TRP - World at War Released v0.8.16

Rommel41
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Joined: Fri Aug 30, 2024 8:10 pm

Re: Just a few questions...

Post by Rommel41 »

I know discord is the preferred method of communication, sorry I don't use it much. I was wondering a few things about the mod.

1. Does China not have access to naval transports or landing craft? I managed to remove the Japanese from mainland China, but even with level 1 Amphibious tech the options are always unavailable.

2. AI Japan does a very poor job reinforcing and fighting for China, Manchuria, Korea and Indochina (at least this time) as Formosa was overflowing with troops, but they only sent the first few corps to the mainland. Then they just stopped targeting China. Period.

3. Does the AI (Axis CP) not have to deal with the same unit restrictions when fighting in North Africa between Tripoli and El Alamein? I've noticed the entire Italian army being deployed alongside the Afrikakorps and they don't seem to have any malus. It's probably for the best, just wondering.

4. Is there a specific reason (other than a complete railway between Iraq and Palestine) for the Allies to attack Vichy Syria? I've secured Iraq and Persia and I'm about to start driving back into Libya, so is it something I can ignore? I've got forces ready to easily occupy the territory, but they are just 17% Axis and I've got garrisons that can easily screen the region.

5. Why doesn't Italy DoW on the Soviets with the Germans? I noticed this when I saw Italian fighters in the Ukraine, but they didn't fly missions against the Russians.

6. The DEI only spawned one garrison in their capital, I thought they would get a light cruiser or even a destroyer? Is that because the AI just can't handle too much resistance?

7. Tactical Bombers seem to often cause more damage to interceptors than they take. Even unescorted!

8. Would you consider adding an extra level of research on equipment and industry techs too unbalanced? For a modded playthrough that encourages the game to last to 1947.

Great mod! Keeps me on my toes with all the possible strategies.
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Lothos
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Re: Just a few questions...

Post by Lothos »

Rommel41 wrote: Mon Nov 11, 2024 2:08 pm I know discord is the preferred method of communication, sorry I don't use it much. I was wondering a few things about the mod.

1. Does China not have access to naval transports or landing craft? I managed to remove the Japanese from mainland China, but even with level 1 Amphibious tech the options are always unavailable.

2. AI Japan does a very poor job reinforcing and fighting for China, Manchuria, Korea and Indochina (at least this time) as Formosa was overflowing with troops, but they only sent the first few corps to the mainland. Then they just stopped targeting China. Period.

3. Does the AI (Axis CP) not have to deal with the same unit restrictions when fighting in North Africa between Tripoli and El Alamein? I've noticed the entire Italian army being deployed alongside the Afrikakorps and they don't seem to have any malus. It's probably for the best, just wondering.

4. Is there a specific reason (other than a complete railway between Iraq and Palestine) for the Allies to attack Vichy Syria? I've secured Iraq and Persia and I'm about to start driving back into Libya, so is it something I can ignore? I've got forces ready to easily occupy the territory, but they are just 17% Axis and I've got garrisons that can easily screen the region.

5. Why doesn't Italy DoW on the Soviets with the Germans? I noticed this when I saw Italian fighters in the Ukraine, but they didn't fly missions against the Russians.

6. The DEI only spawned one garrison in their capital, I thought they would get a light cruiser or even a destroyer? Is that because the AI just can't handle too much resistance?

7. Tactical Bombers seem to often cause more damage to interceptors than they take. Even unescorted!

8. Would you consider adding an extra level of research on equipment and industry techs too unbalanced? For a modded playthrough that encourages the game to last to 1947.

Great mod! Keeps me on my toes with all the possible strategies.
1 - they do not and if China is doing that good the game is over so why bother playing it.

2 - Read the first post please, the AI in World is no where near complete and its really only for PBEM only the Europe version has a full AI

3 - AI does not have the same restrictions as human player, they can do whatever it wants

4 - The rail line is nice and to also prevent them from joining the Axis which is always a possibility

5 - AI reasons, it casues the AI to send allot of Italian troops and then you get a mix of hexes owned by Germany and Italy and when Italy surrenders it causes turmoil for the AI

6 - It is what it is. I may add more forces later but now its good.

7 - Tech and leaders, sometimes they do good and sometimes they do bad

8 - Do not know what you mean by this questions
Rommel41
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Re: Just a few questions...

Post by Rommel41 »

Lothos wrote: Mon Nov 11, 2024 5:09 pm
Rommel41 wrote: Mon Nov 11, 2024 2:08 pm
8. Would you consider adding an extra level of research on equipment and industry techs too unbalanced? For a modded playthrough that encourages the game to last to 1947.
1 - they do not and if China is doing that good the game is over so why bother playing it.

2 - Read the first post please, the AI in World is no where near complete and its really only for PBEM only the Europe version has a full AI

8 - Do not know what you mean by this questions
1. I like to play out alternate histories sometimes. I'm not always looking for parity or victory-in-question until the very end. I was just wondering why that decision was made. Never being able to land on Formosa or even Hainan is just a little frustrating. Why does China have Amphibious tech choices if they can never use them?

2. I realized it after I wrote it. Sorry. It felt like the tools were there, but the Japanese AI must be notoriously difficult to guide for a balanced approach between her many goals. HoI Pacific theater is much the same. A few hardwired landings and then...static. US Pacific AI is likely just as frustrating.

8. I meant the tech limits (5 levels for most things, 2 for infantry equipment, 4 for ground attack weapons, etc.) I've noticed some mods give a third possible infantry equipment level. Would doing that and adding a 5th or 6th level to other techs maximum levels be good for "the next tech progressions" for 1946-1947? I feel like the default is meant to represent only up to 1945.

I hope that makes more sense.

Thanks
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Lothos
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Re: Just a few questions...

Post by Lothos »

Rommel41 wrote: Mon Nov 11, 2024 7:38 pm
Lothos wrote: Mon Nov 11, 2024 5:09 pm
Rommel41 wrote: Mon Nov 11, 2024 2:08 pm
8. Would you consider adding an extra level of research on equipment and industry techs too unbalanced? For a modded playthrough that encourages the game to last to 1947.
1 - they do not and if China is doing that good the game is over so why bother playing it.

2 - Read the first post please, the AI in World is no where near complete and its really only for PBEM only the Europe version has a full AI

8 - Do not know what you mean by this questions
1. I like to play out alternate histories sometimes. I'm not always looking for parity or victory-in-question until the very end. I was just wondering why that decision was made. Never being able to land on Formosa or even Hainan is just a little frustrating. Why does China have Amphibious tech choices if they can never use them?

2. I realized it after I wrote it. Sorry. It felt like the tools were there, but the Japanese AI must be notoriously difficult to guide for a balanced approach between her many goals. HoI Pacific theater is much the same. A few hardwired landings and then...static. US Pacific AI is likely just as frustrating.

8. I meant the tech limits (5 levels for most things, 2 for infantry equipment, 4 for ground attack weapons, etc.) I've noticed some mods give a third possible infantry equipment level. Would doing that and adding a 5th or 6th level to other techs maximum levels be good for "the next tech progressions" for 1946-1947? I feel like the default is meant to represent only up to 1945.

I hope that makes more sense.

Thanks
1 - Good point, I removed Transport and Amphib from China research. The reason it was removed is that they did not really have the abilities in that time period to do any of those types of operations.

8 - It is balanced the way it is, I rather not add new monkey wrenches where it is difficulty already to get to level 5. And I beleive 5 is the max.
wirkey
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Re: TRP - World at War Released v0.8.14a

Post by wirkey »

I'm getting the message that because of allied forces in the pacific US mob gpes down. And I really don't know why? No allied forces on any of the islands, nothing in Australia...
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Lothos
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Re: TRP - World at War Released v0.8.14a

Post by Lothos »

wirkey wrote: Tue Nov 12, 2024 9:38 pm I'm getting the message that because of allied forces in the pacific US mob gpes down. And I really don't know why? No allied forces on any of the islands, nothing in Australia...
Read the initial popup, you either have troops on one of the island locations or areas that you are not suppose to have troops or you have to many ships. This was mentioned to you at the start of the game with a warning message.
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Lothos
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Re: TRP - World at War Released v0.8.15

Post by Lothos »

New version released

########################
# TRP 0.8.15 World
########################

- (New) Amphibious, defensive bonuses (and attack techs) have been reworked so terrain will now have an effect and so does tech
- (New) Germany, Cossak unit has new conditions that just require Ukraine for them to join
- (New) Amphibs now have a base attack of at least 1 against all land unit types
- (New) Vichy, added tooltip telling you conditions for them to Auto-Join Axis
- (New) Made some adjustments to Victory Conditions
- (New) Albania unit limit now requires Bulgaria to be Neutral
- (New) USSR, 250 MPP Mobilization increase will only happen if Germany and Russia are at war
- (New) Germany, added tooltip next to Rome notifying them the conditions to make sure they hold on to Italian territory in case they surrender
- (New) Japan, Annexation of Indochina will happen after the Franco-Thai War
- (New) UK, no longer has short range amphibs
- (New) Persia, tooltip added for which Hexes USSR needs to control to keep it open
- (New) Murmansk, tooltip added for which Hexes USSR needs to control to keep it open
- (New) Tactical Bombers, Light Armor and Tank damage lowered from 1 to 0 (they only do morale damage to these units)
- (New) Tank Busters, lowered Tank damage from 2 to 1
- (New) Africa supply limit text adjusted to say Max 15 units
- (New) Germany, Afrika Corps formation lowered from 900MPP to 800MPP costs and removed Tactical Bomber
- (New) South Atlantic to South Pacific (and vice versa) will now give you a decision to see if you want to do travel
- (New) Algeria, Morocco, Tunis and Syria will only have partisans if the Axis DOW them after Vichy creation
- (New) USSR, Murmansk reinforcements will only show up if Finland is in the Axis
- (New) USSR, Mobilization reworked so the Axis have a bit more freedom to deviate from a historical path
- (New) USA will send MPP through Vladivostok as long as the US is not invaded and Russia is at war with Germany (even with USA Neutral)
- (New) USA will send MPP through Persia as long as the US is not invaded and Russia is at war with Germany (even with USA Neutral)
- (New) Fighters, base demoralization changed from 0 to 5%
- (New) Fighters, ground attack upgrade added back up to level 2 (they get 5% demoralization per level)
- (New) Fighters, strike range increased moved from long range tech to ground attack tech
- (New) Hungary, has tooltip near capital showing you conditions they will join the war
- (New) Romania, has tooltip near capital showing you conditions they will join the war
- (New) Bulgaria, has tooltip near capital showing you conditions they will join the war
- (New) Yugoslavia, has tooltip near capital showing you conditions they will join the war
- (New) Spain, has tooltip near capital showing you conditions they will join the war
- (New) Turkey, has tooltip near capital showing you conditions they will join the war
- (New) Finland, has tooltip near capital showing you conditions they will join the war
- (New) Siam, has tooltip near capital showing you conditions they will join the war
- (New) Cavalry, site range for land increased to 2
- (New) USSR must keeps its 2 submarines in the Pacific near Vladivostok
--- while USA is Neutral and Japan and USSR are not at war or USA and USSR Mobilization will decrease
- (New) USSR Reserves will only spawn if Germany or Italy are at war with Russia
- (New) Japan Trade aggreement with USSR, will remain in effect as long as both sides do not go to war with eachother and USSR keeps its subs near Vladivostok
- (New) USA, Mobilization reworked so the Axis have a bit more freedom to deviate from a historical path
- (New) USA, once at 60 Mobilization they have a 50/50 chance each turn of getting +1 to Mobilization
- (New) USA, 1942 they have a 50/50 chance each turn of getting +1 to Mobilization
- (New) Carriers, no longer can damage Light Armor and Tank units
- (New) UK, has a new decision to use Commandos to raid Spanish ports with Axis units in them as long as Spain is Neutral
- (New) All planes receive defensive bonuses (if attacked) on Settlement through Fortresses hexes
- (New) USSR, can't build Heavy Artillery until January 1941 (they get it by decision from Germany)
- (New) Strategic Bomber, Heavy Bomber Tech no longer give demorilzation
- (New) Strategic Bomber, Ground Attack Tech lowered demorilzation from 10% per level to 5%
- (New) UK, Singapore 4 ship requirement changed to require combat ships (subs do not count)
- (New) Soviet Winter Event is restricted to fire in December of 1941, it will no longer fire at any other date
- (New) Ukraine, If USSR chooses to move Industry to the Urals then the resources in Ukraine that are effected will have a tooltip notifying you
- (New) Synthetic Oil Plants have a Tooltip that both sides can see notifying you if they are online or not (and when they are coming online)
--- Tooltip will vanish once it is online and operational
- (New) USA, West Coast Pacific Defense
--- When USA is 100% mobilized a perimiter around the west coast will form
--- Any ships (other than subs) will trip the defenses and damage ALL Axis ships within the perimeter
--- For the Axis to disarm the perimeter they must take Pearl Harbour
- (New) Finland OOB redone to be historically accurate
--- Finland area redone around Petsamo
--- Finland area redone around the Sortavala area as the rails did not go all the way through
- (New) USSR, Siberian Troops arrival reworked
--- Zhukov removed from the starting OOB and will come when the Siberian Troops are deployed
--- If Japan invades they will show up in the Pacific immediately
--- If Axis troops are within 15 hexes of Moscow or 10 of Rostov they will show up in Europe in December 1941 OR after December 1942
- (New) UK, renamed all the fighter units to be more historically accurate
- (New) USA, send plane orders to UK/France reworked
--- Decision will fire on 10/01/1940 regardless of the situation in Europe
--- (Yes) Planes are sent to Canada, bomber in Liverpool and Maritime bomber at St. Johns
--- (No) Planes are sent to Free France or France (if they are still alive)
- (New) France, ban communist party after effects propaganda message change slightly so you know where its comming from to say
--- "Communist Party spreads Anti-War Propaganda In The French Army"
- (New) France, Vichy Formation NOT selected
--- French Navy will all go to the UK and continue the fight
--- Free France will get an Infantry Corp and HQ arriving either in North Africa or in the UK at a random date in the future

- (Map) Added two dirt roads connecting Burma to India
- (Map) Hex 135,144 Gibraltar Port has been deleted so it can be invaded
- (Map) Hex 382,119 Tokushima Japan made into a Primary Supply
- (Map) Japan, Nagoya (Hex 386,116) adjusted the land so that the port can be accessed from 3 hexes instead of 1
- (Map) Weather in Ukraine/Caucuses made more severe between March - June (much higher chance of mud)
- (Map) Added near India (in the ocean) that shows where not to cross for triggering USA de-mobilization
- (Map) Hainan switched from China Owned to Japan owned so it will have resource 5 at all of the points
- (Map) Greece, added Salonika as a secondary capital
- (Map) USSR, Sevastopol changed to a Primary Supply
- (Map) Hex 145,73 add forest
- (Map) Turkey, Sea of Marmara area reworked

- (OOB) Turkey, changed some of their units around to make it harder for the Axis to invade them
- (OOB) Italy, can no longer attach minors to their HQs
- (OOB) USA, Units in the Hawaii islands now start the game there and must remain their till they are fully mobilized
- (OOB) Italy, lowered Tactical Bomber Cap from 2 to 1
- (OOB) UK, lowered Infantry Corp max by 1 and increased Infantry Divsion Max by 2
- (OOB) Japan, lowered Infantry Corp max by 3 and increased Infantry Divsion Max by 6
- (OOB) Japan lowered Tactical Bomber max from 4 to 3
- (OOB) Romania, removed one infantry CORP and replaced it with a Cavalry Corp
- (OOB) Yugoslavia, no longer can build a Tactical Bomber
- (OOB) USA, had transport max increased to 15 and amphib to 15
- (OOB) UK, had transport max increased to 10 and amphib to 10
- (OOB) Japan, had transport max increased to 12 and amphib to 12
- (OOB) Siam, added the leader Phibun

- (AI) USSR, has a Diplomacy AI
- (AI) UK, production revamped with new AI commands and timmed better
- (AI) UK, will try and produce the second Strategic Bomber and keep it in the UK to bomb Europe (may not happen in every game)
- (AI) UK, improved lost ships recovery in all of the Atlantic
- (AI) UK, improved ship reinforcements being sent to Egypt from the UK and when to send them out (or retreat them)
- (AI) UK, should not leave its subs off the Denmark coast anymore
- (AI) UK, Fixed a bug where they would send planes to Hong Kong
- (AI) India, Australia, New Zealand and Canada production AI reworked so Pacific is better defended and a stronger D-Day
- (AI) Germany, will be smarter on how many units it sends to Finland
- (AI) Germany, reworked their production so they would have more units on the map
- (AI) Germany, build up for Barbarossa vastly improved
- (AI) Germany, max difficulty level the USSR (human player) will have his units have a random chance of being hit each turn with morale damage
- (AI) Germany, added a helper method to lower Polish morale as the Germans advance
- (AI) Germany, reworked Build Up for Low Countries using Pacific commands
- (AI) Germany, improved invasion of France
- (AI) Germany, Italy, Hungary, Romania, Bulgaria reworked garrison AI to release more units for Barbarossa
- (AI) Germany, Hungary, Romania reworked Build Up for Barbarossa using Pacific commands
- (AI) Germany, helper method if Allies human controlled France will loose constant morale as the Germans invade
- (AI) Germany, if Italy does not invade Greece then Germany will not invade them
- (AI) Germany/Italy, should no longer send planes to Ethiopia and Iraq to simply die
- (AI) USSR, reworked production to focus more on massive infantry building before any other unit types
- (AI) USSR, will no longer auto DOW Germany once at 100 Mobilization, it will wait for certain conditions to be met before doing so
- (AI) USSR, has a percentage chance each turn to DOW Japan if Germany surre nders
- (AI) USSR, made some adjustments to their Garrison AI
- (AI) USA/UK, amphib AI in Europe updated with new Pacific War commands
- (AI) USA, will be better prepared for Torch
- (AI) USA, improved lost ships recovery in all of the Atlantic
- (AI) USA/UK, will no longer get stuck if Greece is neutral (meaning it does nothing in the med)
- (AI) USA, will do a better job of sending HQs for Operation Torch
- (AI) UK, fixed a bug where the AI was not garrisoning Iraq
- (AI) Canada, will deploy new units in Quebec instead of Ottawa
- (AI) Japan, will no longer invade itself (meaning places it already owns)
- (AI) China, will now research everything if you play at max difficulty level
- (AI) China, production redesigned
- (AI) China, has a better defensive AI based on the starting setup
- (AI) Japan, production redesigned to support China early and Pacific later
- (AI) Japan, sending troops to reinforce China AI improved
- (AI) Japan, has a better defensive AI, in China, based on the starting setup
- (AI) Japan, has an improved offensive AI, in China, that is more focuseed based on starting setup

- (Bug) China no longer has Transport and Amphib Research techs since they could not build them anyways
- (Bug) Fixed bugs with German plundering of Leningrad, Moscow and Stalingrad
- (Bug) China, AI will now research
- (Bug) Polish destroyer should remain if Axis allied controlled and Poland surrenders to Germany
- (Bug) USA, Vladivostok MPP to USSR should do a -40 against USA again
- (Bug) USSR, Moscow has a paved road again
- (Bug) Finland, near Helsinki, several hexes had a paved road, changed to dirt
- (Bug) Japan, Synthetic Oil plant will no longer come online immediately upon purchase and will take a year
- (Bug) France, "French Troops Panic as the Germans Advance" made adjustments so hopefully it will not fire twice
- (Bug) Italy, DOW of Greece Decision can no longer be blocked if Greece is leaning toward the Axis
- (Bug) Japan, no longer get 2 Garrison units when Siam joins (was suppose to only be 1)
- (Bug) Japan, no longer gets 4 Infantry Corp and 2 HQs when Indochina joins and instead gets 2 infantry corp and 1 HQ
- (Bug) Amphibs De-entrench fixed so its calculated properly per tech level
- (Bug) Allies preasuring Switzerland to confiscate German Gold changed to 50/50 chance if fail they will shift toward the Axis again
- (Bug) Germany, Norway invasion note text was incorrect its size 6 garrison (not 3) and USA Mobilization shifts by 1% (not 3-5%)
- (Bug) Japan DOW French Colonies not flagging confrontation between Allies and Japan is fixed
- (Bug) Germany/Italy should no longer DOW Greece if the Italian Decision to invade does not fire
- (Bug) Yugoslavia will no longer join Axis if the Axis invade the UK and they are leaning toward the Axis
- (Bug) USSR, annexation of Bessarabia just needs Romania to be Neutral and no longer requires them to lean Axis
- (Bug) USA, fixed a bug where they would enter the war if Japanese ships were close to Hawaii but not in the special zone
- (Bug) Other Languages, fixed some images were broken and an error would come up on load.
- (Bug) Gibraltar, Allies sending subs if Axis controlled Gibraltar will now work
- (Bug) Map, went through every port in the world and made sure a road connected to it to resolve supply issues
wirkey
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Re: TRP - World at War Released v0.8.14a

Post by wirkey »

Lothos wrote: Tue Nov 12, 2024 10:32 pm
wirkey wrote: Tue Nov 12, 2024 9:38 pm I'm getting the message that because of allied forces in the pacific US mob gpes down. And I really don't know why? No allied forces on any of the islands, nothing in Australia...
Read the initial popup, you either have troops on one of the island locations or areas that you are not suppose to have troops or you have to many ships. This was mentioned to you at the start of the game with a warning message.
Guess it's the ships. Although I think the message is a bit misleading. Indian Ocean is not Pacific. You can't have more than 6 ships in the Pacific/Indian, does that include the 4 at Singapur? So you can only have two more? And where does the Pacific ends?
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Lothos
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Re: TRP - World at War Released v0.8.14a

Post by Lothos »

wirkey wrote: Wed Nov 13, 2024 8:41 pm
Lothos wrote: Tue Nov 12, 2024 10:32 pm
wirkey wrote: Tue Nov 12, 2024 9:38 pm I'm getting the message that because of allied forces in the pacific US mob gpes down. And I really don't know why? No allied forces on any of the islands, nothing in Australia...
Read the initial popup, you either have troops on one of the island locations or areas that you are not suppose to have troops or you have to many ships. This was mentioned to you at the start of the game with a warning message.
Guess it's the ships. Although I think the message is a bit misleading. Indian Ocean is not Pacific. You can't have more than 6 ships in the Pacific/Indian, does that include the 4 at Singapur? So you can only have two more? And where does the Pacific ends?
New version of TRP has a line on the map
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Lothos
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Re: TRP - World at War Released v0.8.16

Post by Lothos »

Sorry for this, but it was a major bug. New version of TRP is out

########################
# TRP 0.8.16 World
########################

- (Bug) UK, can research Amphib and Transport techs again
Eric Breuer
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Re: TRP - World at War Released v0.8.16

Post by Eric Breuer »

I am having an issue with Japan being able to declare war on Indochina.
After England having surrendered, France surrendering, no Axis can declare war on Indochina.
Is there any work around?
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Lothos
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Re: TRP - World at War Released v0.8.16

Post by Lothos »

Eric Breuer wrote: Tue Nov 19, 2024 7:44 pm I am having an issue with Japan being able to declare war on Indochina.
After England having surrendered, France surrendering, no Axis can declare war on Indochina.
Is there any work around?
Its not a bug, they are part of Vichy.

You will get them by a decision that will eventually pop up.
Eric Breuer
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Re: TRP - World at War Released v0.8.16

Post by Eric Breuer »

Thank you,
Another question,
If Vichy France does not exist, then what?
Last, what is the link for TRP - World at War Released v0.8.16?
I seem to be redirected to other links on this forum for earlier versions.
Great work though! Massive Project
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Lothos
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Re: TRP - World at War Released v0.8.16

Post by Lothos »

Eric Breuer wrote: Wed Nov 20, 2024 7:24 pm Thank you,
Another question,
If Vichy France does not exist, then what?
Last, what is the link for TRP - World at War Released v0.8.16?
I seem to be redirected to other links on this forum for earlier versions.
Great work though! Massive Project

Vichy, no sure I understand the question. If you do not form Vichy then France will surrender but its fleet will keep fighting and so will its colonies.

TRP World link is in the first post which takes you to the SC World At War forums and directly to the TRP thread.
Eric Breuer
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Re: TRP - World at War Released v0.8.16

Post by Eric Breuer »

Yes, thanks for the confirmation,
Vishy is no more, of course, and Indochina is independent, but no Axis can declare war on it.
Eric Breuer
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Re: TRP - World at War Released v0.8.16

Post by Eric Breuer »

I just keep getting the, "TRP - World at War Released v0.8.16" from 2022.
wirkey
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Re: TRP - World at War Released v0.8.16

Post by wirkey »

is it intended that Australian planes can't be operated to outside Australia?
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Lothos
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Re: TRP - World at War Released v0.8.16

Post by Lothos »

wirkey wrote: Fri Nov 22, 2024 7:30 pm is it intended that Australian planes can't be operated to outside Australia?
Yes it is intended
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Lothos
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Re: TRP - World at War Released v0.8.16

Post by Lothos »

Eric Breuer wrote: Fri Nov 22, 2024 4:28 pm I just keep getting the, "TRP - World at War Released v0.8.16" from 2022.
That is the thread, first post gets updated.
HarrySmith
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Re: TRP - World at War Released v0.8.16

Post by HarrySmith »

Hi Lothos,
I am not sure if you have rectified this but in version 8.14a with anti tank units upgrades you have thgings the wrong way. When you upgrade inf weapons it improves the anti tanks attack and defence against armour/tanks. When you upgrade anti tank weapons it improves their attack and defence against infantry. As you only can upgrade to level 2 inf weapons and level 5 in anti tank obviously for lots of reasons this is wrong.
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