The side effect of a surrender script is that Germany wont get the plunder bonus and if I add a plunder bonus by event you run the danger of them getting a double plunder bonus.crispy131313 wrote: ↑Sat May 27, 2023 9:32 pm You could use a surrender script once Warsaw has fallen and there are less than x Allied units within vicinity of Warsaw. I wouldn’t make the capital the only one or you could have Germany ignore everything else.
TRP - Total Realism Project for War in Europe (1.9 Download)
Re: TRP - Total Realism Project for War in Europe (1.2.2 Download)
Re: TRP - Total Realism Project for War in Europe (1.2.2 Download)
I'm pretty sure it is 6% x Units inside the borders of the Minor x NM of the parent Major (which is Great Britain with 100% NM)
This makes Poland beeing a Minor a lot more resistant to surrender than it beeing a Major.
If Poland is a Major, its 3% x Units x its own NM (which is low by that point).
Thats no solution to your problem of course - just the most likely explanation.
- crispy131313
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Re: TRP - Total Realism Project for War in Europe (1.2.2 Download)
You're right I responded before I thought that through.
The other option is to set them as a Major again and capitulate the country via NM loss(es). Otherwise variability is probably in store.
The other option is to set them as a Major again and capitulate the country via NM loss(es). Otherwise variability is probably in store.
Fall Weiss II - SC3 Mod
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Re: TRP - Total Realism Project for War in Europe (1.2.2 Download)
ANother idea I am thinking of tossing into this release is the Diplomacy changes I been wanting to do in a while
This is an area the AI can be improved on. I been thinking of making Diplomacy cost free but bring down max chits down. Then also teaching the AI to be way more aggressive with Diplomacy.
Germany = 3
UK = 3
Italy = 1
USSR = 0
France = 1
USA = 3
Vichy = 0
China = 0
Japan = 1
This will hopefully being new life to the Diplomacy Screen and really make people take an interest.
This has not been implemented yet so taking any ideas etc... from people
Keep in mind, Major powers can not use Diplomacy unless they are At War (or 100% mobilization not sure which is required)
This is an area the AI can be improved on. I been thinking of making Diplomacy cost free but bring down max chits down. Then also teaching the AI to be way more aggressive with Diplomacy.
Germany = 3
UK = 3
Italy = 1
USSR = 0
France = 1
USA = 3
Vichy = 0
China = 0
Japan = 1
This will hopefully being new life to the Diplomacy Screen and really make people take an interest.
This has not been implemented yet so taking any ideas etc... from people
Keep in mind, Major powers can not use Diplomacy unless they are At War (or 100% mobilization not sure which is required)
Re: TRP - Total Realism Project for War in Europe (1.2.2 Download)
I honestly don't think it's going to help/change things much.
In regards to WiE TRP, the UK's sole concern is still going to be blocking the Axis from getting Spain via Diplo, and your changes are going to make that easier (Axis will have only a 1 chit advantage from Fall of France to USA involvement). If the Axis switch gears and go for Turkey or Sweeden instead it's easy enough for the UK to switch and chase. IF the Axis keep switching as the UK keeps blocking they will never get anything. With these rules I don't believe the Axis will ever even have a chance to get anything (probably not in WaW TRP either).
In regards to WiE TRP, the UK's sole concern is still going to be blocking the Axis from getting Spain via Diplo, and your changes are going to make that easier (Axis will have only a 1 chit advantage from Fall of France to USA involvement). If the Axis switch gears and go for Turkey or Sweeden instead it's easy enough for the UK to switch and chase. IF the Axis keep switching as the UK keeps blocking they will never get anything. With these rules I don't believe the Axis will ever even have a chance to get anything (probably not in WaW TRP either).
"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 - Total Realism Project for War in Europe (1.2.2 Download)
Well their is nothing guaranteed to make your opponent switch (even in MP game). Also keep in mind that its percentage based random chance of having the diplomacy effect the country. I think I can make a more aggressive AI for Diplomacy. I just did not make it that much because I rather have MP used for units rather than diplomacy.Taxman66 wrote: ↑Sun May 28, 2023 3:17 pm I honestly don't think it's going to help/change things much.
In regards to WiE TRP, the UK's sole concern is still going to be blocking the Axis from getting Spain via Diplo, and your changes are going to make that easier (Axis will have only a 1 chit advantage from Fall of France to USA involvement). If the Axis switch gears and go for Turkey or Sweeden instead it's easy enough for the UK to switch and chase. IF the Axis keep switching as the UK keeps blocking they will never get anything. With these rules I don't believe the Axis will ever even have a chance to get anything (probably not in WaW TRP either).
With this change it makes Diplomacy important and you have to check the screen to make sure you are not being out maneuevered.
- crispy131313
- Posts: 2125
- Joined: Fri Nov 29, 2013 11:37 pm
Re: TRP - Total Realism Project for War in Europe (1.2.2 Download)
I've played around with that idea in the past. My understanding is that the AI will not remove a chit unless it's successful, and I've usually made the AI attempt to counter obvious diplomatic moves. Making it free to deke around the AI will probably have the opposite effect.
Fall Weiss II - SC3 Mod
tm.asp?m=4183873
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Re: TRP - Total Realism Project for War in Europe (1.2.2 Download)
Worth a shot, worst thing that can happen is I roll it backcrispy131313 wrote: ↑Sun May 28, 2023 8:48 pm I've played around with that idea in the past. My understanding is that the AI will not remove a chit unless it's successful, and I've usually made the AI attempt to counter obvious diplomatic moves. Making it free to deke around the AI will probably have the opposite effect.
Re: TRP - Total Realism Project for War in Europe (1.2.2 Download)
Playing a test run with the Diplomacy changes and new AI for it. So far so good!
May put out the release sometime tomorrow.
May put out the release sometime tomorrow.
Re: TRP - Total Realism Project for War in Europe (1.3 Download)
TRP 1.3 has been released
########################
# TRP 1.3 Europe
########################
- (Bug) Fixed weather zone in hex(s) 150,80 and 154,78
- (Bug) Text issue Change Von Rippentrop to Von Ribbentrop
- (Bug) UK Warsprite renamed to Warspite
- (Bug) Saudi Arabia Partisan in wrong hex 239,134 moved to 238,136
- (Bug) Text issue "USSR Mobilizes Reservers" to "USSR Mobilizes Reserves"
- (Bug) Bandar Shahpur, Persia, fixed so you can disembark into city
- (Bug) Oslo Batteries Decision (643) will now execute properly to damage German Units
- (Bug) UK, Pacific War Defenses was not firing properly had the wrong Decision ID changed from 111 to 112
- (New) Major Powers (except for UK) can no longer attach minors to their HQs
- (New) Poland add some Secondary Supply Sources
- (New) Vichy can no longer be manipulated with Diplomacy
- (New) Most Minors will no longer be able to transport troops
- (New) Max Shells for all artillery changed to 1 (you get +1 when you research Artillery Tech)
- (New) Rocket Artillery will no longer De-Entrench
- (New) Heavy Artillery (and SP) De-Moralization lowered by 15
- (New) Heavy Artillery (and SP) De-Entrench is capped at 1
- (New) Germany can't build Strategic Bombers until July, 15 1940
- (New) Romania, Tactical Bomber Cap changed from 0 to 1
- (New) Rail-gun Range changed from 3 to 2 you will get it back to 3 with Artillery Tech
- (New) Vichy France changed from not cooperating with anyone to cooperating with supply
- (New) Canada can't build Maritime Bombers until January 1st 1941
- (New) UK, Decision 111 Home Guard will give the Garrison units immediately instead of only when Germany invades
- (New) Engineers, when attacking increased De-Entrench from 1 to 2
- (New) Storm Damage on ships has been re-worked and does more damage
- (New) Logistics Tech changed from 10% OP to 5% per level
- (New) Diplomacy cost reduced to 0
- (New) Diplomacy chits changed to the following
--- UK = 3
--- USA = 3
--- France = 1
--- USSR = 0
--- China = 0
--- Germany = 3
--- Italy = 1
--- Japan = 1
--- Vichy = 0
- (Map) Strasbourg turned into a Fortified Town (162,85)
- (Map) Added label to hex 161,83 (Saar)
- (Map) France added Secondary supply to Strasbourg (162,85) & Mulhouse (162,87)
- (Map) Malta & Gibraltar changed from Fortified Town to Major Fortress
- (Map) Sevastopol changed from a Fortified town to a Fortress
- (Map) Tobruk (194,122) is a Secondary Supply Source for Libya
- (Map) Renamed Cuxhaven to Brunsbüttel (164,71)
- (Map) Added a German Port to (163,70) Blocks Kiel Canal
_ (Map) Renamed Port to Hamburg Port (163,71)
- (Map) Fortified Town defense values now match Fortress stats
- (Map) Fortification Max Entrench increased from 3 to 4
- (Map) Axis Raid points added to South Africa near Cape Town
- (Map) Europe (Zone 6) Weather will have a less chance of rain from Sep - Oct
- (OOB) Poland increase strength of most units to 10
- (OOB) Poland added General Kutrzeba to the map
- (AI) UK, adjustments to Evac BEF to try and increase the chances the HQ gets out
- (AI) Diplomacy redesigned, should be more aggressive
########################
# TRP 1.3 Europe
########################
- (Bug) Fixed weather zone in hex(s) 150,80 and 154,78
- (Bug) Text issue Change Von Rippentrop to Von Ribbentrop
- (Bug) UK Warsprite renamed to Warspite
- (Bug) Saudi Arabia Partisan in wrong hex 239,134 moved to 238,136
- (Bug) Text issue "USSR Mobilizes Reservers" to "USSR Mobilizes Reserves"
- (Bug) Bandar Shahpur, Persia, fixed so you can disembark into city
- (Bug) Oslo Batteries Decision (643) will now execute properly to damage German Units
- (Bug) UK, Pacific War Defenses was not firing properly had the wrong Decision ID changed from 111 to 112
- (New) Major Powers (except for UK) can no longer attach minors to their HQs
- (New) Poland add some Secondary Supply Sources
- (New) Vichy can no longer be manipulated with Diplomacy
- (New) Most Minors will no longer be able to transport troops
- (New) Max Shells for all artillery changed to 1 (you get +1 when you research Artillery Tech)
- (New) Rocket Artillery will no longer De-Entrench
- (New) Heavy Artillery (and SP) De-Moralization lowered by 15
- (New) Heavy Artillery (and SP) De-Entrench is capped at 1
- (New) Germany can't build Strategic Bombers until July, 15 1940
- (New) Romania, Tactical Bomber Cap changed from 0 to 1
- (New) Rail-gun Range changed from 3 to 2 you will get it back to 3 with Artillery Tech
- (New) Vichy France changed from not cooperating with anyone to cooperating with supply
- (New) Canada can't build Maritime Bombers until January 1st 1941
- (New) UK, Decision 111 Home Guard will give the Garrison units immediately instead of only when Germany invades
- (New) Engineers, when attacking increased De-Entrench from 1 to 2
- (New) Storm Damage on ships has been re-worked and does more damage
- (New) Logistics Tech changed from 10% OP to 5% per level
- (New) Diplomacy cost reduced to 0
- (New) Diplomacy chits changed to the following
--- UK = 3
--- USA = 3
--- France = 1
--- USSR = 0
--- China = 0
--- Germany = 3
--- Italy = 1
--- Japan = 1
--- Vichy = 0
- (Map) Strasbourg turned into a Fortified Town (162,85)
- (Map) Added label to hex 161,83 (Saar)
- (Map) France added Secondary supply to Strasbourg (162,85) & Mulhouse (162,87)
- (Map) Malta & Gibraltar changed from Fortified Town to Major Fortress
- (Map) Sevastopol changed from a Fortified town to a Fortress
- (Map) Tobruk (194,122) is a Secondary Supply Source for Libya
- (Map) Renamed Cuxhaven to Brunsbüttel (164,71)
- (Map) Added a German Port to (163,70) Blocks Kiel Canal
_ (Map) Renamed Port to Hamburg Port (163,71)
- (Map) Fortified Town defense values now match Fortress stats
- (Map) Fortification Max Entrench increased from 3 to 4
- (Map) Axis Raid points added to South Africa near Cape Town
- (Map) Europe (Zone 6) Weather will have a less chance of rain from Sep - Oct
- (OOB) Poland increase strength of most units to 10
- (OOB) Poland added General Kutrzeba to the map
- (AI) UK, adjustments to Evac BEF to try and increase the chances the HQ gets out
- (AI) Diplomacy redesigned, should be more aggressive
Re: TRP - Total Realism Project for War in Europe (1.3 Download)
- (New) Storm Damage on ships has been re-worked and does more damage
What's your reasoning for this? This is just a boon to the Axis.
DDs, CVLs and Transports (unless you change that) are the only units vulnerable to storms and causing more damage is mostly just going to be a huge boon the Axis sub game (at least in WiE TRP).
What's your reasoning for this? This is just a boon to the Axis.
DDs, CVLs and Transports (unless you change that) are the only units vulnerable to storms and causing more damage is mostly just going to be a huge boon the Axis sub game (at least in WiE TRP).
"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 - Total Realism Project for War in Europe (1.3 Download)
Reasoning being is that ships need to try and avoid storms, this includes the Axis. With the old system you could just ignore them!Taxman66 wrote: ↑Mon May 29, 2023 2:27 pm - (New) Storm Damage on ships has been re-worked and does more damage
What's your reasoning for this? This is just a boon to the Axis.
DDs, CVLs and Transports (unless you change that) are the only units vulnerable to storms and causing more damage is mostly just going to be a huge boon the Axis sub game (at least in WiE TRP).
Now you ignore them but you run the risk of being damaged.
Re: TRP - Total Realism Project for War in Europe (1.3 Download)
You realize that the storm areas are often so big that you can't get out of them, even with naval cruise?
"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 - Total Realism Project for War in Europe (1.3 Download)
Its not as bad as you are making it out to be.
Re: TRP - Total Realism Project for War in Europe (1.3 Download)
Download for 1.3 is missing the .cgn file
"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 - Total Realism Project for War in Europe (1.3 Download)
Storm damage is useful to ensure surface ships can't spend endless days at sea just doing whatever, which is a way to indirectly simulate fuel restrictions.
- OldCrowBalthazor
- Posts: 2683
- Joined: Thu Jul 02, 2020 12:42 am
- Location: Republic of Cascadia
Re: TRP - Total Realism Project for War in Europe (1.3 Download)
Exactly. Halsey's TF 38 got hammered by two back to back Typhoons in 1944. 4 DDs lost, alot of damaged ships and scores of planes knocked of the decks.
Not sure how many DDs are in a DD counter, but surely 4 DDs sunk should equal 1 to 3 hps damage (rough estimate) if there's 10 to 15 DDs in a DD counter.
Ironically, in a MP match with SC-WW1, I got in a helluva battle in the North Sea. I was playing Entente.
3 of my ships were down to a few hps each, and a storm hit. The Random Number Goddess was not kind to the RN, and I lost 2 damaged ships due to storm damage.
Pardon the pun...but that was a blow!
Cheers
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
Lothos, you might want to look into the new ZoC settings and how the devs separated out land and sea units. I used a -7 penalty for ships in my WitP scenario-maybe bigger ships can be that, smaller ones (incl. subs) -4? Perhaps the former can require 2 ships, the latter just one? In OCB's most recent YT upload Duedman did some hit-and-run attacks with the Regia Marina; with a significant ZoC penalty he couldn't scuttle back to the safety of his Italian ports.
Re: TRP - Total Realism Project for War in Europe (1.3 Download)
Ok will look into itElessar2 wrote: ↑Tue May 30, 2023 9:48 pm Lothos, you might want to look into the new ZoC settings and how the devs separated out land and sea units. I used a -7 penalty for ships in my WitP scenario-maybe bigger ships can be that, smaller ones (incl. subs) -4? Perhaps the former can require 2 ships, the latter just one? In OCB's most recent YT upload Duedman did some hit-and-run attacks with the Regia Marina; with a significant ZoC penalty he couldn't scuttle back to the safety of his Italian ports.