TRP - Total Realism Project for War in Europe (1.9 Download)

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Elessar2
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.19 Download)

Post by Elessar2 »

Quick question: why do you have both Anti-Tank AND Tank Destroyer units? What is the intended distinction between them conceptually and operationally?
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.19 Download)

Post by Taxman66 »

He removed 'Mobility' as both a Tech and upgrade.
So Infantry was split into Mobile Infantry and regular Infantry.
Anti-Tank was split into normal (gun) AT units and into Tank Destroyer units. Tank Destroyers have more AP and are generally all around better (if more expensive).
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.19 Download)

Post by Unfortunate Son »

Lothos,

1) If you have removed the AA upgrade to cities ports etc... Will each country have their AA units builds increased? Maybe 1, 2, or perhaps as many as 3 added to the build total? Just a thought.

2) In your the 9.18 Changes you have removed the decision for the Italians.
- (New) Italy, decision to focus on airpower deleted (you can buy the planes yourself)
Could you explain why this was removed.
I feel in a SP or MP game that the Italians / Axis player will not be able to build these units which I thought was a great addition for the Axis player. The MPPs which would have been set aside for the decision will instead be spent repairing units. Thus they will never get built.

3) Also I am experiencing the same issue Taxman is seeing regarding the German fighters constantly taking damage and the strat bombers take little to no damage.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.19 Download)

Post by Lothos »

Elessar2 wrote: Fri Nov 11, 2022 2:06 am Quick question: why do you have both Anti-Tank AND Tank Destroyer units? What is the intended distinction between them conceptually and operationally?
Taxxman explained it very well. Tank destroyers represent units like the German Elephant etc.... All sides had their versions of them.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.19 Download)

Post by Lothos »

Unfortunate Son wrote: Fri Nov 11, 2022 3:48 am Lothos,

1) If you have removed the AA upgrade to cities ports etc... Will each country have their AA units builds increased? Maybe 1, 2, or perhaps as many as 3 added to the build total? Just a thought.

2) In your the 9.18 Changes you have removed the decision for the Italians.
- (New) Italy, decision to focus on airpower deleted (you can buy the planes yourself)
Could you explain why this was removed.
I feel in a SP or MP game that the Italians / Axis player will not be able to build these units which I thought was a great addition for the Axis player. The MPPs which would have been set aside for the decision will instead be spent repairing units. Thus they will never get built.

3) Also I am experiencing the same issue Taxman is seeing regarding the German fighters constantly taking damage and the strat bombers take little to no damage.
AA units are very powerful and you should not be able to cover your entire front line or country with them. You have to make choices.

During thr war most of Germania AA and over 70% of its fighters were assign in western Europe to defend against allied bombings.

As a German player you have to choose what to cover.

Will look at the fighters again
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.19 Download)

Post by Unfortunate Son »

Lothos wrote: Fri Nov 11, 2022 11:27 am
Unfortunate Son wrote: Fri Nov 11, 2022 3:48 am Lothos,

1) If you have removed the AA upgrade to cities ports etc... Will each country have their AA units builds increased? Maybe 1, 2, or perhaps as many as 3 added to the build total? Just a thought.

2) In your the 9.18 Changes you have removed the decision for the Italians.
- (New) Italy, decision to focus on airpower deleted (you can buy the planes yourself)
Could you explain why this was removed.
I feel in a SP or MP game that the Italians / Axis player will not be able to build these units which I thought was a great addition for the Axis player. The MPPs which would have been set aside for the decision will instead be spent repairing units. Thus they will never get built.

3) Also I am experiencing the same issue Taxman is seeing regarding the German fighters constantly taking damage and the strat bombers take little to no damage.
AA units are very powerful and you should not be able to cover your entire front line or country with them. You have to make choices.

During thr war most of Germania AA and over 70% of its fighters were assign in western Europe to defend against allied bombings.

As a German player you have to choose what to cover.

Will look at the fighters again
Lothos, Thanks for the explanation.
Yes I agree the Germans had to focus much of their AA and fighters to defend against the allied bombing campaign in Western Europe. Making the difficult choices for me is part of the challenge / fun playing the game.

You didn't address #2. Just wondering why you made this decision to remove it.

Thanks, please look at the fighter/interceptor attacks against strat bombers. Allies took enormous casualties during the bombing campaign. This is a huge advantage to the Allied player in SP & MP games not having to reinforce the strat bombers including Med bombers without escorts constantly. Spending the MPPs on even more units / tech more quickly while reducing the Axis player MPPs.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.19 Download)

Post by Lothos »

Unfortunate Son wrote: Fri Nov 11, 2022 6:12 pm
Lothos wrote: Fri Nov 11, 2022 11:27 am
Unfortunate Son wrote: Fri Nov 11, 2022 3:48 am Lothos,

1) If you have removed the AA upgrade to cities ports etc... Will each country have their AA units builds increased? Maybe 1, 2, or perhaps as many as 3 added to the build total? Just a thought.

2) In your the 9.18 Changes you have removed the decision for the Italians.
- (New) Italy, decision to focus on airpower deleted (you can buy the planes yourself)
Could you explain why this was removed.
I feel in a SP or MP game that the Italians / Axis player will not be able to build these units which I thought was a great addition for the Axis player. The MPPs which would have been set aside for the decision will instead be spent repairing units. Thus they will never get built.

3) Also I am experiencing the same issue Taxman is seeing regarding the German fighters constantly taking damage and the strat bombers take little to no damage.
AA units are very powerful and you should not be able to cover your entire front line or country with them. You have to make choices.

During thr war most of Germania AA and over 70% of its fighters were assign in western Europe to defend against allied bombings.

As a German player you have to choose what to cover.

Will look at the fighters again
Lothos, Thanks for the explanation.
Yes I agree the Germans had to focus much of their AA and fighters to defend against the allied bombing campaign in Western Europe. Making the difficult choices for me is part of the challenge / fun playing the game.

You didn't address #2. Just wondering why you made this decision to remove it.

Thanks, please look at the fighter/interceptor attacks against strat bombers. Allies took enormous casualties during the bombing campaign. This is a huge advantage to the Allied player in SP & MP games not having to reinforce the strat bombers including Med bombers without escorts constantly. Spending the MPPs on even more units / tech more quickly while reducing the Axis player MPPs.

Sorry about missing #2, I removed it cause in most games it useless for Italy to get a strategic bomber and by the time it shows up they are close to surrendering. When playing the Axis I was able to build an airforce for Italy and I would always select NO for that option. This would then let me build the Maritime bomber, 2 fighters and 1 tac bomber for Italy in addition to the 1 fighter and 1 medium bomber they start the game with. This would be enough firepower to play havoc with allied ships in the med.

For fighters, yes I found something. Strat bombers had a defense of 2 against fighters when all other planes had a starting defense of 1. So I moved it down to match the others.

Also figured out why Aircraft carriers were so weak in the end game and have a fix for that to.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.0.0 Download)

Post by Lothos »

TRP v1.0.0 has been released

Sorry for the rush release but people reported issues with strategic bombers and I discovered the bug and their were some major problems with carriers that this release addresses.

I played a game myself and found it (at max difficulty settings) to be an extreme challenge against the AI

This is the official 1.0 Release as I feel this is a very playable version and very well balanced. Hopefully no one finds major issues with it.

So enjoy everyone

########################
# TRP 1.0.0 Europe
########################
- (Bug) AA, increased attack against strat bombers from 0 to 2
- (Bug) Pearl Harbor Event, fixed issue of popup not coming up
- (Bug) UK, Malta AA event moved to first turn of the game to prevent early mobilization of Italy
- (Bug) Strategic Bomber Base Defense against fighters lowered from 2 to 1
- (Bug) Danzig, changed it from a capital to a city

- (New) Maritime Bombers, Spotting Naval no longer increases by tech (was to powerful)
- (New) Decision 823 removed HQ and just have the CORP being deployed in Abyssinia
- (New) USSR, garrison along Finland border will be deployed once at war with full research
- (New) USSR, Message added to the Map Finland front notifying player that Garrison units will be deployed
- (New) UK, Message added to the Map key points for securing the Mediterranean and keeping Italy Neutral
- (New) Trinidad & Tobago added to keep it in line with TRP World
- (New) Escort Carrier lowered sub defense from 3 to 2
- (New) Carrier increased sub attack/defense from 1 to 2
- (New) Naval Weaponry cap changed from 2 to 5
- (New) Naval Weaponry research cost changed from 175 to 150
- (New) Naval Weaponry cap changed for Escort Carrier, Carrier and all planes from 2 to 5
- (New) Naval Weaponry will increase sub attack and defense for Escort Carriers and Carriers
- (New) Naval Weaponry will increase Carrier Defense for Escort Carriers and Carriers

- (Weather) Zone 1,4 and 5 (all in Russia) made adjustments to have less clear weather and more snow/mud/rain

- (AI) USSR, minor changes around guarding Moscow
- (AI) USSR, adjustments to purchasing
- (AI) USSR, reworked fortification line around Moscow and garrisoning of it
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Klydon
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Re: TRP - Total Realism Project for War in Europe (1.0.0 Download)

Post by Klydon »

Looks like a lot of good changes there. I am going to try to give it a spin when I get some game time.
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Unfortunate Son
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Re: TRP - Total Realism Project for War in Europe (Beta 0.9.19 Download)

Post by Unfortunate Son »

Lothos wrote: Fri Nov 11, 2022 9:14 pm
Unfortunate Son wrote: Fri Nov 11, 2022 6:12 pm
Lothos wrote: Fri Nov 11, 2022 11:27 am

AA units are very powerful and you should not be able to cover your entire front line or country with them. You have to make choices.

During thr war most of Germania AA and over 70% of its fighters were assign in western Europe to defend against allied bombings.

As a German player you have to choose what to cover.

Will look at the fighters again
Lothos, Thanks for the explanation.
Yes I agree the Germans had to focus much of their AA and fighters to defend against the allied bombing campaign in Western Europe. Making the difficult choices for me is part of the challenge / fun playing the game.

You didn't address #2. Just wondering why you made this decision to remove it.

Thanks, please look at the fighter/interceptor attacks against strat bombers. Allies took enormous casualties during the bombing campaign. This is a huge advantage to the Allied player in SP & MP games not having to reinforce the strat bombers including Med bombers without escorts constantly. Spending the MPPs on even more units / tech more quickly while reducing the Axis player MPPs.

Sorry about missing #2, I removed it cause in most games it useless for Italy to get a strategic bomber and by the time it shows up they are close to surrendering. When playing the Axis I was able to build an airforce for Italy and I would always select NO for that option. This would then let me build the Maritime bomber, 2 fighters and 1 tac bomber for Italy in addition to the 1 fighter and 1 medium bomber they start the game with. This would be enough firepower to play havoc with allied ships in the med.

For fighters, yes I found something. Strat bombers had a defense of 2 against fighters when all other planes had a starting defense of 1. So I moved it down to match the others.

Also figured out why Aircraft carriers were so weak in the end game and have a fix for that to.
Thanks for the answer on #2. From what you state maybe fair better to not have said yes to the Italians to invest in the "Aircraft Development" decision. You were able to build a fair amount on your own. We shall see how that could play out in MP game. I suspect playing against a good player like OCB would be challenging to do this, but hey I'm up to the challenge. Bring it OCB!!! 😎 🏴‍☠️
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Spanish Seamines

Post by Emporer »

Hi

I wonder how the Spanish seamines work. I have traveled through this water with allied ships and nothing happened. The symbols are not either visible. Have I missed something or is it something wrong here?

Cheers
Captain Jack
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Taxman66
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Re: TRP - Total Realism Project for War in Europe (1.0.0 Download)

Post by Taxman66 »

I would suspect it's stopping in the area, not traveling through the area.
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Lothos
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Re: Spanish Seamines

Post by Lothos »

Emporer wrote: Sun Nov 13, 2022 3:01 pm Hi

I wonder how the Spanish seamines work. I have traveled through this water with allied ships and nothing happened. The symbols are not either visible. Have I missed something or is it something wrong here?

Cheers
Captain Jack
You have to be playing the latest version of the MOD and the Spanish ports must be German controlled (which happens after France surrenders)

What happens is if any allied ships move into the area and stay they will receive massive damage.

You should see a zone around the port when its activated.
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Re: Spanish Seamines

Post by OldCrowBalthazor »

Lothos wrote: Sun Nov 13, 2022 3:15 pm
Emporer wrote: Sun Nov 13, 2022 3:01 pm Hi

I wonder how the Spanish seamines work. I have traveled through this water with allied ships and nothing happened. The symbols are not either visible. Have I missed something or is it something wrong here?

Cheers
Captain Jack
You have to be playing the latest version of the MOD and the Spanish ports must be German controlled (which happens after France surrenders)

What happens is if any allied ships move into the area and stay they will receive massive damage.

You should see a zone around the port when its activated.
The Canary and Vigo ports will be German exclaves. What's going to stop the Allies from just bombing the snot out of the ports with carrier based bombers? Do we house rule 'Bombing Vigo and Canary Island German controlled ports not allowed'.?
I would also suggest a diplo hit if airstrikes are done on either port by the Allies..e.g. driving Spain closer to the Axis each time it's done. (if this is possible to code).
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Re: Spanish Seamines

Post by Lothos »

OldCrowBalthazor wrote: Sun Nov 13, 2022 3:54 pm
Lothos wrote: Sun Nov 13, 2022 3:15 pm
Emporer wrote: Sun Nov 13, 2022 3:01 pm Hi

I wonder how the Spanish seamines work. I have traveled through this water with allied ships and nothing happened. The symbols are not either visible. Have I missed something or is it something wrong here?

Cheers
Captain Jack
You have to be playing the latest version of the MOD and the Spanish ports must be German controlled (which happens after France surrenders)

What happens is if any allied ships move into the area and stay they will receive massive damage.

You should see a zone around the port when its activated.
The Canary and Vigo ports will be German exclaves. What's going to stop the Allies from just bombing the snot out of the ports with carrier based bombers? Do we house rule 'Bombing Vigo and Canary Island German controlled ports not allowed'.?
I would also suggest a diplo hit if airstrikes are done on either port by the Allies..e.g. driving Spain closer to the Axis each time it's done. (if this is possible to code).
I can't think of any way to detect if they did a port strike against those areas and then do something because of it.
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Klydon
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Re: TRP - Total Realism Project for War in Europe (1.0.0 Download)

Post by Klydon »

Interesting issue. I am guessing that this could be a thing in the vanilla game as well and just hasn't come up.
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Re: Spanish Seamines

Post by Emporer »

Lothos wrote: Sun Nov 13, 2022 3:15 pm
Emporer wrote: Sun Nov 13, 2022 3:01 pm Hi

I wonder how the Spanish seamines work. I have traveled through this water with allied ships and nothing happened. The symbols are not either visible. Have I missed something or is it something wrong here?

Cheers
Captain Jack
You have to be playing the latest version of the MOD and the Spanish ports must be German controlled (which happens after France surrenders)

What happens is if any allied ships move into the area and stay they will receive massive damage.

You should see a zone around the port when its activated.
Ok thanks, the latest I presume you mean then 1.0.0. I did play _TRP - Total Realism Project - BETA - 0.9.18 and I did not see the symbols that enclosed the ports only the the one mark with the text telling there are mines.

Cheers
Captain Jack
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Lothos
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Re: Spanish Seamines

Post by Lothos »

Emporer wrote: Sun Nov 13, 2022 6:47 pm
Lothos wrote: Sun Nov 13, 2022 3:15 pm
Emporer wrote: Sun Nov 13, 2022 3:01 pm Hi

I wonder how the Spanish seamines work. I have traveled through this water with allied ships and nothing happened. The symbols are not either visible. Have I missed something or is it something wrong here?

Cheers
Captain Jack
You have to be playing the latest version of the MOD and the Spanish ports must be German controlled (which happens after France surrenders)

What happens is if any allied ships move into the area and stay they will receive massive damage.

You should see a zone around the port when its activated.
Ok thanks, the latest I presume you mean then 1.0.0. I did play _TRP - Total Realism Project - BETA - 0.9.18 and I did not see the symbols that enclosed the ports only the the one mark with the text telling there are mines.

Cheers
Captain Jack
They will only show up if the human player is playing the Allies. If the Allies are AI controlled they will not show up.
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Re: Spanish Seamines

Post by OldCrowBalthazor »

Lothos wrote: Sun Nov 13, 2022 4:02 pm
OldCrowBalthazor wrote: Sun Nov 13, 2022 3:54 pm
Lothos wrote: Sun Nov 13, 2022 3:15 pm

You have to be playing the latest version of the MOD and the Spanish ports must be German controlled (which happens after France surrenders)

What happens is if any allied ships move into the area and stay they will receive massive damage.

You should see a zone around the port when its activated.
The Canary and Vigo ports will be German exclaves. What's going to stop the Allies from just bombing the snot out of the ports with carrier based bombers? Do we house rule 'Bombing Vigo and Canary Island German controlled ports not allowed'.?
I would also suggest a diplo hit if airstrikes are done on either port by the Allies..e.g. driving Spain closer to the Axis each time it's done. (if this is possible to code).
I can't think of any way to detect if they did a port strike against those areas and then do something because of it.
No problem. In a MP match..we can just house-rule No attacks on Vigo and Canary Island ports as long as Spain is neutral. You could even restrain yourself as Allies playing the AI haha.
House-rules do solve a lot of intractable problems...used to do this all the time with certain rules that were ambiguous or nonexistent with the board games. Our own errata as it were. 🙂
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Elessar2
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Re: TRP - Total Realism Project for War in Europe (1.0.0 Download)

Post by Elessar2 »

Should be possible to script detections of Allied ships within carrier strike range (+ max long range tech) and inflict the necessary diplo hits.
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