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