- 130
- 19 876
Lothos Helpful Suggestions
United States
Приєднався 7 гру 2011
Helpful things I found that I think some people would find interesting.
Lothos (Axis) vs Machiafish (Allies) Turn 53 - EP27
Strategic Command, World At War
Total Realism Project (TRP)
www.matrixgames.com/forums/viewtopic.php?f=10653&t=384019&sid=6ba21341881d9cd0c76f7a1eadd4c368
Total Realism Project (TRP)
www.matrixgames.com/forums/viewtopic.php?f=10653&t=384019&sid=6ba21341881d9cd0c76f7a1eadd4c368
Переглядів: 24
Відео
Lothos (Axis) vs Machiafish (Allies) Turn 51 - EP26
Переглядів 512 години тому
Strategic Command, World At War Total Realism Project (TRP) www.matrixgames.com/forums/viewtopic.php?f=10653&t=384019&sid=6ba21341881d9cd0c76f7a1eadd4c368
Lothos (Axis) vs Machiafish (Allies) Turn 49 - EP25
Переглядів 654 години тому
Strategic Command, World At War Total Realism Project (TRP) www.matrixgames.com/forums/viewtopic.php?f=10653&t=384019&sid=6ba21341881d9cd0c76f7a1eadd4c368
Lothos (Axis) vs Machiafish (Allies) Turn 47 - EP24
Переглядів 777 годин тому
Strategic Command, World At War Total Realism Project (TRP) www.matrixgames.com/forums/viewtopic.php?f=10653&t=384019&sid=6ba21341881d9cd0c76f7a1eadd4c368
Lothos (Axis) vs Machiafish (Allies) Turn 45 - EP23
Переглядів 679 годин тому
Strategic Command, World At War Total Realism Project (TRP) www.matrixgames.com/forums/viewtopic.php?f=10653&t=384019&sid=6ba21341881d9cd0c76f7a1eadd4c368
Lothos (Axis) vs Machiafish (Allies) Turn 43 - EP22
Переглядів 6712 годин тому
Strategic Command, World At War Total Realism Project (TRP) www.matrixgames.com/forums/viewtopic.php?f=10653&t=384019&sid=6ba21341881d9cd0c76f7a1eadd4c368
Lothos (Axis) vs Machiafish (Allies) Turn 41 - EP21
Переглядів 6414 годин тому
Strategic Command, World At War Total Realism Project (TRP) www.matrixgames.com/forums/viewtopic.php?f=10653&t=384019&sid=6ba21341881d9cd0c76f7a1eadd4c368
Lothos (Axis) vs Machiafish (Allies) Turn 39 - EP20
Переглядів 11916 годин тому
Strategic Command, World At War Total Realism Project (TRP) www.matrixgames.com/forums/viewtopic.php?f=10653&t=384019&sid=6ba21341881d9cd0c76f7a1eadd4c368
Lothos (Axis) vs Machiafish (Allies) Turn 37 - EP19
Переглядів 6619 годин тому
Strategic Command, World At War Total Realism Project (TRP) www.matrixgames.com/forums/viewtopic.php?f=10653&t=384019&sid=6ba21341881d9cd0c76f7a1eadd4c368
Lothos (Axis) vs Machiafish (Allies) Turn 35 - EP18
Переглядів 5621 годину тому
Strategic Command, World At War Total Realism Project (TRP) www.matrixgames.com/forums/viewtopic.php?f=10653&t=384019&sid=6ba21341881d9cd0c76f7a1eadd4c368
Lothos (Axis) vs Machiafish (Allies) Turn 33 - EP17
Переглядів 81День тому
Strategic Command, World At War Total Realism Project (TRP) www.matrixgames.com/forums/viewtopic.php?f=10653&t=384019&sid=6ba21341881d9cd0c76f7a1eadd4c368
Lothos (Axis) vs Machiafish (Allies) Turn 31 - EP16
Переглядів 83День тому
Strategic Command, World At War Total Realism Project (TRP) www.matrixgames.com/forums/viewtopic.php?f=10653&t=384019&sid=6ba21341881d9cd0c76f7a1eadd4c368
Lothos (Axis) vs Machiafish (Allies) Turn 29 - EP15
Переглядів 58День тому
Strategic Command, World At War Total Realism Project (TRP) www.matrixgames.com/forums/viewtopic.php?f=10653&t=384019&sid=6ba21341881d9cd0c76f7a1eadd4c368
Lothos (Axis) vs Machiafish (Allies) Turn 27 - EP14
Переглядів 63День тому
Strategic Command, World At War Total Realism Project (TRP) www.matrixgames.com/forums/viewtopic.php?f=10653&t=384019&sid=6ba21341881d9cd0c76f7a1eadd4c368
Lothos (Axis) vs Machiafish (Allies) Turn 25 - EP13
Переглядів 5914 днів тому
Strategic Command, World At War Total Realism Project (TRP) www.matrixgames.com/forums/viewtopic.php?f=10653&t=384019&sid=6ba21341881d9cd0c76f7a1eadd4c368
Lothos (Axis) vs Machiafish (Allies) Turn 23 - EP12
Переглядів 6514 днів тому
Lothos (Axis) vs Machiafish (Allies) Turn 23 - EP12
Lothos (Axis) vs Machiafish (Allies) Turn 21 - EP11
Переглядів 7114 днів тому
Lothos (Axis) vs Machiafish (Allies) Turn 21 - EP11
Lothos (Axis) vs Machiafish (Allies) Turn 19 - EP10
Переглядів 7914 днів тому
Lothos (Axis) vs Machiafish (Allies) Turn 19 - EP10
Lothos (Axis) vs Machiafish (Allies) Turn 17 - EP9
Переглядів 7514 днів тому
Lothos (Axis) vs Machiafish (Allies) Turn 17 - EP9
Lothos (Axis) vs Machiafish (Allies) Turn 15 - EP8
Переглядів 10114 днів тому
Lothos (Axis) vs Machiafish (Allies) Turn 15 - EP8
Lothos (Axis) vs Machiafish (Allies) Turn 13 - EP7
Переглядів 10014 днів тому
Lothos (Axis) vs Machiafish (Allies) Turn 13 - EP7
How to Budget, Save, and Stay Debt-Free (Proven System)
Переглядів 4214 днів тому
How to Budget, Save, and Stay Debt-Free (Proven System)
Lothos (Axis) vs Machiafish (Allies) Turn 11 - EP6
Переглядів 7421 день тому
Lothos (Axis) vs Machiafish (Allies) Turn 11 - EP6
Lothos (Axis) vs Machiafish (Allies) Turn 9 - EP5
Переглядів 7021 день тому
Lothos (Axis) vs Machiafish (Allies) Turn 9 - EP5
Lothos (Axis) vs Machiafish (Allies) Turn 7 - EP4
Переглядів 11121 день тому
Lothos (Axis) vs Machiafish (Allies) Turn 7 - EP4
Lothos (Axis) vs Machiafish (Allies) Turn 5 - EP3
Переглядів 8221 день тому
Lothos (Axis) vs Machiafish (Allies) Turn 5 - EP3
Lothos (Axis) vs Machiafish (Allies) Turn 3 - EP2
Переглядів 19421 день тому
Lothos (Axis) vs Machiafish (Allies) Turn 3 - EP2
Lothos (Axis) vs Machiafish (Allies) Turn 1 - EP1
Переглядів 35621 день тому
Lothos (Axis) vs Machiafish (Allies) Turn 1 - EP1
Lothos (Axis) vs Machiafish (Allies) Introduction
Переглядів 17728 днів тому
Lothos (Axis) vs Machiafish (Allies) Introduction
Thanks so much for this!
Can Italian units be transported through the Suez Canal before Italy enters the war?
@@pavia8760 Yes
@@Lothos_ How does the rule for crossing the Channel work?
@@pavia8760 their is a tooltip, out the mouse over it and it tells you. It's right next to Egypt
The game audio and video have been desynced for a couple of episodes, webcam and speech are synced though. Otherwise very interesting match so far 👍
We're approaching episode 120, and I upgraded my microphone and setup around episode 70 to improve the recording sound quality.
A nice looking breach on the Chinese southern line
7:10 is using the planes later rather than first optimal?
Reason why I did it that way is Carriers can do damage to land units and I wanted to damage them and have a chance of not taking damage (carriers have to run back to port to repair). So the combo I did was specific to a carrier, the weather and the current situation. The most optimal is to always de-entrench them with medium (or strategic) bombers and then hit them with tactical and then finally land. HOWEVER Their are plenty of times that combo is not really the best option so you have to use your judgement.
@@Lothos_ I'm just so used to people not using the CV at all against China :/
I have a short question regarding the mod (0.8.14a): I attacked the US in Okt.41 in a MP game and so far he doesnt get more MPPs (his mines and oil are not ticking up) Is it locked to December 41 or is it a random bug ? He only receives 240 MPP while im receiving 440 MPPs with Japan which seems kinda rediculous when that stays for longer...
I don't remember, that is an old version and the USA Mines and Production has been redone from top to bottom since that version was released.
@@Lothos_ ok, thank you for your fast response. Btw. is there a possibility to play a match against you in the near future or is your timetable already filled up with opponents :) ?
@@Shallushka best to jump into the discord channel to talk about that.
I was surprised that you opted for heavy bombing research rather than ground bombing research for tactical bombing: Anything in particular that I should take into account for the future?
Ground attack is kinda useless since it doesnt improve attack against land units but against air units which I dont get why. Except he changed that in the meanwhile...
@@Shallushka Gee! I can't believe it. So you improve the ground attack group but it doesn't do more damage to the ground units. I have to pay more attention and check it
Because Ground Attack is already at level 1 and they have a natural defence agaisnt enemy fighters while Heavy does not. I wanted to get them to level 1 because I have plans for my strategic bombers and want them to have some Air to Air defenses.
@@Shallushka it provides attack and defense against air units. You will see later in the game what happens when you neglect it as my opponent will start taking heavy damage from Air to Air fights against his bombers. It is VERY important.
Thanks for the game. Attention with the partisan in Canton.
06:32 Better term is 'Soak off attack' then 'Suicide attack' when using that weakened German infantry corps to detrench that Polish unit sitting on the line of advance. Soak off is an old tactical term that has been used for such work. Suicide attack is just that...the attacking unit almost always is destroyed but sometimes used to achieve a good result. One example would to go for it on a strength 3 Soviet tank corps with a damaged anti-tank unit. Combat odds are poor but the expensve tank corp maybe destroyed. Looking forward to see what you got cooking regarding Tunisia......
Any tactical or strategic reason for the Italian withdrawal from the Tobruck line? Túnez? PS: Being aggressive with Tunisia in the normal game is not a very good idea, there is no time to take it and it usually causes the opponent to rush towards Tobruk with force. Unless you don't want to accept Vichy France. Looking forward to seeing what the result of that aggressiveness is in this mod.
I explain it in the video, the goal is to get Spain on my side and to make the Med into an Axis lake
@@Lothos_ Yes, that's why the postscript. I usually comment as I watch the video. I hope you are lucky, because taking Tunisia requires speed and some fortune.
The Japanese start in this scenario seems complicated to me, and it is difficult for me to calculate the balance between purchases and research, being a research "fanatic" as I am.
Wait a minute, I shave and come back to watch the video before Christmas lunch. What the devil! I take my laptop with me while I shave and enjoy. PS: Playing the game while shaving cost me a small amount but... It's worth it!
Look forward to this series. It should be both entertaining and informative.
Now that is a cool thumbnail and background! 😎
Love the mod by the way. Without the mod, Strategic Command just doesnt do it for me. With it, I am super happy. Thank you
I agree with animated war mapper. Only reason I am playing strategic command is because of this mod..otherwise ...not a big fan of the game. This mod changes everything for me and I love it.
good videos thnk you
good video thank you
Outstanding thank you for detailed and simple video.
Do you have a file?
If you are refering to Reshade the commands are in the description and you just need to copy them and replace your the text in your exising reshade file.
@@Lothos_ Did that unfortunately nothing gets checked
i altered your TRP world at war. i found that a China unit can not receive supplies in HK. Allied units can not receive supplies while in China. i landed US units on Hainan and they could not receive supplies.
@@danielwray2349 China does not cooperate with anyone. Hainan your supplies has to come from the port. It's how the game engine works and is intended.
Thank you!
49:10 I believe you kill HQ that was previously adding bonus to this unit. Pls. correct me if I'm wrong.
Very good gameplay, maybe withdraw some units from north africa to France now?
I got back from vacation so going to continue the game soon. The AI is close to surrendering so maybe one or two more videos and it should be done.
Nice video, but partisans damaging the airforce is dumb, it makes no sense.
it makes allot of sense considering the size of the units we are dealing with. Partisans have been equiped from other countries through air drops. They have also captured equipment etc... just look at the Yugoslavian partisans during that time period. It was a full blown army in its capabilities. Plans also suffer mechanical failures (heavily in that time period) etc..... so you have to take all of that into consideration. The game is on a large scale, please keep that in mind.
@@Lothos_ I see, thank you for the explanation
@@Lothos_ It is right, but i think they have not anti air guns to damage air attacks.
Does the Italian fighter event increases the max limit of the fighters which Italy can possess to +1? It would be great if you could add dome notes that clarify such points. It's the same question with additional ships that you may get from events.
No it does not, please remember this is a mod and even in the official game not ever single event/decision and every angle of it is documented. I document the stuff that is most important. You will have to play and learn. The caps for all units does NOT increase in TRP.
@@Lothos_ thank you
Why do you need to replace the maginot line? I would do the top3 units only. The others can stay at 8 with lower tech for some time... I wonder do upgraded units cost more to heal? In this case may be a good idea to never upgrade them, since there is a French artillery in the area...
I assume you mean the German option to rebuild it. This is a historical event that did happen. The Germans did spend some resources rebuilding the maginot line, but as I pointed out in the notes most of the guns were pointing in the wrong way. This is simulated by not having the original fortifications present. All you get are the units with no FORTs, however you can rebuild them with engineers.
@@Lothos_ thanks
Amazing mod lothos! Well done sir
Do you have a discord?
Yes go to the link to the Matrix forums for this mod and it has the link their and all the notes on the releases.
When 1.7 will be available?
Waiting on Matrix to release the patch
there is a road through the pripyat...but no one wants to go there...grin.
The supply video you did reminds me of the "truck" counters in Europa Fire in the East....
Mybig problem with WaW is that I build up for the east front,but it triggers them diplomatically.
@@brucer2152 aye, I slowed it down a bit in TRP
@@Lothos_ yeah, I can never seem to get enough troops..but then trp has a markedly increased counter density...
@@brucer2152 watch my videos later in the series you see how many units I have for barbarosa.
does it help to buy AAA in a city?
would it have been better to move a level bomber as close to the front to scout enemy units further inland?
i would have used the level bombers to go after the ships. i have have the dive bombers are better against land units
i would love to see a TRP for world war 1
love the videos where can i get ur nato counters from is there a download link some where?
Nato counters come with the mod and they will only work with TRP unfortunately. The way the game engine is designed and all the changes I made to the units makes them not work with the base game nor other mods.
@@Lothos_ ok thank you
nice mod i found on matrix games! u described the mod to be 4x bigger than normal strategic command world at war right? normal world at war is 40k hexes wich if yours is 4x more bigger thats phenomal! great work. if im wrong please correct me.
yes it is 4x bigger.
Much, much more organized than my assault strategy on the USSR. I keep writing down "tips" in my field notebook.
Hey, thank you for the tutorial ! I have the issue of not having this folder for WaW although I have one for WiE. When I created one myself it didnt work...
@@Shallushka if you just installed world at war then go into the base game and pick a scenario. Then save it the first turn and it should create the folders for you. Then install TRP.
Holy cow we got a long form Vodcast here again! Good stuff.
54:50 In TRP you are correct about the Greek DE. However in FW (where it originated from), if the Allied player doesn't make Greece break their ties to Germany (Turn 1 Allied DE, you got a pop up for), then it is more interesting because the Axis can make a stronger play to get Greece diplomatically (given the difference in Diplo mechanics between the two mods).
49:30 More likely the odds changed due to Polish HQ being destroyed, and the Polish corps no longer being linked to a HQ, than to the overall morale effect of loss units.
It would be neat if the Experience pip bonus could be differentiated between land/naval/air units. I get your point about using the bonus to learn combined arms, but the AI navy and air units don't need that advantage for that. When they have it, they are almost always winning (and never lose) naval and air engagements, to the point where I often don't see any reason to try and intercept allied AI strat bombing with axis fighters; and the sub war also winds up being a net axis loss.
Unfortunately the game engine does not allow that. My experience though has been different. If I attache my fighters to an HQ and keep the up on tech and strength its usually about even the losses. AI does not normally attach his air units to HQs. In the Naval Warfare part, I have played plenty of games as the Allies and have slaughtered the Axis navy and subs. It is possible, you just need to be persistent with tech and the long term gain as the AI resources begin to stretch.
@Lothos_ I can't count the number of times the UK strat bomber damages my GE FTR (that is attached to a 7 value HQ with a pip of exp) and the bomber takes no damage. Add in a UK escort and it just gets worse. As for the subs, I can handle axis subs with exp, just have to pick and choose/gang attack instead of trying to go after them all simultaneously. When playing as axis, with experience on the allied naval the sub war is a loosing proposition.
Lastly, when playing in expert, you never (barring rare double tech bump) get ahead of the ai, and often fall behind since it takes multiple turns to build up the mpp to research all the fields and the ai just gets them rolling immediately and reinvests immediately too.
@@MrTaxman66 the experience you are describing with the strat bomber was a HUGE set of bugs. It was one of the reasons I ended the game with The Colonel. I fixed that, the most recent version of TRP that is available has those fixes and so does this new version. That should not happen anymore.
@Lothos_ I'm noticing it on the beta to some extent. And it feels like the experience pip advantage is responsible (and I don't use the 2 pip advantage setting either).
Hey! Thanks for the infos here and with my particular situation earlier in our discord convo.
I leave the like now, but it catches me getting ready to go to work. This afternoon I will take out my field notebook and enjoy the video.
I think the issue is all you Soviet air is at Murmansk for some reason....perhaps if you contested the air with Soviet fighters it might have turned out differently
It does not, Soviet Air Power at that stage of the game is no match for the German Air Force and would instead become an MPP drain with no benefit. Its not till end of 1942 and sometime in 1943 when they normally start to be able to go toe to toe with the Germans.
The argument of Air Force concentration to be completely a-historical is the wrong approach to this situation I believe (and also not entirely true - yes -perhaps not EVERY plane - within the 70-80% of it however - very much so - and you could have moved your air force to that area as well). Balancing Air Power in-game I can say nothing about - however, there could be a point that the Germans no longer make any headway - the Air Force seems to be the one thing that keeps them going most of the time...just as a caveat. just because something wasn't done at the time, doesn't mean that it shouldn't have and or couldn't have been done at the time. also - if players move every unit into a certain area and keep other flanks unguarded - who says that the opposing play has to "stick to the historical script"... there should be a difference between understanding what was possible at the time, and what "should be done" by each player - cause this is where history and re-playabilty should diverge completely - noone wants to replay WW2 - but rather "What-if" scenarios of that time period. I believe the better appraoch to fixing this situation would be to somehow ensure that Japan MUST attack the US / Dutch East Indies - and thus ensuring that more MPPs arrive in Russia...
This has nothing to do with a What If scenario. It has to do with an over powering mechanizm that will cause every game to have the same result if a player takes the exact same actions. As I said in the video, I been down this road before. Sending the Russian air force to try and counter ends up into a massive MPP drain to the Russians with no benefits (I have tried in previous games). The Russian air force is no match for the German one. As you saw in the video the Russians were also about 3000MPP short of what they should have collected and no partisans. The nerf in the next release is a simple one. I removed the ability to build tactical bombers from both Yugoslavia and Finland and I made it so Tactical bombers can not cause physical damage to Light Armor and Armor units (they still do morale damage). Tank Busters will be the only ones that can damage Light Armor and Armor units. That should help with survivability a bit, and I also fixed the shortage of MPP. Historically USA was sending Russia resources right from the begining so I made sure that it does not matter if USA is neutral or not they will send the resources now.
Shame that it ended here, although I understand. I was looking forward to a very early Italy landing. I feel like almost all WW2 games seem to inevitably fall into this play pattern of Germany sending 99% of their forces into Russia because if they can beat them then nothing else matters. I was honestly suprised Japan didn't declare on Russia too. I was looking forward to seeing that playstyle punished this game by the freed up Allied cash, but I am at least glad to know that it is possible in TRP even if it didn't quite work out this time.