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I like this mod very much and have played couple of times as Italy and Germany. Many more to come following years. :)

I'm wondering reworked combat mechanics.

How does it work?

Unit stats are quite different compared to vanilla. Defensiveness and toughness are higher and bigger the better. This is opposite compared to vanilla where less is better. Attack values are higher. Morale and organization are higher because of doctrines.

German vanilla Inf 1936 can try to avoid a hit 35 times defending at 1.00 Gde x 0.60 = 60% chance
After that 1.00 Gde x 0.90 = 90% chance

If I have got it right units have generally better chances against hits after defences have gone. And if I have understood it right idea here is try to avoid units getting shot to pieces under overwhelming odds. Those diminishing effects with more troops in same area against narrow front.

And I suppose this is the reason why less is better. 0.9 is better than 0.6 x Gde.

German TRP Inf 1936 can try to avoid a hit 20 times defending at 0.82 Gde x 1.00 = 82% chance
After that 0.82 Gde x 0.60 = 49,2%

In vanilla version you have Gde x 0.6 chances to avoid a hit when defences are left and 0.9 when not.
In TRP this is other way round and 0.9 = 1.0.

If I have understood everything right in TRP higher and more is better because 1.0 with defences is better than 0.6 without. Defensiveness and toughness are better so that units can take hits more safely a little bit longer in battles.

But what about overwhelming odds. Do killer stacks work better in TRP where Gde is same in every doctrine (around 0.80)?

What's the rationale here?

There are dozens more stats in misc file which makes things more complicated, but in essence does it come to this 0.9 and 0.6 other way round with higher unit stats. So, units have certain stamina in combats getting better by model (and with brigades) and after that stamina get lost hits starts to pile up. There are always some command penalties for overstacking. Does this counter the killer stacks effect?

I like the idea. Unit stats actually works saving from casualties. It's better this way. Better the stats the unit stands in the battle longer than in vanilla where it is better to have 0.9 as soon as possible as saving universal safe ground.

It is always possible I have this all wrong. If so I would like to know it. :)

PS
TRP misc file lines:
# Base chance of Land units to avoid hit if defences left, gets multiplied with Ground Defense Efficiency.
1.0
# Base chance of Land units to avoid hit if no defences left, gets multiplied with Ground Defense Efficiency.
0.6
Vanilla misc file lines:
# Base chance of Land units to avoid hit if defences left, gets multiplied with Ground Defense Efficiency.
0.6
# Base chance of Land units to avoid hit if no defences left, gets multiplied with Ground Defense Efficiency.
0.9
 
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Like i said; You are the only one here at the board who isnt able to run any mod.
I wont look into the savedebug because it is an error on your side. Use the MD5 hash-tool system on page 1 and check the information there before u post any debug reports.
Thx
 
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All I do is report.
The problem is that your report is useless for me because the error is on your side ;)
The files are working - why? Well. Your errors are fatale and the TRP version here is "old" so such a fatale error would have been reported already. So the error is caused by a corrupted file on your side.
 
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Hello
I repeat the question -how can I edit/change it in the files -the time of building of a light cruiser ffter discovering the technology "small ship assembly line"? After discovering this technology the time of building a large destroyer is reduced by 120 days and a light cruiser by 252 days, and it comes to the point that a light cruiser is built faster than a destroyer. I think its a bug. How can I correct it myself?
Thanks for replies
 
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Hello
I repeat the question -how can I edit/change it in the files -the time of building of a light cruiser ffter discovering the technology "small ship assembly line"? After discovering this technology the time of building a large destroyer is reduced by 120 days and a light cruiser by 252 days, and it comes to the point that a light cruiser is built faster than a destroyer. I think its a bug. How can I correct it myself?
Thanks for replies
Try db>tech>Industry_tech. Can't help with the language and/or values, sorry.
 
I just want the makers of this mod to know how much I feel this mod is on the right course. I don't know what more can be improved, but I think the improvement from this point, for me anyway, is in having human players in place of the AI, at least controlling major countries. With at least 6-7 players, I feel the game reaches a new level of enjoyment. I try to organize on discord, but I'll admit, it's difficult. This mod runs as smooth or smoother than any other. I just wish there was more of a guide how to find players and arrange MP games, perhaps pick the very best mp platform. The ONLY weak spot of this game is the AI, and it's not that bad really. It's the fact that it IS AI, and any game worth playing(to me anyway), is worth playing with someone else. In this case, a group of players. This game can easily be played with players from all over the world from the comfort of my mancave. That's pretty awesome. I think it could be facilitated a little better.
 
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One way to get more people to play multiplayer, is to do what some players did in the close combat series; role playing. The idea is simple. You invite people to play a certain country for a certain amount of time. The first player is usually the most important, since he lay the foundation for IC, TP, Research and well, all the build-up.

If we take Germany, one setup could look like this:

Player 1:
Germany from 1933 to 1939 until as minimum the fall of Poland.

Player 2:
Takes over from where Player 1 left and then 5-10 hours of play, or until Fall Gelb has been completed.

Player 3
Takes over from where Player 2 left, and follow this pattern. So player 1 can still get into the fight later on in the game.

You can get as many players involed as you want. The only rule is that an axis player cannot play on the allied side, and vice versa.

In the forums, you also make a thread allocated to the campaign, so everyone can follow the development of the involved players. Partly for PR reasons and partly for verifying who is participating.
 
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One way to get more people to play multiplayer, is to do what some players did in the close combat series; role playing. The idea is simple. You invite people to play a certain country for a certain amount of time. The first player is usually the most important, since he lay the foundation for IC, TP, Research and well, all the build-up.

If we take Germany, one setup could look like this:

Player 1:
Germany from 1933 to 1939 until as minimum the fall of Poland.

Player 2:
Takes over from where Player 1 left and then 5-10 hours of play, or until Fall Gelb has been completed.

Player 3
Takes over from where Player 2 left, and follow this pattern. So player 1 can still get into the fight later on in the game.

You can get as many players involed as you want. The only rule is that an axis player cannot play on the allied side, and vice versa.

In the forums, you also make a thread allocated to the campaign, so everyone can follow the development of the involved players. Partly for PR reasons and partly for verifying who is participating.
Thanks. I have a replacement rule that is essentially the same, only it's conditional if a player is absent. I hope to have players finish. But that doesn't always happen. There are 7 essential countries to be human controlled. USA not until after the fall of France. So a player can take both. With 6, one player can start as China. Then once Poland is invaded switch over to France (if another player hasn't been found by then). After France falls, he can play as USA. I see no need to start with a USA player until France falls
 
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The problem with multi campaigns in this game is, that you need to have TONS of time to play it. 5-10 hours campaigns during each weekend for weeks are normal. Very few people can find time to play them.

However in SP, you can play at your own pace and still set your own "roleplay rules". And the AI, though not perfect and "basic", is still more competent than in Hoi3 and Hoi4.

So, for now, I would personally prefer if the devs, with their limited free time, would focus on improving SP further. Finishing their manpower rework (which was announced years ago) should be their first priority. One thing at the time.

Dear TRP devs, thank your for your dedication and good luck!
 
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Hi, tried a game with the soviet union. While waiting for ww2 I got the annex sianking event and two weeks after that Japan annexed Nat China. Don't know what happened. I was so confused that I did not use the autosave in time to check. I guess something broke??