Battlefield: Europe MOD v2.0

A forum to discuss custom scenarios, campaigns and modding in general.

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

McGuba
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1162
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD

Post by McGuba » Tue Feb 11, 2014 4:03 pm

Hi Isnoop, and welcome! :D

Many thanks for your feedback.
Otherwise, the plain and simple "attack - capture - defend - repeat n times" would be quite BORING. Especially since the AI sucks at times.
Well, PzC and (PG) is primarily about this, and the popularity if this genre is still high, after all these years, otherwise PzC would not have been born. And it seems that the success of PzC has spawned a few new titles which are in the making at the moment. And wargames (and wars in general) are mainly about "attack, capture and defend" and it has always been like this. Surely this is not everyones' cup of tea.

As for the AI, you are right, it is truly dumb on its own, but it can be improved with careful scripting. Which leads us to my main concern with modding this game: the limited number of AI zones. For those, who are not familiar with the modding realm of PzC, advanced scripting is mainly governed by these AI zones, and there are only 32 of it. For simple scenarios, like the ones in the stock campaign it is enough in most cases, but for a complex and long sceanrio, like this mod it is just not enough. I would say ideally there should be one AI zone for each turn of a scenario.

But, the mod I am making has 99 turns, and a faily large map, so 32 zones are clearly not enough to script all the events of ww2 in a fully historical manner. Just think about the number of major battles in Europe alone. Ideally, each of them should be governed by at least one AI zone. E.g. Stalingrad is designated as zone 1, the area behind Stalingrad is zone 2. Then, all the AI units in let's say zone 3 are ordered to move to zone 2 to encircle Stalingrad (zone 1) and told to guard this area to prevent a breakout or relieve attempt. After a while they set to attack zone 1 to finish off the encircled Germans. So we already used up 10% of the available zones, and it is only a simplified presentation of a single battle of ww2.

This limitation forced me to use the zones as creatively as I could, i.e. several zones are used for different tasks. For instance, zone 4 marks the victory objective cities in England and also the area around Kursk. But, I cannot do it will all the zones as it would lead to strange events.


However:
- introduce a possibility of rebels/partisans in areas like USSR or France (of course the player should be informed in advance with information pop-ups - historically accurate - remember rebels from Total War?)
It is already introduced, if you read back my situation reports in this topic you will find references. Also, if you observe the maps I posted you will find occasional red dots in the hinterland - they are partisan units appearing randomly and moving to random directions. The ones in the Ukraine / Belarus are particularily annoying as sometimes they block the main railway lines, and then stop and attack the unsuspected trains carrying the player's units to and from the front. Also, if they finish the turn at certain places on the map some prestige points will be deducted indicating that they blew up the railway which must be fixed. When the latter happens the player gets a message informing him about it and the screen is centered on the general partisan infected area, but not exactly where it happened. Then it is up to the player to search & destroy the partisan unit which may be hiding in the fog of war.

Obviously, the player can decide not to deal with these, and move away his occupational troops to the front, but then the partisans will slowly take control of the area, capturing the towns and airports. So, basically it is a good idea to keep control of these troublesome areas by positioning some weaker units there, as historically.

- introduce some non-military units/structures* (e.g. placing a "Gestapo Office" unit into a city generates extra prestige or adds Polizei units every n turns)
This mod only concentrates on the military aspects of WW2. And it aims to find out if the Germans had any chance to win the war on the battlefields had they followed a different strategy. Thus I would like to avoid making any direct references to such things, even if one might say this is euphimistic in a way. This is a dangerous trap which is hard, if not impossible to avoid when we are talking about the Germany's involvement in WW2. For simplicity, the player is given the task of commanding the army and defeat the enemy's, and that's it.

Even if it was not like that, the above mentioned limited number of AI zones would make it very difficult to create such a thing as it would use up another zone. And I intend to use all the available zones to create more historical battles.

Apart from the cities, the only non-military objects on the map are the oil fields, which will generate extra prestige to its owner, though.

- let the player get unique/bonus units or structures for capturing special areas (or occupying them for n turns): a variety of options here : capture & protect Einstein, steal the V2 technology etc etc. Of course everything should be historically accurate.
A few bonus units will be given, like captured equipment, but not too many. Bonus presige is also rewarded for capturing key objectives like Malta or Moscow.

By the way, "capturing and protecting Einstein" would hardly be historically accurate IMO, as he left Germany in 1933, and spent the rest of his life in the USA.

And I do not really understand "steal the V2 technology". Steal? From who? Maybe I am wrong, but wasn't it the German scientists, who developed it from scratch? And the Allies the ones, who "stole" (copied) it after WW2?
Hm. :?:

Do not get me wrong, I see your point here, and it would be indeed nice to have some events or "quests" like these, but again, it should need some AI zones to work and I already used up all. :cry:

And still, a quest to recover the Lost Ark in Egypt, for example, would be gross, I think. (Just do not tell Indy that I am going that way :wink: )
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969

lsnoop
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 23
Joined: Sat Oct 08, 2011 6:04 pm

Re: Battlefield: Europe MOD

Post by lsnoop » Tue Feb 11, 2014 7:40 pm

Thanks McGuba. First and foremost is of course the main concept of PzC, historical balance and accuracy - that goes without saying.
careful scripting
my main concern with modding this game: the limited number of AI zones
That's what I am really happy to hear :wink: And the partisans, of course. Keep up the good work.
Steal? From who? Maybe I am wrong, but wasn't it the German scientists, who developed it from scratch? And the Allies the ones, who "stole" (copied) it after WW2?
I somehow thought it would be possible to play for the Allies in your mod :roll: Never mind.
events or "quests" like these
a quest to recover the Lost Ark in Egypt, for example, would be gross, I think.
Well, it's a matter of taste. For example, Quest system from Imperial Glory was pretty interesting :roll:

McGuba
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1162
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD

Post by McGuba » Tue Feb 11, 2014 8:04 pm

I somehow thought it would be possible to play for the Allies in your mod :roll: Never mind.
Ah, ok, I see. It is possible to play with the Allies in scenario mode, but it is very unbalanced in their favour - they will have much more units, as historically. During WW2 the Allies produced four times more tanks and aircraft than the axis, and it is well represented in the mod. The AI would be unable to fight for long against such overwhelming odds, I guess. Still, only for fun, it is possible to play from the other side, but I think the AI would not be able to regain the initiative after the first Soviet winter offensive. By the way, it is quite remarkable that the Germans were able to do so, again and again after so many debacles.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969

LandMarine47
Major-General - Tiger I
Major-General - Tiger I
Posts: 2425
Joined: Sun Oct 28, 2012 10:44 pm
Location: Texas

Re: Battlefield: Europe MOD

Post by LandMarine47 » Tue Feb 11, 2014 10:38 pm

The Allies AI should also THINK when it's going to hit hostile beaches! I don't want a D-day in the summer of 42' (even if it fails horribly) or the Russkies taking Berlin with a surprise naval invasion of Berlin! Or the US landing a year before the British do... And the British/American AI should work together with some independent actions here and there. As should the Germans and the Italians in North Africa

McGuba
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1162
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD

Post by McGuba » Tue Feb 11, 2014 11:37 pm

The Allies AI should also THINK when it's going to hit hostile beaches! I don't want a D-day in the summer of 42' (even if it fails horribly) or the Russkies taking Berlin with a surprise naval invasion of Berlin!
None of these should happen, obviously. Currently major Allied offensives are set to historical dates. However, it has the disadvantage that the average player who finished his basic education will know about them beforehand. So, a little randomness here and there would be better I guess. The only exception which comes into my mind is the Allied landing in Sicily and Southern Italy, which only happens after they managed to capture Tunis as a starting base for their further operations. So the player is motivated to hold Tunisia as long as possible. Otherwise its defense would be pointless. And D-day only happens on its date if there was no successful Operation Sealion previously.

Soviet Baltic fleet will be confined to the Gulf of Finland by Axis naval mines, at some point, as historically, so it is highly unlikely that it would start a surprise naval invasion anywhere but at Leningrad, behind the safety of its own minefields.

Or the US landing a year before the British do...
Haha, that would be fun, the British are always late, LOL.

But, it is not going to happen, I am afraid.

And the British/American AI should work together with some independent actions here and there.
Moreover, they work together with some other "Minor" combatant nations as well.

EDIT: and during testing I noticed that AI controlled Anglo-American bombers have a tendency to wander far to the east and eventually start to operate from Soviet airfields. As historically:
http://en.wikipedia.org/wiki/Operation_Frantic
As should the Germans and the Italians in North Africa
The whole German and Italian army is at the player's disposal, so their cooperation in Africa or anywhere else is fully up to him. Just as the other Axis nations: Romania, Hungary, Finnland, Bulgaria, "Independent" State of Croatia, Vichy France, Slovakia.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969

LandMarine47
Major-General - Tiger I
Major-General - Tiger I
Posts: 2425
Joined: Sun Oct 28, 2012 10:44 pm
Location: Texas

Re: Battlefield: Europe MOD

Post by LandMarine47 » Wed Feb 12, 2014 3:04 am

I wish too see (if possible) an interruption of Allied Forces should the Germans launch operation Sealion. Such as increased naval presence on the area, and American troops landing in Ireland or Wales to support the Brits!

As for the Soveit Baltic fleet, will e be able to bombard? The only time I ever heard of these was at some Finnish troops and some German points during the Siege of Leningrad. And what happen should the city fall? The soviets might launch a suicide attack at the mines :)

McGuba
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1162
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD

Post by McGuba » Wed Feb 12, 2014 10:08 am

I wish too see (if possible) an interruption of Allied Forces should the Germans launch operation Sealion. Such as increased naval presence on the area, and American troops landing in Ireland or Wales to support the Brits!
In case of a (major) invasion of England by the Axis, the British Home Fleet would move out of its bases and try to interdict Axis shipping in the Channel. (Needs to be tested first, though.) In case of a small raid by only a few units they do not move out. (So that the player cannot trick the Fleet out of its bases so easily. And I am not going to hint the number of units which would make the difference.) The rest of the British Fleet, i.e. the one at Gibraltar and the convoy escort group, will stay on its operational theater.

American landing is an interesting idea, but I do not think that it could have been organized so quickly in case of a German invasion. After all they prepared for D-day for years and the US is quite far from Europe. Instead, currenly I am thinking to gradually increase the number of American troops in England, so the later the player tries to invade, the harder it would be.

As for the Soveit Baltic fleet, will e be able to bombard? The only time I ever heard of these was at some Finnish troops and some German points during the Siege of Leningrad.
The Battleship Marat is anchored at Leningrad. It is quite effective in bombarding ground troops. (Hint: historically she was sunk by a certain Mr. Hans-Ulrich Rudel.)

And what happen should the city fall? The soviets might launch a suicide attack at the mines
The Soviets would be very unhappy, I suppose. :wink:
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969

BiteNibbleChomp
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3227
Joined: Mon Jul 01, 2013 6:35 am

Re: Battlefield: Europe MOD

Post by BiteNibbleChomp » Wed Feb 12, 2014 10:58 am

About Leningrad falling, I reckon it would be more likely that the crews would just scuttle the ships.

- BNC (and stop making this forum take all the posters away from my forums!)
Creator of American Civil War mod for Strategic Command WWI!
Discuss here: http://www.matrixgames.com/forums/tm.asp?m=4504986
Download: http://www.mediafire.com/file/tj4t11z3ttl142w/SCACW.zip/file

McGuba
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1162
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD

Post by McGuba » Wed Feb 12, 2014 9:49 pm

About Leningrad falling, I reckon it would be more likely that the crews would just scuttle the ships.
Sure, that would make more sense than a banzai attack against naval mines. But, by the time of the city falling, the Marat would be most likely sunk as it is much easier to take Leningrad without its supporting fire.

And sorry about your posters, I did not mean to take them away from your forums... they just came... :oops:
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969

LandMarine47
Major-General - Tiger I
Major-General - Tiger I
Posts: 2425
Joined: Sun Oct 28, 2012 10:44 pm
Location: Texas

Re: Battlefield: Europe MOD

Post by LandMarine47 » Wed Feb 12, 2014 11:15 pm

One last comment, will the American/British AI land in Normandy as it should? I'm on the fence about this, because the German player can just spam the beaches and end any invasions, BUT I don't want to deal with the Allies at some random place like in Norway or Holland... Same goes for Italy and Greece

LandMarine47
Major-General - Tiger I
Major-General - Tiger I
Posts: 2425
Joined: Sun Oct 28, 2012 10:44 pm
Location: Texas

Re: Battlefield: Europe MOD

Post by LandMarine47 » Wed Feb 12, 2014 11:16 pm

And just to ask this but... Will the Ranger and SAS be present? I'd be cool to see a Long Range Desert Units operating in Greece and Yugoslavia supporting Partisans :D

McGuba
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1162
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD

Post by McGuba » Thu Feb 13, 2014 12:20 am

You can have as many comments and recommendations as you can think of. It is better to sort things out now while it is still in the making, as later it might be harder to make fundamental changes.

One last comment, will the American/British AI land in Normandy as it should? I'm on the fence about this, because the German player can just spam the beaches and end any invasions, BUT I don't want to deal with the Allies at some random place like in Norway or Holland... Same goes for Italy and Greece

Good observation. I had the same concern when placing them on the map. So the Allies will land in Northern France, not only in Normandy. Thanks to the map size and the max core unit number cap (which is set at 250) it is not so easy to swarm the beaches of France with cheap units. Those units will be much needed elsewhere. For example to fight the Russian Steamroller in the east. And to fight the partisans. And the Allies in the Med. So I think there will be no seaside vacation for the Axis soldiers in 1944. Additionally, the Allied Fleet will support the landing and their guns and the bombers would destroy some of those units to make place for the invasion force. And, if I remember correctly, there were some paratroopers as well, dropped inland...

By the way, holding France is not a condition for winning. The player only has to hold Germany, so it is enough to bog down the Allies behind the rivers Meuse or Rhine. But, the German cities on the Rhine i.e. Essen, Cologne and Strasburg must be held at all cost. If the player can defeat the USSR in the meantime, which is not easy at all, than a (Marginal) Victory is achieved.

All in all, a more flexible and mobile defense will be more rewarding, and not only here, but just about everywhere else. Following the infamous "not a step back" order will lead to certain defeat, as historically.

No Allied landing planned in Norway or Holland or Greece of other random places.

But, there can be an Allied landing in Italy and Sicily, as historically:
http://en.wikipedia.org/wiki/Italian_Ca ... _War_II%29

The condition for this: Allied control of Tunis. But, the Italian theatre has secondary importance as it is a dead end. So, holding Italy is not a condition for winning, but it is a good idea to deny the Allies from gaining airbases in Italy for as long as possible.

EDIT: I just reached this point in testing, and noticed that the Allied aircraft operating from Italian bases actually DO support the Yugo partisans...


And just to ask this but... Will the Ranger and SAS be present? I'd be cool to see a Long Range Desert Units operating in Greece and Yugoslavia supporting Partisans :D
I do not know much about this. As far as I know only small numbers of Allied soldiers took part in these operations directly. Mainly as military advisors or something like that. If I am wrong, please let me know and point to some source on the net where I can check the details.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969

LandMarine47
Major-General - Tiger I
Major-General - Tiger I
Posts: 2425
Joined: Sun Oct 28, 2012 10:44 pm
Location: Texas

Re: Battlefield: Europe MOD

Post by LandMarine47 » Thu Feb 13, 2014 3:19 am

If you should go this route they can't be full 10 steps. 4-6 is more appropriate as I know the LRDG participated in countless raids with Tito destroying bridges and raiding strategic points.

The SAS and OSS agents would be hitting the Germans days before massive invasion and even participate in the Invasions (the Rangers at the Pointe du Hoc). In Sicily the SAS hit a German Naval base and sabotaged the base by planting explosives before the main Invasion. So maybe 1 or 2 of these guys should accompany the Allied forces

And if you can you should add in Allied raids (St. Nazaire, Dieppe etc....) to keep the German player frosty! Dieppe and St. Nazaire can be mini invasions in retrospect.

BiteNibbleChomp
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3227
Joined: Mon Jul 01, 2013 6:35 am

Re: Battlefield: Europe MOD

Post by BiteNibbleChomp » Thu Feb 13, 2014 5:29 am

McGuba wrote: And sorry about your posters, I did not mean to take them away from your forums... they just came... :oops:
I'll just steal them back with WWI's release next month!

- BNC
Creator of American Civil War mod for Strategic Command WWI!
Discuss here: http://www.matrixgames.com/forums/tm.asp?m=4504986
Download: http://www.mediafire.com/file/tj4t11z3ttl142w/SCACW.zip/file

iceFlame
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 300
Joined: Sat Feb 01, 2014 4:11 am

Re: Battlefield: Europe MOD

Post by iceFlame » Thu Feb 13, 2014 7:13 am

McGuba wrote:No Allied landing planned in Norway or Holland or Greece of other random places.
Good idea... I like alternate history/what-if scenarios as much (if not more) than the next guy, but this sort of erratic AI behavior has always struck me as amateurish - no matter what war game I'm playing.
But, the Italian theatre has secondary importance as it is a dead end.
.

Indeed, Churchill's 'soft underbelly' was anything but soft...

A dead end yes, but will the Axis player still receive extra prestige if he manages to hold Rome? I ask in light of the historical importance the Axis placed on European capitals. (Aside from Moscow that is)... :lol:

As an example, diverting vital troops from the defense of Berlin in a desperate bid to relieve Budapest and then trying to hold Vienna in 1945. No one wants to go from the ruler of an entire empire to the mayor of a city, so this was likely motivated in part by a desire to retain some level of prestige on the world stage (for as long as possible).

Yes there were other factors, such as Hungarian oil deposits, but the prestige element shouldn't be completely overlooked IMO.
Image
Go deep here: slitherine.com/forum/viewtopic.php?f=147&t=49469

BiteNibbleChomp
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3227
Joined: Mon Jul 01, 2013 6:35 am

Re: Battlefield: Europe MOD

Post by BiteNibbleChomp » Thu Feb 13, 2014 8:28 am

Attacking Budapest in 1945 was just like the Ardennes Offensive in Dec '44 - it was just trying to destroy some troops and capture a few supplies - Budapest was about as important as Tromso (north of Narvik) in purely political terms, as Hungary had already surrendered.

Also iceflame, you should be posting on my WWI forum - no one seems to be and it is making me feel :cry:

- BNC
Creator of American Civil War mod for Strategic Command WWI!
Discuss here: http://www.matrixgames.com/forums/tm.asp?m=4504986
Download: http://www.mediafire.com/file/tj4t11z3ttl142w/SCACW.zip/file

McGuba
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1162
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD

Post by McGuba » Thu Feb 13, 2014 11:50 am

LandMarine wrote:
If you should go this route they can't be full 10 steps. 4-6 is more appropriate as I know the LRDG participated in countless raids with Tito destroying bridges and raiding strategic points.
Ok, I might add a few of these. But, Tito had some 800.000 partisans in 1944 so LRDG should not be over represented compared to this number.

The SAS and OSS agents would be hitting the Germans days before massive invasion and even participate in the Invasions (the Rangers at the Pointe du Hoc). In Sicily the SAS hit a German Naval base and sabotaged the base by planting explosives before the main Invasion. So maybe 1 or 2 of these guys should accompany the Allied forces
Currently, there is a commando guy as part of D-day. Might be more elsewhere.

And if you can you should add in Allied raids (St. Nazaire, Dieppe etc....) to keep the German player frosty! Dieppe and St. Nazaire can be mini invasions in retrospect.
Dieppe is in, St. Nazaire is too small for this scale, IMO, with less than 1.000 Allied soldiers involved. Remember, in this mod an infantry unit represents two inf divisions or 20-30 thousand men. Even Dieppe is a bit too small with 6.000 Allied soldiers involved. And St. Nazaire is not on the map, only Nantes.

Still, St Nazaire had more decisive effect, so it could be there. What I could imagine here is to add St. Nazaire as a port, assign a zone to it, and if the raid is successful, add a hex action and change its terrain type to a town. The only problem is that I ran out of AI zones, and the other is that there are several other ports on the French coast, such as Bordeaux and Brest, so losing a port would not be so decisive for the player to make it worth using up an AI zone for it.

The question here is something like this: which zone should I substitue for St. Nazaire, Moscow or Leningrad?

IceFlame wrote:
A dead end yes, but will the Axis player still receive extra prestige if he manages to hold Rome? I ask in light of the historical importance the Axis placed on European capitals. (Aside from Moscow that is)... :lol:
I wish i could do it, but it would again need an AI zone assigned to Rome so that the player gets prestige for it. What I could do is to assign a zone to several large cities and the more the player controls, the more prestige he gets. But, I do not want to "bombard" the player with large amounts of prestige. I think it is much more interesting to play with limited resources. Testing the year 1944, I really have to think what to do with my limited prestige: buy a new heavy tank unit or reinforce the damaged ones?

Currently the player gets 100 prestige points for each oil fields, and there are only 5 on the map, one is possessed by the Axis by default (Ploiesti). And it is very hard to get the others. So I would add a maximum of 25 prestige per turn for a city like Rome as there are quite a lot of other cities like that in Europe.

Still, in that case, I have to have a very careful look on the zones if I can use any of them for such a script.

Yes there were other factors, such as Hungarian oil deposits, but the prestige element shouldn't be completely overlooked IMO.
I see your point here, so I will have a look.

BNC wrote:
Attacking Budapest in 1945 was just like the Ardennes Offensive in Dec '44 - it was just trying to destroy some troops and capture a few supplies - Budapest was about as important as Tromso (north of Narvik) in purely political terms, as Hungary had already surrendered.
Well, I could argue on this, but I now opt not to.

Also iceflame, you should be posting on my WWI forum - no one seems to be and it is making me feel :cry:
Sure, iceflame you should post there as well, we do not want BNC feel sad, do we? :)
Last edited by McGuba on Thu Feb 13, 2014 1:05 pm, edited 1 time in total.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969

McGuba
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1162
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD

Post by McGuba » Thu Feb 13, 2014 12:21 pm

Since it would not be appropriate to post images of war during the Olympic Games here comes some empty map images:


The fertile land of the Nile Delta:


Image


Satelite image shows there is a similar pattern in that area with the occasional palm trees here and there:

Image


I modified the bocage tile to get it. Because of the global weather of PzC, oddly enough, snow will fall in the desert as well. However, as the effect of snowing and sandstorms are quite similar one can say that when it is snowing in Europe, there is a sandstrom in Africa. And there will be no visible snow on the map in these areas. Also, the rivers Nile, Tigris & Euphrates will not freeze during winter.



England is still waiting for a sealion. Just a little one. In the camapaign it will be a bit better defended, I guess:

Image



The Moscow area (Kremlin is from Massi's tile mod):

Image
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969

iceFlame
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 300
Joined: Sat Feb 01, 2014 4:11 am

Re: Battlefield: Europe MOD

Post by iceFlame » Thu Feb 13, 2014 2:00 pm

Nice screen shots!

The Nile Delta in particular is a great enhancement. Kind of like the gold at the end of the rainbow, it almost makes all that desert dust worthwhile! :wink:

I also like the increased urban areas of London and Moscow. For me it makes the game a lot more enjoyable if the city occupies more than a single hex. That way the urban warfare is much more interesting and more intense.
I wish i could do it, but it would again need an AI zone assigned to Rome so that the player gets prestige for it... So I would add a maximum of 25 prestige per turn for a city like Rome as there are quite a lot of other cities like that in Europe.
Thanks for considering the prestige issue. I understand what you're saying about the limited AI scripting, it's just I think it might make the game more interesting if the player has to weigh the reward versus the risk of trying to hold a city like Rome. Yes there are lots of cities like Rome in Europe, but Rome is the only one that was a partner in the Pact of Steel which IMO gives it special significance. Trying to hold it would certainly pose a risk to the troops involved but the 'prestige' of keeping a primary ally in the game might outweigh the risk.
Well, I could argue on this, but I now opt not to.
Agreed. There's a lot I could say about the Hungarian operations, but now is probably not the time or place.
Sure, iceflame you should post there as well, we do not want BNC feel sad, do we? :)
I've posted in several of BNC's threads and am currently playing one of his mods, (for which I thanked him). So naturally I want him to be happy. :)
Image
Go deep here: slitherine.com/forum/viewtopic.php?f=147&t=49469

Cataphract88
Master Sergeant - U-boat
Master Sergeant - U-boat
Posts: 521
Joined: Wed Apr 22, 2009 8:56 pm
Location: London

Re: Battlefield: Europe MOD

Post by Cataphract88 » Thu Feb 13, 2014 4:26 pm

BiteNibbleChomp is doing a great job on the Great War, and generally. :)
Richard

Post Reply

Return to “Panzer Corps : Scenario Design”