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. 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. Interceptors now represent relatively small and light planes designed to prevail in air superiority battles against other fighters. For those reasons TRP re-introduced the type of long range fighters and redesigned interceptors and multi role planes. Germany and UK favoured twin engined planes like Messerschmitt 110 und De Havilland Mosquito, while other nations built light planes with long ranges. Similar to CVLs, they were a cheap and small way to project naval power, to control coastal areas and to bind enemy forces.Ĭ) 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. Light aircraft carriers were built to overcome the lack of regular CVs ( fleet carriers ) in the beginning of the pacific war.ī) Coastal submarines ( SSC ): During the second world war a lot of small submarines were used to patrol coastal areas. 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. TRP 1.01 offers a few new unit types, which are of historical relevance or were introduced due to gameplay reasons.Ī) Light aircraft carriers ( CVL ): Just like DH Full, we introduced CVLs to allow to differentiate between light aircraft carriers and escort carriers. Of course different doctrine paths favour different combat events.įor the airforces we changed the command limit and stacking penalties structure to allow smaller stacks to survive better against bigger stacks.Īs known from TRP 1.00 we have different event effects depending on which nation is AI controlled an which is human controlled. The brigade values are now leaned against the type of division it is attachable to.įurthermore, we increased the importance of combat events by boosting their effect on combat. Moreover, we reworked both the brigade combat values and which brigade is attachable to which division. 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. Additionally, we defined two rules: 1) An attacker needs to have a significiant advantage in quality or quantity to win. To get there, we generally reduced the combat values of units, brought them in relation to each other and recalculated GDE + several modifiers. The base of the new system is the combat logic of Armageddon, which we interpreted in a different way than before. We reached our goal to both keep the long duration of fights and make them feel realistic at the same time. Īfter a few months we managed to find a system, which keeps the strengths of the old system and reduces the weaknesses. 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.
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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. The old TRP concept was designed for challenging singleplayer campaigns, but showed several weaknesses when it comes to multiplayer games: Our biggest project in the last months was to redesign the combat system.
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The most significant changes in TRP 1.01 (Release Candidate)ġst: a completly reworked combat engine for air-, naval- and ground forces Of course, we're going to fix major bugs if those should arise before we declare TRP 1.01 final.Ī 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: RC ( release candidate ) means that after a lot of handsoff and single player games we consider this version to be ready for release. After more than a year of development we proudly present TRP 1.01 RC.