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we cant program/code a stalemate like the "historical" situation.

There two ways to solve it

I - In Jpn AI file, you can always change "passivity" modifier

Example
passivity = {
SOV = 70
MON = 70
U02 = 70
CHI = 60
}

Japanese AI will fight extremely slowly against China


II - I'm already did it in my mod

You can create individual land doctrines for Republic of China and minor warlods. Terrible offensive modifiers ( till 1944 ) and good defensive stats (after 1937)
 
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There two ways to solve it

I - In Jpn AI file, you can always change "passivity" modifier

Example
passivity = {
SOV = 70
MON = 70
U02 = 70
CHI = 60
}

Japanese AI will fight extremely slowly against China


II - I'm already did it in my mod

You can create individual land doctrines for Republic of China and minor warlods. Terrible offensive modifiers ( till 1944 ) and good defensive stats (after 1937)
We have tested the "passivity front setting" with the effect that the japanese naval invasion AI get blocked by the front.
To enforce our japanese AI to do invasions we need a "solved china front".
I'm not happy with the any of these results but as long as there are no additional ai settings i will stay with our current version.
 
Does the "RESERVES" mission work well in the TRP mod? I tested it with vanilla without problem, but seems doesn't function properly in the TRP mod.

Screenshots as below, you could see the reserves unit doesn't move when the adjacent province has been attacked.
Darkest Hour v 1.05.1 (JLAD)  Mods_TRP104 2021_4_21 20_22_29.png


Darkest Hour v 1.05.1 (JLAD)  Mods_TRP104 2021_4_21 20_24_24.png
 
Never had any problem with the mission. Using it quiet often.
Only problem i have noticed: When u put your troops to "reserve" they wont support an attacked province when there are no own units. Alliied nations and units arent supported by the mission.
 
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Never had any problem with the mission. Using it quiet often.
Only problem i have noticed: When u put your troops to "reserve" they wont support an attacked province when there are no own units. Alliied nations and units arent supported by the mission.

Thx for the info, Lord Rommel.
In screenshot 1, they are all the units from the allied nation.
In screenshot 2, units are mixed with the allied nation, I will test if they are all my units to see whether the mission works.
 
Still doesn't work after I removed the allied units in the attacked province.
I have no idea now...

Darkest Hour v 1.05.1 (JLAD)  Mods_TRP104 2021_4_21 22_06_37.png
 
found the root cause. this issue is caused by there are allied units in the attached province.
once I moved the allied units to another province, there are only my units in the attached province, this reserve mission works.

Darkest Hour v 1.05.1 (JLAD)  Mods_TRP104 2021_4_22 22_23_47.png
 
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Does the bitter peace event usually take a long time to trigger when playing as Germany? Many weeks have passed since I captured all the provinces that I found in the event file.

"Moscow, Leningrad, Rostov & Sevastopol needed + Stalingrad needed + Kujbysev, Tolyatti needed + Baku AND Murmansk needed"

I have all of those. They don't have to be connected over land do they? I mean, I took Murmansk and Leningrad by naval/air assault, and don't have a land route to them from the rest of the occupied areas. That doesn't matter right? Also, Paris is under my control too.

Also... would nuking any of those targets matter/change things? I did that. Or that Stalin is no longer active (he was apparently replaced).

Thanks for any feedback.
 
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I would recommend to not install any other mod.
TRP isnt tested for any submod/addon mod. Such a mod can cause ID/script conflicts and errors.
We cant help when there are any errors or issues related to the mixed in mod.
 
I have started playing TRP because 1) it's a very good mod 2) it's the only one on OTL WWII not completely dead

But why has so many old concepts? There're still useless brigades disappeared from DH vanilla many years ago and leader's units cap is ridiculously low, what's the purpose of one unit leader? Or 5 air squadron for an air general?

Another question: there's no speed limit for infantry and medium tank brigades?
 
I have started playing TRP because 1) it's a very good mod 2) it's the only one on OTL WWII not completely dead

But why has so many old concepts? There're still useless brigades disappeared from DH vanilla many years ago and leader's units cap is ridiculously low, what's the purpose of one unit leader? Or 5 air squadron for an air general?

Another question: there's no speed limit for infantry and medium tank brigades?
For brigades:
Please keep in mind that TRP combat is different from DH. We have reworked and redone the combat values and combat math. So any brigade has some spot and advantages/disadvantages. Some of them performed better in MP and some performe better in SP.
E.g. in MP games we have seen that a british player will invest into heavy tank brigades for armored division because they are the best to save manpower and they will add the best modifiers to stay in battle against axis armored divisions.

For the air units; Well. There are a number of elements.
First of all we have worked with air wings around 100 aircraft per division. So an air general can command 500 aircraft in combat (5 wings). That is already pretty impressive. The Marshall can command 8 air wings without commanding penalty. For more wings u have to look into advantages/disadvantages of overstacking.
Furthermore is a balance element to balance airpower for MP games (strategical bombing, air raids, airfleet wipes, ectpp).

For the speed; Why should we add a speed limit? Those tanks should be able to move as fast as the divisions. There is no reason why they should slow down a division.
In TRP brigades can only slow down a division. Speed (max_speed and speed) are defined by the divisions.
 
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For brigades:
Please keep in mind that TRP combat is different from DH. We have reworked and redone the combat values and combat math. So any brigade has some spot and advantages/disadvantages. Some of them performed better in MP and some performe better in SP.
E.g. in MP games we have seen that a british player will invest into heavy tank brigades for armored division because they are the best to save manpower and they will add the best modifiers to stay in battle against axis armored divisions.

For the air units; Well. There are a number of elements.
First of all we have worked with air wings around 100 aircraft per division. So an air general can command 500 aircraft in combat (5 wings). That is already pretty impressive. The Marshall can command 8 air wings without commanding penalty. For more wings u have to look into advantages/disadvantages of overstacking.
Furthermore is a balance element to balance airpower for MP games (strategical bombing, air raids, airfleet wipes, ectpp).

For the speed; Why should we add a speed limit? Those tanks should be able to move as fast as the divisions. There is no reason why they should slow down a division.
Thanks for your answers! For the speed: I'm just used to Vanilla which brigades have a speed cap just like units,
 
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