TRP - Total Realism Project for War in Europe (1.7 Download)

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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.6.8b Download)

Post by Lothos »

Dalwin wrote: Sat Aug 31, 2024 9:30 pm My one criticism of the mod is this:

After a few turns, Germany will have easily invested in every tech which is of interest. For the rest of the game, it is only a matter of reinvesting when one completes. There are no real decisions here at all.

The same criticism cannot be made for any of the base games in the series. The ACW especially has a number of key decisions to make concerning research instead of unit production.

I am not sure whether it is the timing difference from all of the extra turns or some other aspect of economic balance, but research in TRP does not involve any real decisions for Germany. I have not played enough of the Allies to compare their situation.
I can say after playing MANY games, both single and PBEM, that this is not realy true.

I personally like to invest in almost everything, however other players have just focused on specific things and other players have done little to no research which did give them an edge early on but they paid the price later in the game.

Their are massive effects on research, the cost and its effects as the game progresses.

I can't tell how much play time you have with the mod or if you have played PBEM but it seems from, the first sentence that you have played it very little and make a bunch of assumptions based off your experience with the base game (since you compared it to the base game).

The base game and TRP are completely two different games and two different game styles of play. You realy CAN NOT compare them.
AlbertN
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Re: TRP - Total Realism Project for War in Europe (1.6.8b Download)

Post by AlbertN »

The relationship between embarked air power and land based air power is iffy, exactly as the relation between naval presence and air interdiction.
Given - it was already so in the baseline game, but in TRP seems more accentuated - which is anyhow a natural consequence of the added granularity (which by itself is a plus).

Carrier fighter component should be MUCH weaker than land based air - to operate out of own air umbrella should not be truly viable til there is a big presence of own carriers (that in general happened only by Japan in early '42 til Midway, and then late war by the US).
As of now from the first turns the UK can pretty much sit outside Hamburg with their fleet and crash with their CVEs the Luftwaffe if it comes there, for instance. Something supposedly absurd, but hey - that's how the game can unfold. (For which purpose the Royal Navy would be there, that's another tale)

That leads to the other problem - which was already accrued in the baseline game where the Royal Navy could have hounded the Regia Marina into the Adriatic Sea. TRP took a provision there about the Brits entering the Adriatic but the crux of the problem is not solved.
Land based air power is simply too weak also when it comes to sink ships.
Bombers of all type should inflict more damage to the ships. Simple as.

To venture with a fleet to the coasts of the enemy, with only your CVs as air cover (or no air cover) should be daring if not stupid. That would be total realism. Which is fixable by adjusting stats. (and yes planes are cheaper than ships)

Solutions are easy - tinkering with statistics (more naval damage across all bombers, less air to air factors for CVs or more for fighters), tinkering with cost AND unit hard cap (more and cheaper fighters and bombers, pretty much each air unit would be representing less planes and thus costs less; while a CV still embarks at best a mix of 60-90 planes of various types and less for CVEs; virtually a third of them are fighters). 1 land based fighter unit is how many fighters? 200? 300? 500 for Russians?
But to augment units can alter other factors so the better solution is to simply weaken CV air component and raise the naval attack of land based air units.



Adding on feedback for other topics:

Dalwin is quite correct Germany can tech around what is interesting without much concerns, and if the difference is 'Do I want 1 more Infantry Corp, or 1 Tech Token in this or that' the answer may be easy. BUT we speak also of Germany. Germany ought to be able to research all that matters AND have an excellent war production.
IF it was Italy who could simply afford to research everything and all, then yes there would be a problem.
So opinion wise I agree with Dalwin in the statement, but I do not agree that it does consist a problem.

On Experience - By following YouTube videos of other gamers I noticed that the Experience simply does not pile up for units; only for HQs. I believe units should become veterans and gain in quality over time; and I know there is a hamstring of how replacements work (Veterans tend to train and guide novices, a 8 or 9 strong unit receiving 2 or 1 replacements should not lose 20 or 10 percent of experience but less; on the other hand while that is linear I'd go more hyperbolic if a unit needs more replacements like 6-7 should lose more than 60-70 percent; as in general the veterans are also the ones upfront. But this bit cannot be changed).
I believe experience should be gained more easily - by combat (it's good that ships do not gain experience by bombing towns!)
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.6.8b Download)

Post by Lothos »

AlbertN wrote: Sun Sep 01, 2024 9:27 pm The relationship between embarked air power and land based air power is iffy, exactly as the relation between naval presence and air interdiction.
Given - it was already so in the baseline game, but in TRP seems more accentuated - which is anyhow a natural consequence of the added granularity (which by itself is a plus).

Carrier fighter component should be MUCH weaker than land based air - to operate out of own air umbrella should not be truly viable til there is a big presence of own carriers (that in general happened only by Japan in early '42 til Midway, and then late war by the US).
As of now from the first turns the UK can pretty much sit outside Hamburg with their fleet and crash with their CVEs the Luftwaffe if it comes there, for instance. Something supposedly absurd, but hey - that's how the game can unfold. (For which purpose the Royal Navy would be there, that's another tale)

That leads to the other problem - which was already accrued in the baseline game where the Royal Navy could have hounded the Regia Marina into the Adriatic Sea. TRP took a provision there about the Brits entering the Adriatic but the crux of the problem is not solved.
Land based air power is simply too weak also when it comes to sink ships.
Bombers of all type should inflict more damage to the ships. Simple as.

To venture with a fleet to the coasts of the enemy, with only your CVs as air cover (or no air cover) should be daring if not stupid. That would be total realism. Which is fixable by adjusting stats. (and yes planes are cheaper than ships)

Solutions are easy - tinkering with statistics (more naval damage across all bombers, less air to air factors for CVs or more for fighters), tinkering with cost AND unit hard cap (more and cheaper fighters and bombers, pretty much each air unit would be representing less planes and thus costs less; while a CV still embarks at best a mix of 60-90 planes of various types and less for CVEs; virtually a third of them are fighters). 1 land based fighter unit is how many fighters? 200? 300? 500 for Russians?
But to augment units can alter other factors so the better solution is to simply weaken CV air component and raise the naval attack of land based air units.



Adding on feedback for other topics:

Dalwin is quite correct Germany can tech around what is interesting without much concerns, and if the difference is 'Do I want 1 more Infantry Corp, or 1 Tech Token in this or that' the answer may be easy. BUT we speak also of Germany. Germany ought to be able to research all that matters AND have an excellent war production.
IF it was Italy who could simply afford to research everything and all, then yes there would be a problem.
So opinion wise I agree with Dalwin in the statement, but I do not agree that it does consist a problem.

On Experience - By following YouTube videos of other gamers I noticed that the Experience simply does not pile up for units; only for HQs. I believe units should become veterans and gain in quality over time; and I know there is a hamstring of how replacements work (Veterans tend to train and guide novices, a 8 or 9 strong unit receiving 2 or 1 replacements should not lose 20 or 10 percent of experience but less; on the other hand while that is linear I'd go more hyperbolic if a unit needs more replacements like 6-7 should lose more than 60-70 percent; as in general the veterans are also the ones upfront. But this bit cannot be changed).
I believe experience should be gained more easily - by combat (it's good that ships do not gain experience by bombing towns!)
I disagree with your assessment of Carriers in TRP having played 1000s of hours with it in both vs the AI and in PBEM and also watching the 100s of ours of people posting their PBEM games on youtube.

As for unit experience, you did not read the notes that were done about a year or so ago (maybe longer) and discussions in this forum about them. XP for HQs can go up to a 5, for all other units its a max of 1. Reasons were provided for this back then.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.6.8b Download)

Post by Lothos »

Started posting this video series about the coming TRP v1.7 Europe release and also talk about the changes in TRP World and to go over the latest AI changes

This is me vs the AI

https://www.youtube.com/watch?v=pZoamOA ... yRbKVwCyTE
PrinceMiskin
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Re: TRP - Total Realism Project for War in Europe (1.6.8b Download)

Post by PrinceMiskin »

When is 1.70 coming? Is there a discord channel? :-)

The text says: that Italy is impressed with the fall of Polland. It should say Poland. :-)

Another text around Poland says:
Soviet border unit requirements: 1939 2 units, 1940 4 units and no more than 18 units or Soviet Mobilization will begin to rise. (...)

I suggest rewarding to: Soviet border unit requirements: 1939 2 units; 1940 4 units; onward and no more than 18 units or Soviet mobilization will begin to rise. (...)
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Taxman66
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Re: TRP - Total Realism Project for War in Europe (1.6.8b Download)

Post by Taxman66 »

Lothos is waiting in the next patch (as is everyone else) before updating the mod.

There is a Discord channel, and the link to it can be found in the first post of this thread.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
PrinceMiskin
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Re: TRP - Total Realism Project for War in Europe (1.6.8b Download)

Post by PrinceMiskin »

Thank you
Bobo2025
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Re: TRP - Total Realism Project for War in Europe (1.6.8b Download)

Post by Bobo2025 »

Is there any reason that I as the German player cannot DoW the USSR? I go onto the war map, select the USSR flag and the Declare War button is greyed out. I can declare war on every other country but the USSR. It is June 41 is there a timer preventing me from going too soon?
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.6.8b Download)

Post by Lothos »

Bobo2025 wrote: Sat Nov 09, 2024 8:52 pm Is there any reason that I as the German player cannot DoW the USSR? I go onto the war map, select the USSR flag and the Declare War button is greyed out. I can declare war on every other country but the USSR. It is June 41 is there a timer preventing me from going too soon?
What version of TRP are you playing with?
Bobo2025
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Re: TRP - Total Realism Project for War in Europe (1.6.8b Download)

Post by Bobo2025 »

It was 1.66 on this machine, I've updated here so I will see if the latest has the same issues.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.6.8b Download)

Post by Lothos »

Bobo2025 wrote: Sun Nov 10, 2024 6:59 pm It was 1.66 on this machine, I've updated here so I will see if the latest has the same issues.
Their was a version that got broken due to an official patch that prevented some DOWs. But the current version I know does work just fine.
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Lothos
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Re: TRP - Total Realism Project for War in Europe (1.7 Download)

Post by Lothos »

TRP 1.7 has been released, this is a big one with LOTS of changes and using the new commands that have been provided by the devs due to the Pacific expansion

########################
# TRP 1.7 Europe
########################

- (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) 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) 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) Cavalry, site range for land increased to 2
- (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) 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) 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
--- 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) Hex 135,144 Gibraltar Port has been deleted so it can be invaded
- (Map) Weather in Ukraine/Caucuses made more severe between March - June (much higher chance of mud)
- (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) 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) 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

- (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) 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 surrenders
- (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

- (Bug) Fixed bugs with German plundering of Leningrad, Moscow and Stalingrad
- (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 Helsinky, several hexes had a paved road, changed to dirt
- (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) 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) 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) 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
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