea of surrounded

- (Bug) German Subs can be reformed again
- (Bug) Battle for Britain linking to main decision fixed

Re: TRP - World at War Released v0.8.20c

Posted: Sun Oct 12, 2025 5:27 am
by Jim D Burns
Playing as allies, I diplomatically pushed Switzerland into positive territory and it triggered the event where you spend tons of MPP's to swing it 40 points away from the axis. Then I assume Germany got a bunch of events that fired because it eventually declared war and conquered Switzerland to seize the gold reserves. All that was cool to watch, but apparently Germany has no script to now garrison Switzerland. It has left the country empty and Switzerland has spawned a partisan unit about 6-8 times now in less than 1 years game time and Germany is constantly having to rail units in to retake the capital. Not a huge issue, but a bit annoying so I thought I'd report it here even though I'm unsure if this is a TRP issue or a core game issue. Since I'm playing TRP I decided to try here first before bothering Hubert as this may be a mod specific chain of events I played through.

Re: TRP - World at War Released v0.8.20c

Posted: Wed Oct 15, 2025 3:16 pm
by Lothos
Jim D Burns wrote: Sun Oct 12, 2025 5:27 am Playing as allies, I diplomatically pushed Switzerland into positive territory and it triggered the event where you spend tons of MPP's to swing it 40 points away from the axis. Then I assume Germany got a bunch of events that fired because it eventually declared war and conquered Switzerland to seize the gold reserves. All that was cool to watch, but apparently Germany has no script to now garrison Switzerland. It has left the country empty and Switzerland has spawned a partisan unit about 6-8 times now in less than 1 years game time and Germany is constantly having to rail units in to retake the capital. Not a huge issue, but a bit annoying so I thought I'd report it here even though I'm unsure if this is a TRP issue or a core game issue. Since I'm playing TRP I decided to try here first before bothering Hubert as this may be a mod specific chain of events I played through.
Thanks will look into it

Re: TRP - World at War Released v0.8.20c

Posted: Wed Oct 15, 2025 4:09 pm
by moscow12345
Lothos wrote: Wed Oct 01, 2025 9:03 pm New version of TRP has been released

########################
# TRP 0.8.20c World
########################

- (New) Asmara is an NM objective

- (Map) Tobruk reworked so that it can continue to get supplies from the sea of surrounded

- (Bug) German Subs can be reformed again
- (Bug) Battle for Britain linking to main decision fixed
A very well crafted mod that I strongly support. I am currently playing the Battle of France and have noticed that the AP of tanks has been reduced to 4, which makes it particularly difficult for German tanks to attack the French army's human like defense. Even if they break through the enemy's defense line, the mobility of the encirclement is reduced. I suggest increasing the probability of tanks attacking enemy units and forcing them to retreat, as well as lowering the morale of enemy units.

Re: TRP - World at War Released v0.8.20c

Posted: Thu Oct 16, 2025 12:40 pm
by Lothos
moscow12345 wrote: Wed Oct 15, 2025 4:09 pm
Lothos wrote: Wed Oct 01, 2025 9:03 pm New version of TRP has been released

########################
# TRP 0.8.20c World
########################

- (New) Asmara is an NM objective

- (Map) Tobruk reworked so that it can continue to get supplies from the sea of surrounded

- (Bug) German Subs can be reformed again
- (Bug) Battle for Britain linking to main decision fixed
A very well crafted mod that I strongly support. I am currently playing the Battle of France and have noticed that the AP of tanks has been reduced to 4, which makes it particularly difficult for German tanks to attack the French army's human like defense. Even if they break through the enemy's defense line, the mobility of the encirclement is reduced. I suggest increasing the probability of tanks attacking enemy units and forcing them to retreat, as well as lowering the morale of enemy units.
4 Movement is more than enough do to the 30 turns per year which is double the base game.

Re: TRP - World at War Released v0.8.20c

Posted: Fri Oct 17, 2025 7:35 am
by moscow12345
Okay, but I suggest increasing the tank and related unit attacks to have a higher probability of forcing enemy units to retreat. The French human wall defense has left me somewhat at a loss

Re: TRP - World at War Released v0.8.20c

Posted: Fri Oct 17, 2025 9:06 am
by CaesarAug
moscow12345 wrote: Fri Oct 17, 2025 7:35 am Okay, but I suggest increasing the tank and related unit attacks to have a higher probability of forcing enemy units to retreat. The French human wall defense has left me somewhat at a loss
Interesting. I tinker and tweak settings in the editor quite often. But I do not recall any specific adjustments for units to increase the possibility of enemy retreats when attacked.

Are you suggesting increased land attack values which combined with increased demoralisation values, might produce the same increase in possibility of retreat effect? Or maybe give armour units a third strike? These values can be changed in the editor. But like I said, I am not aware of a specific parameter that can increase the possibility of enemy retreat…

Edit: Ah, of course, now I remember! Retreat percentages can be changed in the Combat Data section of the editor! I’ve been tweaking just that for naval units!

Re: TRP - World at War Released v0.8.20c

Posted: Fri Oct 17, 2025 12:47 pm
by Lothos
moscow12345 wrote: Fri Oct 17, 2025 7:35 am Okay, but I suggest increasing the tank and related unit attacks to have a higher probability of forcing enemy units to retreat. The French human wall defense has left me somewhat at a loss
Their are 1000s of played hours with the current AP and 100s of hours of videos on youtube. The current AP works fine and the current retreat percentages work fine.

Re: TRP - World at War Released v0.8.20c

Posted: Fri Oct 17, 2025 1:11 pm
by CaesarAug
Lothos wrote: Fri Oct 17, 2025 12:47 pm
moscow12345 wrote: Fri Oct 17, 2025 7:35 am Okay, but I suggest increasing the tank and related unit attacks to have a higher probability of forcing enemy units to retreat. The French human wall defense has left me somewhat at a loss
Their are 1000s of played hours with the current AP and 100s of hours of videos on youtube. The current AP works fine and the current retreat percentages work fine.
Ah, of course, now I remember! Retreat percentages can be changed in the Combat Data section of the editor! I’ve been tweaking just that for naval units!

Re: TRP - World at War Released v0.8.20c

Posted: Fri Oct 17, 2025 1:45 pm
by moscow12345
Lothos wrote: Fri Oct 17, 2025 12:47 pm
moscow12345 wrote: Fri Oct 17, 2025 7:35 am Okay, but I suggest increasing the tank and related unit attacks to have a higher probability of forcing enemy units to retreat. The French human wall defense has left me somewhat at a loss
Their are 1000s of played hours with the current AP and 100s of hours of videos on youtube. The current AP works fine and the current retreat percentages work fine.
I understand, maybe I didn't play well enough, I will find ways to improve

Re: TRP - World at War Released v0.8.20c

Posted: Sat Oct 18, 2025 12:04 pm
by Lothos
moscow12345 wrote: Fri Oct 17, 2025 1:45 pm
Lothos wrote: Fri Oct 17, 2025 12:47 pm
moscow12345 wrote: Fri Oct 17, 2025 7:35 am Okay, but I suggest increasing the tank and related unit attacks to have a higher probability of forcing enemy units to retreat. The French human wall defense has left me somewhat at a loss
Their are 1000s of played hours with the current AP and 100s of hours of videos on youtube. The current AP works fine and the current retreat percentages work fine.
I understand, maybe I didn't play well enough, I will find ways to improve
Resistance is futile, your distinctiveness will be added to our own

:lol: :lol: :lol:

Re: TRP - World at War Released v0.8.20c

Posted: Sat Oct 18, 2025 1:00 pm
by moscow12345
Lothos wrote: Sat Oct 18, 2025 12:04 pm
moscow12345 wrote: Fri Oct 17, 2025 1:45 pm
Lothos wrote: Fri Oct 17, 2025 12:47 pm

Their are 1000s of played hours with the current AP and 100s of hours of videos on youtube. The current AP works fine and the current retreat percentages work fine.
I understand, maybe I didn't play well enough, I will find ways to improve
Resistance is futile, your distinctiveness will be added to our own

:lol: :lol: :lol:
Okay, thank you, author. Actually, I used to play WIF, but later I found it increasingly inconvenient because I had to constantly check the rules and tables, and there were many potential issues that needed to be considered. However, when I saw this redesign on YouTube, there were many similarities between this mod and WIF, including resource points, the north-south division of the Chinese battlefield, and so on. I felt that this was the World War II game I ideal to play. In addition, playing WIF was mainly a bit complicated and could only be played solo, but SC was different. It could be fully automated and PBEM could also compete with AI. Unlike HoI IV, its computer AI collaboration was poor, while SC could control one. The faction can also control one of the countries, which ultimately led me to switch to playing SC The reason for this is that I have been playing for 960 hours, especially after discovering this mod, I became even more determined. Finally, I sincerely believe that it is a very excellent mod, and the author's gaming skills and commentary level on YouTube are very high. I have been learning from the author and look forward to the author releasing even better mods!!!
:lol: :lol: :lol: