Battlefield: Europe MOD v2.0

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Spiffing Brit
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Re: Battlefield: Europe MOD v2.0

Post by Spiffing Brit » Sat Sep 12, 2020 11:10 pm

Uhu wrote:
Sat Sep 12, 2020 8:42 am
Kiane wrote:
Sat Sep 12, 2020 1:55 am
Started a game with Spiffing Brit. Me as Axis and him as the Allies. I'll let you know who comes out on top!
Have a great fight! :)
Do you use any house rules?
Well, do you have any suggestions :P ?
Mortal danger is an effective antidote for fixed ideas. - Erwin Rommel

(Not the Youtuber)

Uhu
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Re: Battlefield: Europe MOD v2.0

Post by Uhu » Sun Sep 13, 2020 8:11 am

Sure, sure! :)
I used many earlier, now they are reduced to a few - but important! - after many discussions with McGuba:

1., Air transport have instead of unlimited fuel just 24 hex radius, so the next airfield must be max. so far - that means also that your Fallschirmjäger, Brandenburger units can travel so far in air.
2., On the other hand, Fallschirmjäger, Brandenburger unit can stay as long in the air in this radius as they want and they can jump in any weather.
3., Players are not allowed to fully encircle any enemy aircraft. There should be left always at least one hex to escape.
4., Players are not allowed *intentional* to block the route of hostile aircrafts (like blocking that it cannot fly to a friendly airfield to refuel and therefore it crashes). Still it is allowed to build "clouds", or "walls" from your airforce within the above mentioned rules.

Spiffing Brit wrote:
Sat Sep 12, 2020 11:10 pm
Uhu wrote:
Sat Sep 12, 2020 8:42 am
Kiane wrote:
Sat Sep 12, 2020 1:55 am
Started a game with Spiffing Brit. Me as Axis and him as the Allies. I'll let you know who comes out on top!
Have a great fight! :)
Do you use any house rules?
Well, do you have any suggestions :P ?
Image
Image

Koeppke
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Re: Battlefield: Europe MOD v2.0

Post by Koeppke » Sun Oct 04, 2020 9:32 am

Hi Guys, anyone experienced an issue with fx sound? I can hear actually nothing, I installed latest Battlefield: Europe MOD v2.15 with JSGME, no sounds for movements, firing, nothing.

Koeppke
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Re: Battlefield: Europe MOD v2.0

Post by Koeppke » Sun Oct 04, 2020 9:39 am

Koeppke wrote:
Sun Oct 04, 2020 9:32 am
Hi Guys, anyone experienced an issue with fx sound? I can hear actually nothing, I installed latest Battlefield: Europe MOD v2.15 with JSGME, no sounds for movements, firing, nothing.
SOLVED - I unselect the legacy sound in start autorun manager/ change settings!!!

FGODIN
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Re: Battlefield: Europe MOD v2.0

Post by FGODIN » Sun Oct 04, 2020 11:11 am

hello, thank you very much for the update to 2.0, let's see how far I get this time back to real, 2 x I've won it so far at 1.9, long evenings will definitely be back :)

Uhu
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Re: Battlefield: Europe MOD v2.0

Post by Uhu » Sun Oct 04, 2020 11:29 am

Glad you could solve it! Welcome to the "fight club"! :)

Koeppke wrote:
Sun Oct 04, 2020 9:39 am
Koeppke wrote:
Sun Oct 04, 2020 9:32 am
Hi Guys, anyone experienced an issue with fx sound? I can hear actually nothing, I installed latest Battlefield: Europe MOD v2.15 with JSGME, no sounds for movements, firing, nothing.
SOLVED - I unselect the legacy sound in start autorun manager/ change settings!!!
Image
Image

McGuba
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Re: Battlefield: Europe MOD v2.0

Post by McGuba » Mon Oct 05, 2020 10:06 am

FGODIN wrote:
Sun Oct 04, 2020 11:11 am
hello, thank you very much for the update to 2.0, let's see how far I get this time back to real, 2 x I've won it so far at 1.9, long evenings will definitely be back :)
Actually I have already released a newer version, v2.15 and I am finishing the even newer v2.16 and planning to release it in the coming days. Although technically v2.0 is still the recommended "stable" version I just test played the coming v2.16 in single player and found no issues. These newer versions bring a number of changes and improvements over 2.0 and the next stable version will be 99% identical with them so you may want to check them out instead. In fact several bugs and problems of BE v2.0 have been fixed in these.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969

FGODIN
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Re: Battlefield: Europe MOD v2.0

Post by FGODIN » Mon Oct 05, 2020 11:42 am

McGuba wrote:
Mon Oct 05, 2020 10:06 am
FGODIN wrote:
Sun Oct 04, 2020 11:11 am
hello, thank you very much for the update to 2.0, let's see how far I get this time back to real, 2 x I've won it so far at 1.9, long evenings will definitely be back :)
Actually I have already released a newer version, v2.15 and I am finishing the even newer v2.16 and planning to release it in the coming days. Although technically v2.0 is still the recommended "stable" version I just test played the coming v2.16 in single player and found no issues. These newer versions bring a number of changes and improvements over 2.0 and the next stable version will be 99% identical with them so you may want to check them out instead. In fact several bugs and problems of BE v2.0 have been fixed in these.
Hello, thank you very much for the nice news for the new version 2.16, I had first alluded to 2.0 now because it should be the most stable that I had read.

McGuba
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Re: Battlefield: Europe MOD v2.0

Post by McGuba » Wed Oct 07, 2020 6:41 am

FGODIN wrote:
Mon Oct 05, 2020 11:42 am
Hello, thank you very much for the nice news for the new version 2.16, I had first alluded to 2.0 now because it should be the most stable that I had read.
Fair enough. :)
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slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969

FGODIN
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Re: Battlefield: Europe MOD v2.0

Post by FGODIN » Wed Oct 07, 2020 4:56 pm

WOW :shock: , now in the new round with 2.0 i have actually managed to defeat the russians in jun43 :mrgreen: , but now all of a sudden all hell breaks loose in the Mediterranean landing Allied Ops.Torch, then these unbelievable bomber waves in Germany real madness very lovingly designed and simulated, I with my 9 fighters JG defense Germany in the Mediterranean I managed to sink the Rodney, Nelson and escort ships, with my own losses 2 heavy cruisers 1 light cruiser 2 destroyers. In Tunis I made it 14 Div. to station next to the Tiger Abt 502 let's see if I manage to keep Tunis offensive, my Africa Corps is currently in Jerusalem, but don't think I can manage Overlord, had too many losses on the Eastern Front :( , but really awesome the mod :D .

McGuba
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Re: Battlefield: Europe MOD v2.0

Post by McGuba » Sun Oct 18, 2020 11:16 am

FGODIN wrote:
Wed Oct 07, 2020 4:56 pm
WOW :shock: , now in the new round with 2.0 i have actually managed to defeat the russians in jun43 :mrgreen: , but now all of a sudden all hell breaks loose in the Mediterranean landing Allied Ops.Torch, then these unbelievable bomber waves in Germany real madness very lovingly designed and simulated, I with my 9 fighters JG defense Germany in the Mediterranean I managed to sink the Rodney, Nelson and escort ships, with my own losses 2 heavy cruisers 1 light cruiser 2 destroyers. In Tunis I made it 14 Div. to station next to the Tiger Abt 502 let's see if I manage to keep Tunis offensive, my Africa Corps is currently in Jerusalem, but don't think I can manage Overlord, had too many losses on the Eastern Front :( , but really awesome the mod :D .
Hm, thanks for the feedback. I wonder if you have finished this playthrough and how, or not yet. :)
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slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969

FGODIN
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Re: Battlefield: Europe MOD v2.0

Post by FGODIN » Tue Oct 20, 2020 10:43 am

had completely secured the mediterranean area and east then overlord came as I feared I was literally overrun had dense defenses in some places but was simply too much the line recently collapsed nürnberg frankfurt Köln 6 round before the end but was still a lot of fun :) :)

Spiffing Brit
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Re: Battlefield: Europe MOD v2.0

Post by Spiffing Brit » Tue Oct 20, 2020 3:18 pm

Just wondering, once the Tirpitz is put on the bottom of the ocean, how soon is the Norway invasion incoming?
Mortal danger is an effective antidote for fixed ideas. - Erwin Rommel

(Not the Youtuber)

McGuba
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Re: Battlefield: Europe MOD v2.0

Post by McGuba » Tue Oct 20, 2020 7:16 pm

FGODIN wrote:
Tue Oct 20, 2020 10:43 am
had completely secured the mediterranean area and east then overlord came as I feared I was literally overrun had dense defenses in some places but was simply too much the line recently collapsed nürnberg frankfurt Köln 6 round before the end but was still a lot of fun :) :)
Hmm, that's interesting, must have been a hell of a fight in the end. Maybe next time. :)

Spiffing Brit wrote:
Tue Oct 20, 2020 3:18 pm
Just wondering, once the Tirpitz is put on the bottom of the ocean, how soon is the Norway invasion incoming?
It can happen any time or it may not happen at all. It will vary in each playthrough. If the Tirpitz is not in Trondheim for whatever reason there is a small (one digit) chance in each turn for the British invasion force to appear. The chance is slightly higher later in the war but goes down to zero some time mid-late 1944, after which the Allies only concentrate on sending more and more troops to France.
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FGODIN
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Re: Battlefield: Europe MOD v2.0

Post by FGODIN » Tue Oct 20, 2020 8:17 pm

Definitely above all the mass that came after the allies had 4 places to land, especially the heavy ari was deadly for my tank grenadiers, the department 502 Tiger had brought over from Oran, which then formed my mobile intervention reserve with 4 x Panther 5 x P IV divisions The decisive factor was I think the amount of Thunderbolds etc. just had too little mobile flak and JG for the defense because my defense finally went down as I said 6 rounds before the end was a bit of bad luck but great fun :)

Spiffing Brit
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Re: Battlefield: Europe MOD v2.0

Post by Spiffing Brit » Wed Oct 21, 2020 11:41 am

McGuba wrote:
Tue Oct 20, 2020 7:16 pm

Spiffing Brit wrote:
Tue Oct 20, 2020 3:18 pm
Just wondering, once the Tirpitz is put on the bottom of the ocean, how soon is the Norway invasion incoming?
It can happen any time or it may not happen at all. It will vary in each playthrough. If the Tirpitz is not in Trondheim for whatever reason there is a small (one digit) chance in each turn for the British invasion force to appear. The chance is slightly higher later in the war but goes down to zero some time mid-late 1944, after which the Allies only concentrate on sending more and more troops to France.
Will keep that in mind, thanks!
Mortal danger is an effective antidote for fixed ideas. - Erwin Rommel

(Not the Youtuber)

Großadmiral
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Re: Battlefield: Europe MOD v2.0

Post by Großadmiral » Wed Nov 11, 2020 10:00 pm

Lieber McGuba!

Hier ein dickes, dickes Dankeschön aus Deutschland für deinen tollen Mod zu Panzercorps!!!!!!!!!!!!!!!!!!!!!!!!!
Drei Jahre habe ich an zwei verschiedenen Entwicklungsstufen deines Mods gespielt, zuletzt an der Version 2.0 auf höchster Schwierigkeitsstufe.
Hier wurde mit dem Verlust von Tunesien ein blutiger Endkampf eingeleitet, der dann tatsächlich in den Trümmern von Berlin endete.
Zwei Sachen sind mir aufgefallen, die ich gerne geändert sehen würde und vielleicht viele andere hier auch:
Zum einen das Fehlen der wichtigen Metropole Aachen und zum anderen das leider in der Version 2.0 verspätete Eintreffen des Volkssturms.
Kannst du hier vielleicht ohne größeren Aufwand für dich in einer späteren Version etwas ändern?

Beste Grüße vom Großadmiral aus good old germany!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

PeteMitchell
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Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell » Wed Nov 11, 2020 10:18 pm

Großadmiral wrote:
Wed Nov 11, 2020 10:00 pm
Lieber McGuba!

Hier ein dickes, dickes Dankeschön aus Deutschland für deinen tollen Mod zu Panzercorps!!!!!!!!!!!!!!!!!!!!!!!!!
Drei Jahre habe ich an zwei verschiedenen Entwicklungsstufen deines Mods gespielt, zuletzt an der Version 2.0 auf höchster Schwierigkeitsstufe.
Hier wurde mit dem Verlust von Tunesien ein blutiger Endkampf eingeleitet, der dann tatsächlich in den Trümmern von Berlin endete.
Zwei Sachen sind mir aufgefallen, die ich gerne geändert sehen würde und vielleicht viele andere hier auch:
Zum einen das Fehlen der wichtigen Metropole Aachen und zum anderen das leider in der Version 2.0 verspätete Eintreffen des Volkssturms.
Kannst du hier vielleicht ohne größeren Aufwand für dich in einer späteren Version etwas ändern?

Beste Grüße vom Großadmiral aus good old germany!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
google translated:

Dear McGuba!

Here a big, big thank you from Germany for your great mod to Panzer Corps!!!!!!!!!!!!!!!!!!!!!!!!!!
For three years I played at two different development stages of your mod, most recently on version 2.0 at the highest level of difficulty.
Here, with the loss of Tunisia, a bloody final battle was initiated that actually ended in the ruins of Berlin.
I noticed two things that I would like to see changed and maybe many others here too:
On the one hand, the lack of the important metropolis of Aachen and, on the other hand, the arrival of the Volkssturm, which is unfortunately late in version 2.0.
Can you change something here in a later version without much effort for yourself?

Best regards from the Grand Admiral from good old Germany!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481

McGuba
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Re: Battlefield: Europe MOD v2.0

Post by McGuba » Fri Nov 13, 2020 11:19 am

Hi, and thanks for your feedback! As for the Volkssturm yes it is possible to make some of them appear a few turns earlier. In fact I already made it like that in the multiplayer version of the mod but forgot to do the same in the single player version. However, historically the formation of the Vokssturm was announced in October 1944 and it took some time to train and raise these units so I think the current timing which is turn 87 or early January 1945 is not too bad. Nevertheless, it is true that they can start to appear one by one a couple turns earlier.

As for Aachen it is more difficult because of the scale of the map: at the this map scale we can only have either Aachen or the Hürtgen forest as these are fairly close to each other and there is no room for both. For now I decided to add the forest as the battle of the Hürtgen forest lasted longer (from 19 September to 16 December 1944) and as such it is probably more famous. So in practice I could only replace the Hürtgen forest and have the city of Aachen in the same hex. But it would probably also make the mod harder for the Axis side as in that case Aachen would be an Axis victory objective to defend. And its loss would mean an automatic defeat in the single player version. So I am not sure if it is a good idea.
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Manstein86
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Re: Battlefield: Europe MOD v2.0

Post by Manstein86 » Sat Nov 14, 2020 9:33 pm

hey McGuba!

I also wanted to speak to me. i have been playing since version 1.8 and i think your mod is great. gave me many wonderful hours. Can't wait for the new version ... I didn't notice any errors.

greetings from berlin and thank you for your work!

(translated with Google)

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