TRP - World at War Released v0.8.14a

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Goodenough
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Re: TRP - World at War Released v0.8.13

Post by Goodenough »

That's a really useful image, thanks.

Looks like you've purchased all the German Motorised Corps!

Any chance of a reports graph showing the respective strengths of all the countries Land, Air and Naval forces?
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Lothos
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Re: TRP - World at War Released v0.8.13

Post by Lothos »

Goodenough wrote: Thu May 09, 2024 11:09 am That's a really useful image, thanks.

Looks like you've purchased all the German Motorised Corps!

Any chance of a reports graph showing the respective strengths of all the countries Land, Air and Naval forces?
Aye, I posted it cause I see people attack early and the problem is they have to stop every now and then to heal their units.

With this setup you never stop, you have enough units to replace your injured ones and you keep going.

And sorry no graph chart.
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Lothos
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Re: TRP - World at War Released v0.8.14

Post by Lothos »

TRP World v0.8.14 has been released

Lots of adjustments to Russia (Map), Partisan changes in Russia, want to see how this new Partisan system works out for people. If this seems to be a good system then I will encorporate it in other key places in the game.

Lots of air power changes as the late game bombers/strategic bombers are still way to over power and can wipe out entire CORP. Was playing a PBEM game in 1943 and from April 1943 to August 1943 he was able to use the German airforce to kill over 1000MPP, per turn, of Russian units with air power. The best he ever did was to kill 1900MPP in just a single turn. I believe this was tied to level 3 bombers have 60% demobilization.

########################
# TRP 0.8.14 World
########################

- (New) China, will get an NM boost when Japan is at war with the Allies
- (New) UK, AA unit can not be built until April 1940
- (New) UK, AA unit in Malta must remain in Malta if not Italian Mobilization will increase (can't be replaced with another unit)
- (New) AT cost lowered from 200 to 150
- (New) Subs used supply again, setting causes subs to not use Supply when Naval Cruising which is to powerful
- (New) Stratgic Bombers/Maritimes Bombers lowered base Evasion chance from 15% to 0% (they get 5% from Aerial research)
- (New) USA, USSR, UK if they hold their original capitals and all full mobilized their NM will increase 100 per turn
- (New) China, if they hold their original capital (include all allies) and all fully mobilized their NM will increase 100 per turn
- (New) Yugoslavia, has a 50% per game (instead of 40% per turn) of joining the Axis if all the Balklans Capitals are Axis controlled
- (New) New Zealand has a failsafe join allies date of 10/01/1939
- (New) German/Italian units in Romania near the Russia border will raise USSR Mobilization (Tooltip at hex 197,90 explains conditions)
- (New) Artillery, will be less effective when attacking in rough terrain
- (New) Tank Buster(s), lowered damage against other unit types other than tanks
- (New) All planes except for fighters and strategic bombers had their morale damage flat lined to just base and no longer increases with research
- (New) Fighters, base strike range change from 5 to 2 (still increases with Long Range). Fighters when equiped with bombs have extra weight so they have shorter ranges
- (New) Intercept vs Escort bug discovered and reported to devs (they confirmed) temporary changes till the bug is fixed
--- Fighters no longer demoralize
--- Ground strike tech disabled

- (Map) All Industrial Centers are now Primary Supply Points (should help resovle Italy surrending and nothing higher than 3 supply)
- (Map) Reworked European USSR
- (Map) China added a bunch of terrain
- (Map) Murmanks, redid the map again around it to better represent its location
- (Map) USSR, New Partisan system (Human only) in the European portion of the country, less Partisan nodes but Partisans will spawn in unknown locations
- (Map) Singapore, Hex 326,184 turned into a solid land so ships can not pass

- (OOB) Italy moved artillery from 187,122 to 186,123
- (OOB) USSR, second engineer will come in November 1939 instead of January 1940
- (OOB) Comm. China added HQ in the far North
- (OOB) Comm. China (OOB) infantry corp in the center by Sian
- (OOB) China, Starting Research added Anti-Tank
- (OOB) USSR, increased Anti-Air unit from 2 to 3 max

- (AI) Finland/USSR updated for new Murmansk design
- (AI) UK, decisions for USA send Aircraft and Eagle squadron will deploy in the UK (for AI only not human player)
- (AI) Germany, will no longer have to deal with partisans (garrisoning) in Russia this will help the AI use cities to increase supply with HQs


- (Bug) Burma Road Tooltip fixed
- (Bug) Murmansk is a Primary supply again
- (Bug) Mountain Units have special defenses in Hills, (High) Mountains and Plateaus again
- (Bug) Crete, resolved an issue where if UK chose the decision to garrion it they would loose control of the island if Greece surrendered
- (Bug) USSR, Stalingrad Workers Decision will deploy the 2 Infantry Corps again


House Rules also Updated
########################################################################
# Recommended House Rules
# W = World
# E = Europe
# B = Both
########################################################################
- W: Communist Chinese, when entering Chinese territory, must be within 5 hexes of a Communsit Chinese hex
- W: Other than China & Com. China no other country (on the Allied side) can enter China/Com. China territory.
- W: China & Com. China units cannot leave Chinese territory until all of China is liberated.
- W: Japanese Fleet should not attack (or be within 20 hexes) of the US west coast for 6 months after the war starts
- E: India, Malaya, Australia & New Zealand should never be invaded by the Axis
- B: Cannot use ships to block ports to prevent invasions etc... Example: Russia using subs to block Brunei from invasion
- B: Germany cannot declare war on the Low Countries till May 1940
- B: Hungary units should never enter Romanian territory
- B: Romanian units should never enter Hungary/Bulgarian territory
- B: Bulgarian units should never enter Russian and Romanian territory
- B: Finland units must stay within Russia and Scandinavia
- B: Allies, no bombing or camping any of the Spanish ports that the Axis use to re-supply subs while Spain is Neutral
- B: Everyone, no camping any transport hexes including the Gibraltar pass
- B: Paratroopers, after used must wait at least 2 full turns before you can Paradrop again (on the 3rd turn you can do it)
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OldCrowBalthazor
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Re: TRP - World at War Released v0.8.13

Post by OldCrowBalthazor »

Lothos wrote: Thu May 09, 2024 7:50 pm
Goodenough wrote: Thu May 09, 2024 11:09 am That's a really useful image, thanks.

Looks like you've purchased all the German Motorised Corps!

Any chance of a reports graph showing the respective strengths of all the countries Land, Air and Naval forces?
Aye, I posted it cause I see people attack early and the problem is they have to stop every now and then to heal their units.
Yep...a June 41 start of Barbarossa (like historical) usually mean your completely ready with Inf2 upgrades on all Inf and Mech, all Motorized Inf Corps on the board and all German Hqs on the board.

Early launch may seem beneficial, but really isn't if for example your juggling to upgrade your infantry to Inf2 while pushing east..........
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Lothos
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Re: TRP - World at War Released v0.8.14a

Post by Lothos »

Put out another release to fix a very important bug with France

########################
# TRP 0.8.14a World
########################

- (Map) Switzerland has been reworked, it will be painful to attack them

- (Bug) France, morale hits for German outflanking maginot are firing again
James Taylor
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Re: TRP - World at War Released v0.8.14a

Post by James Taylor »

Wow! That Barbarossa map has way too much unit clutter.
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Durin69
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Re: TRP - World at War Released v0.8.14a

Post by Durin69 »

Is it possible to continue a game with an updated version?
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Lothos
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Re: TRP - World at War Released v0.8.14a

Post by Lothos »

Durin69 wrote: Wed May 15, 2024 12:25 pm Is it possible to continue a game with an updated version?
No, you have to restart
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OldCrowBalthazor
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Re: TRP - World at War Released v0.8.14a

Post by OldCrowBalthazor »

Hi well I got a joint production going with GamingWithTheColonel for YT. This is my first go with the World version of TRP. Also this match is using v8.10. There's an intro and then a chapter covering the house-rules we are using, including a new one concerning Oahu and Japanese incursions east of the Hawaiian Islands.

https://www.youtube.com/watch?v=Mv37vr2hS04
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Durin69
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Re: TRP - World at War Released v0.8.14a

Post by Durin69 »

Lothos wrote: Wed May 15, 2024 12:38 pm
Durin69 wrote: Wed May 15, 2024 12:25 pm Is it possible to continue a game with an updated version?
No, you have to restart
I sincerely hope that the next game of Fury Software is a bit more permissive here, it's really a PITA.
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Lothos
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Re: TRP - World at War Released v0.8.14a

Post by Lothos »

Lothos vs Machiafish

Their is a youtube series I am posting and it will start updating on June 15th

It is more than just going over the game, I go over strategies etc...

https://www.youtube.com/playlist?list=P ... OM1a_u6Z28
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CSSS
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Re: TRP - World at War Released v0.8.14a

Post by CSSS »

Do you think that both your TRP will be posted to Steam? The reason they look amazing, and I have tried dozens of times to download into my files both WIE and WAW at various time. With a solid zero success rate. I feel that the average old age users like me simply lack the innate skills that you younger guys have. So we need a simple click to install and it works.
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Lothos
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Re: TRP - World at War Released v0.8.14a

Post by Lothos »

Unfortunately no, the game engine is not designed to work with steam modding. You will have to follow the install instructions.
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Lothos
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Re: TRP - World at War Released v0.8.14a

Post by Lothos »

Created some videos to teach people how to play TRP

TRP Youtube Training
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