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Good things come to those who wait. After more than a year of development we proudly present TRP 1.01 RC. RC ( release candidate ) means that after a lot of handsoff and single player games we consider this version to be ready for release. Of course, we're going to fix major bugs if those should arise before we declare TRP 1.01 final.
A complete list of changes (compared with TRP 1.00) is not available, since we just don't remember all of them ;-) , but here are the most important things we did:
The most significant changes in TRP 1.01 (Release Candidate)
1st: a completly reworked combat engine for air-, naval- and ground forces
Our biggest project in the last months was to redesign the combat system. The old TRP concept was designed for challenging singleplayer campaigns, but showed several weaknesses when it comes to multiplayer games:
Naval forces were inferior compared with air forces, destroyers developed to cheap battleship killers during the game, multi-role fighters tended to be THE Über-plane, bombers were slaughtered by fighters and too powerfull against ground targets. But the worst was that the combination of GDE effects an the high defense values of most of the ground forces made a lot of finetuning possibilities just useless. We were unsatisfied and started to work ...
After a few months we managed to find a system, which keeps the strengths of the old system and reduces the weaknesses. We reached our goal to both keep the long duration of fights and make them feel realistic at the same time.
The base of the new system is the combat logic of Armageddon, which we interpreted in a different way than before. To get there, we generally reduced the combat values of units, brought them in relation to each other and recalculated GDE + several modifiers. Additionally, we defined two rules: 1) An attacker needs to have a significiant advantage in quality or quantity to win. 2) Armoured units get increased combat values while lowering their level of organization (compared to unarmoured units) in order to better simulate their role as spearhead units. Moreover, we reworked both the brigade combat values and which brigade is attachable to which division. The brigade values are now leaned against the type of division it is attachable to.
Furthermore, we increased the importance of combat events by boosting their effect on combat. Of course different doctrine paths favour different combat events.
For the airforces we changed the command limit and stacking penalties structure to allow smaller stacks to survive better against bigger stacks.
As known from TRP 1.00 we have different event effects depending on which nation is AI controlled an which is human controlled.
2nd: New unit types
TRP 1.01 offers a few new unit types, which are of historical relevance or were introduced due to gameplay reasons.
a) Light aircraft carriers ( CVL ): Just like DH Full, we introduced CVLs to allow to differentiate between light aircraft carriers and escort carriers. Escort carriers were the heart of the sub-hunt groups which consisted of a CVE and several destroyers which patrolled the Atlantic to hunt and sink german submarines. Light aircraft carriers were built to overcome the lack of regular CVs ( fleet carriers ) in the beginning of the pacific war.
b) Coastal submarines ( SSC ): During the second world war a lot of small submarines were used to patrol coastal areas. Similar to CVLs, they were a cheap and small way to project naval power, to control coastal areas and to bind enemy forces.
c) Long range fighters: The desire to gain air superiority over the enemy's ground led to the introduction of long range fighters, which either escorted the own bombers or flew aroung chasing enemy planes. Germany and UK favoured twin engined planes like Messerschmitt 110 und De Havilland Mosquito, while other nations built light planes with long ranges. For those reasons TRP re-introduced the type of long range fighters and redesigned interceptors and multi role planes. Interceptors now represent relatively small and light planes designed to prevail in air superiority battles against other fighters. They lack the heavy weaponry and engine power needed to ideally deal with bombers though they may still be used to fight them at a reduced efficiency. Multi-role fighters are better armed, equipped and armored to cope with bombers and may conduct bombing missions themselves, but they will be outmanoeuvered by interceptors in air battles. Long range fighters can perform well in both roles, but they are considerably more expensive than both interceptors and multi-role fighters and may be defeated by interceptors.
d) Light Infantry: In TRP, there are three different kinds of infantry divisions. These are Infantry, light infantry and militia. Their activation events are triggered by various factors including your country's land doctrine, its number of IC, the loss of national provinces and some special circumstances you'll get to know in additional (national) info events. Light infantry and militia divisions lack heavy weaponry, fighters and training, but they are way cheaper than conventional infantry both in building costs and supply consumption. Many countries in TRP are only able to field a notable army because of these low costs. Especially in harsh environmental conditions and in defensive situations, light infantry and militia can be tough opponents, but they are likely to be inferior when it comes to offensives. Please note that TRP's unit activation system follows a dynamic approach: Even using the guerilla doctrine, you may activate light infantry and infantry divisions by accumulating IC and even if you are in control of a modern, fully equipped army, you may be allowed to build smaller units if your homeland is in danger.
Historical examples of the usage of light infantry are Italy, Hungary and the Soviet-Union, but also industrial states like Japan used them as colonial troops.
e) Self propelled AA guns and LCAG: Along with the light aircraft carrier, we introduced a light carrier air group ( LCAG ). Light Carrier Air Groups are attachable to light carriers only and play the same role as CAGs do on CVs. Of course, the number of planes they represent is smaller, so the cost and combat value is smaller, too.
We added Self propelled AA guns as brigade type for armoured formations only to reflect the development of AA tanks. This follows our principle to use "tracked" or self propelled brigades for armoured or motorized formations and towed ones for the rest of the ground units, each of them offering combat effects specifically designed to fit their host division.
f) Elite Units: Darkest Hour 1.03 for the first time in HoI2 history allows to implement new unit types with their own modifiers. We decided to make use of this option and converted our former elite-units from mere models to discrete divisions. As already known, those units are still not buildable and come only via event/decision. They are available for Germany, Soviet-Union ( Guards ), Italy ( Bersaglieri ), United Kingdom ( Guards Armored Division ), France ( Légion étrangère ) and Japan ( Type A - Infantry ).
g) New models: We prolonged the techtree for many units into the 1960'ies with real names and pictures. This is true for the Elite units as well, which now offer a complete tech tree for the first time in TRP history.
3rd: Corrected and new researched OOB's for most of the nations
We took the introduction of light aircraft carriers and coastal subs as a chance to completely revise naval OOBs worldwide. After more than 9 months of research we dare to claim that TRP now displays at least ninety percent of all combat ships ( at least destroyer sized ) that existed on January 1, 1936, one by one and by name. Worldwide and for all navies. With this data, TRP now probably is the only modification around which covers the "bases for destroyers" event with real ships and not just as an abstracted redistribution of convoy escort numbers.
The same issue arose with the introduction of light infantry divisions which brought us to a new OOB research for all land units in nearly every country. Now the french "Grande Armée" really is the biggest army in western Europe and the infantry masses of the "Red Army" are more than impressing.
Please note that in the following screenshots (taken on January 1), several units are not taken into consideration: Many ships have been moved to the build queue to represent rebuilds still going on at that time and Italy may decide on the structure of its bomber airforce on January 2.
4th: expanded national specialization of tech teams
The research system of TRP has always been 'open' ( apart from land doctrines with predefined paths ) in a way that any nation was able to research everything...but with limited capabilities. We directed the player to research armor with Germany, CV's with Japan and the USA etc. by defining appropriate tech teams. To increase the efficiency of this principle, we introduced about 20 new tech components.
5th: new unit icons and interface changes
With the introduction of new unit types, we were forced to create new icons for them. Considering several complaints about the old TRP icons being somewhat confusing (at least in some cases), we decided to rework our complete icon set: We proudly present nation specific unit icons for most of the ground and air units. All unit icons now contain information on unit type, unit model (by year) and country to facilitate unit identification in combat. As a side effect, we were able to return to full-length organization- and strength-bars. (Please note that with units having max_strength - entries, the strength bar is misplaced. We're looking forward to DH 1.04 to solve this problem.)
6th: reworked modifiers for upgrades and repairs
In TRP 1.00, reinforcing damaged units - especially ships - took its time. Too much time, according to our MP test crew. So we took a closer look at the variables.
Defining values for reinforcements and upgrades isn't a trivial job since you have to find a balance between challenge and demotivation. Finally, we came up with a concept that gives newly built units a modernity (time) advantage over those that have to be modernized while still keeping total modernization costs lower than total building costs.
Even more, it offers you the option to speed up the process by investing more IC. You will notice that current costs for repairs and upgrades as shown in the production tab even excede those for newly built units. By assigning the full amount of IC, you will get a very fast progress. By assigning just some part of it, you will get 'normal' progress, at least on average.
Some adjusted slider effects are designed to support this measure. For example, we got rid of the double production- and modernization-time bonus for free market countries and we now differentiate between left and right wing systems.
Concerning the navy, we introduced some extra modifiers that lower upgrade and reinforcement times in exchange for higher running costs.
7th: recalculated supply consumption
Hitherto, the manpower available has always been the strongest obstruction against building up a huge army. With TRP 1.01, we introduce a system that directly links supply consumption to unit costs (calculated in IC*days). Now it will be very costly to supply large stacks of armoured units. The supply cost for land units is 10 per cent of the building costs per year for army units and 5 per cent for air and naval units.
8th: reviewed map and new countries
TRP is one of the few major mods that have been converted from the old HoI2 map to the new Darkest Hour map file by file. In the last few months, we continued our work by re-positioning a lot of icons on the map, adjusting the levels of infrastructure in several provinces and introducing some new countries. Of course, we're going to keep on polishing for the versions still to come.
9th: Decisions
In contrast to DH Full, TRP primarily relies on nation- and situation-specific decisions. They're either supposed to facilitate the handling of the game (=> formation of elite units; information on ship building caps; 'news of the world') or to fill some historical gaps left by Armageddon. Pre-war events like the "Anschluss" or the "Treaty of Munich", on the contrary, are kept as such in order to meet our gameplay-philosophy. Of course this also means that some nations do not have a single decision at the moment, but as a major country, you will encounter some of them.
10th: Dr.Rare's sprite pack
Dr.Rare kindly allowed us to use his army sprite pack for the TRP mod. The TRP team considers those sprites to have a better look than the original ones, especially with the DH map and particularly because of their size and detail. If you look closely, you will be able to identify both nation and unit type at least for non-armoured divisions. Maybe, as soon as the number of downloads for the new TRP version exceeds 10.000, we're going to contact Dr.Rare to build some more sprites exclusively for us. ;-)
11th: bug fixes and AI finetuning
Those were the two most time consuming points in the development of this TRP Version. The bugs that we encountered ranged from simple typoes with small impacts to issues with malfunctioning AI switches threatening to break the entire game. And the hunt goes on and on... ;-)
Nevertheless, we're considering version 1.01 to be the most error-free TRP revision that we ever created.
Download and Installation:
Required: Darkest Hour 1.03 RC3 (DH Full - Checksum: BYGX)
1) Download TRP 1.01 (7zip archive, 322.63 MB)
2) \Darkest Hour\Mods 안에 압축을 풀어줍니다. => "ai", "avi" 등등의 하위폴더를 포함하는 "TRP-1.01" 폴더가
새로 생길겁니다.
3) 폴더구조가 올바른지 확인해봅니다.
4) Darkest Hour 런처를 실행시킨 후 "TRP-1.01" 모드를 선택 후 시작합니다. (검사: GCAD).
PS: We took the liberty of adapting BeBro's unique sprites for ships, planes and motorized/armoured ground forces to the TRP unit type and model structure. We think that BeBro did a great job in creating these sprites and we recommend to use them together with TRP 1.01. We tried to ask for BeBro's permission to include his files into our TRP archives, but we haven't been able to contact him in several fora for months. Moreover, even the official download sites for his original sprites have become more and more unavailable. So we decided to release this additional sprites package for optional use with TRP. Please consider it an offer by fans of BeBro's work. All the credit is due to Bebro exclusively!
Download BeBro-Spritepack (7z-Format, 15 MB) (유닛 스프라이트 팩인듯)
Readme
요약.
1.육해공 전투엔진 변화
2.새로운 타입의 유닛
3.국가별 보유테크 수정
4.국가별 테크팀 특성 확대
5.새로운 유닛 아이콘과 dhr 1.04버전 출시시 완성될 변화된 인터페이스
6.유닛 업그레이드와 수리시간 변화
7.보급품소모량 변화
8.변화된 프로빈스 데이터와 새로운 국가 추가
9.새로운 디시젼
10.새로운 스프라이트 팩
11.버그수정과 ai 조정
마음같아서는 다 번역해드리고싶으나 그건 엄청난 노가다이기에...EvW는 대체 언제쯤;;;
※다운로드 속도가 100k 남짓으로 매우 낮습니다. 여유를 가지고 천천히 받으시길...
첫댓글 정말 감사합니다!
헤헷 감사까지야~
개인적으로 독일깃발좀 수정했으면 좋겠더군요.. 다른나라는 새로만든깃발써주는데 정작 독일은 철십자깃발이라도 만들어주지.. 오리지날깃발 그대로더군요..
dhr정돌이가 아니라서 포럼에 글을 올릴 수가 없다능...
TRP엄청난 모드인데...드디어 dhr로 옴겨젓군요!
이게 글케 대단한 모드인가여 ㅋㅋㅋ 뭐 대강 읽어보니 뭔가 희한하게 이것저것 많이 들어가긴 한 거 같은데
이모드의 특징은 리얼리티임 독일의 파워를 느끼다가 소련개전후 똥망하는걸 느낌
경보병이 있으면 아무래도 중화민국이나 영국령인도 같이 인구가 많은 나라가 많이 유리해지....긴 커녕 일본군 1개 사단에게 10개 사단이 박살나는 꼴을 보려나요ㅋㅋ;;
오 이건 해 봐야 돼...