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HarkovAdm

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Our french AI needs to start its army buildup somewhat sooner.
Here's what the AI managed to set up against my attack in October 1939 (I'm playing Germany, saved and loaded up as AI France):
https://drive.google.com/open?id=0B8SNzGSQSHgCQXROdUp1cDF5ZVU
open

Note: I did mod the game slightly, I changed factories to cost 10 instead of 5, and I messed around with the effects of Free Market and Central Planning.
screensave4

open

France has over 150 divisions and probably could have placed a few more on the front line, but in general it seems the AI has a fairly logical defense set up. Britain doesn't seem to be helping at all, even though the war started 7 weeks ago. I completely smashed it though. They seemed to do some decent counterattacks and the Dutch were tougher to kick out of Rotterdam than I anticipated, but France basically failed to defend Paris adequately. I'm not sure if a human could have done much better.
 

Lord Rommel

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Hm. When u are changing the TRP stats and values the ingame result will be different from our experience.
So i think we cant work with parts of your feedback because changing fundamental elements like IC costs will have massive influence on AI and on your buildup.

One last note:
I'm not sure if a human could have done much better.
You have no idea :D

Pic from our MP game:
fall_rot.jpg

203 french type 1939 divisions - all of them supported by AT gun brigades - no british, belgian or dutch units. This is the typical french army strength in our mp games.
 
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HarkovAdm

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I guess that's another reason I would prefer a 1938 or 1939 start. Too much unrealistic stuff when a human player knows that war is coming. Germany has enough problems handling USA, ENG, SOV....

That being said, the Battle of France was by no means predetermined. The Allies should have been able to do a much better job given all their resources and the intelligence they had. I feel most WWII games have to make it so that Germany can easily defeat France in 1940 or else the playerbase feels cheated somehow, but that's due to widespread historical ignorance. So I applaud any mod that makes the Battle of France a challenge.
 

guuzidi

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Hi! First of all, I would like to point out that the last time I had opportunity to play TRP a year or two years ago. Not much of this game I remember. What’s more, since then a lot has changed I believe. Now I would like to return to playing TRP. Therefore, I have few questions:

1. I realize that developers of the mod are focused on the major powers (in description you mention i.e. GER, SOV, ITA, ENG, JAP, USA and FRA). My question concerns the last of mentioned powers. Is there a real possibility of effective defense against the Germans playing as France? Is it possible to stop German offensive till the SOV-GER war and prepare an effective counterattack exploiting the German involvement on the Eastern Front? Maybe there is any other successful tactic/strategy for France to win the war? Or maybe France is doomed to failure as in most of the mods?

2. In addition to Point 1: Playing the Allies, is it possible to prevent Italy joining the war in 1940 on German side (for example in the case of successful France defense)?

3. In addition to Point 1: If the victorius war is possible are there any victory events specified for France?

4. What about the balance of SOV-GER war? If I play another country, both the victory of GER and SOV is possible (I'm affraid about "overpowered Germany syndrome" present in most of the DA mods)?

5. Somewhere in the thread I read about the possible expansion of Japan in the north or in the south. Does it mean that the SOV-JAP war is possible?

6. Some time ago the announcement of the new version of the mod appeared. Are the works ongoing or have they been suspended?

Thanks in advance for any responses. Sorry, that I did not check out myself some of the issues I’m asking but I know that the TRP team members are tweaking the thread and gladly provide guidance for such novices like me.
 
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DerStudti

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@guuzdi:

1) + 3) As Colt556 already stated, it is possible to stop the german offensive and even conquer Berlin, but there are no special victory events (yet). We tried to create any possible obstacles for a human FRA Player without making it impossible or completely unfair, though. You might end up in a war on multiple frontlines since - if i remember correctly - both France and Nationalist Spain may enter the war against a human-controlled France randomly.

2) If France isn't controlled by a human player, it should be possible to delay or even completely prevent the italians from joining the Axis, but there are several possible occasions for Italy to get involved, both visible and invisible (i.e. AI settings and events).

4) The war between GER and SOV gets balanced differently depending on what nations are under human control. We tried to fine-tune any of these conditions and effects, at least to some extent. As an observer, you should be able to encounter both a soviet and a german victory.

5) Currently, this event and its effects are just supposed to encourage a human player to stick with the historical pattern, just because we have no clue how to properly balance a JAP-SOV war especially in MP games. An AI JAP will go for the Western Allies 99,99% of the time.

6) There have been some delays due to limited spare time, but basically we are able to put out some reasonably enhanced release at any time. Some weeks ago however, we were informed that the next DH patch had entered its final stages before release (see 'Translation help' thread), so we decided to postpone our own release so that we can make it work with DH 1.05 when ready.
Preliminary work on our large manpower rework has been finished and we are now discussing the implementation.
 

guuzidi

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Haven't really played it myself but France seems to be a bit Op based on your images.

For me, the OP France is smaller problem than OP Germany. Based on numerous studies like Adolphe Goutard's "The battle of France 1940" or K.H. Frieser's "The Blitzkrieg Legend", France in May 1940 was not in any case doomed to failure. Germany suffered a stunning succes - yeah, that's fact - which doesn't mean that the French had no chance of effective defense. The failure of France was result of many military and political factors and the vision of French Campaign as a piece of cake for Wehrmacht is only a myth.
 

Lord Rommel

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Haven't really played it myself but France seems to be a bit Op based on your images.
Well. That is a multiplayer build for France ;) So it is way stronger compared too the AI france because we have a lot of TRP mp experience.
But to be honest there is a chance that this could change with the MP rework.
 

Lord Rommel

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Well. It is a long changelog ^^
There are way too much logs in our internal mod version to create a changelog here. Would need a couple of hours to create such a log.
So i will post some highlights only.

With the next version we will implement StuG assault gun brigades for all nations. It is part of the light tank brigade. The StuG will be a nice brigade for any soft and fast unit like motorized infantry and cavalry.
Furthermore we will implement the 1937 light anti air cruiser. This is a special model for the alliied nations. It will be a nice addition for any capital ship fleet.

Basing on our current multiplayer game we will release a lot of AI and event fixes with the upcoming version. E.g. the french AI will be changed. France will start to transport the french army back to France way earlier compared to the old AI. There will be fixes for events like the land and lease route in Persia (adjusted trigger settings) or for the german violation of the Versailles treaty (exploit fix).

There will be fixes for land doctrines (moral adjustments), province coordinates and other small fixes for nation INCs, starting ministers and governments.

We have added new event and decisions for a lot of nations (France, Italy, Germany, Japan, England, USA, ectpp).

We have added the next TRP special minister. It is an armament minister for unit upgrades (will help to enforce unit upgrades).

There will be new tech teams, new models update, new ministers and new leaders for a number of nations.

Furthermore there will be new icons, new pictures, new event pics and lot of visual adjustments.

Thx to our contributor Aser we will have a number of reworked leader files. Basing on his work we will activate the "retirement" function of DH for TRP with the upcoming version.

To sum it up: The new version wont implement any big fundamental features or elements. There are a ton of small and big adjustment and changes to polish the mod and to enforce mod quality. There are hundreds of small adjustments/changes and fixes (way to much to list it here at the moment ^^). It will be a solide patch.

We will release the patch after the new DH patch has arrived.
 
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Hello.

This mod looks great and I can't wait to try it in-depth. I have to ask, however: is there a solid reason for a command limit change for land leaders? Can you offer your perspective on the matter? I feel like it will simply make the game more micro-intensive. Is there, perhaps, a workaround or a different method of division management that you use? I typically make corps out of three divisions, so it is not a huge difference, but smaller formations don't look all that appealing to me.
 
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