Battlefield: Europe MOD v2.0

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

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

1jedi
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 65
Joined: Sun Dec 14, 2014 11:42 am
Location: LIVORNO ITALIA

Re: Battlefield: Europe MOD v2.0

Post by 1jedi » Thu Dec 26, 2019 7:22 pm

CIAO UHU GRAZIE ANCHE A TE
:D :D :D :D :D :D :D :D
:wink: :wink: :wink: :wink: :wink: :wink: :wink: :wink:

Uhu
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1184
Joined: Fri Nov 04, 2011 9:16 pm
Location: Hungary

Re: Battlefield: Europe MOD v2.0

Post by Uhu » Sat Dec 28, 2019 2:24 pm

Ciao, you are welcome! :)
1jedi wrote:
Thu Dec 26, 2019 7:22 pm
CIAO UHU GRAZIE ANCHE A TE
:D :D :D :D :D :D :D :D
:wink: :wink: :wink: :wink: :wink: :wink: :wink: :wink:
Image
Image

Duedman
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 23
Joined: Fri Dec 20, 2019 8:34 am

Re: Battlefield: Europe MOD v2.0

Post by Duedman » Sun Dec 29, 2019 5:07 am

McGuba wrote:
Fri Dec 20, 2019 1:24 pm
Duedman wrote:
Fri Dec 20, 2019 9:15 am

One thing I didnt like was when my ships lost all their fuel. I just started raiding in the atlantic with like 250 fuel left on the big ships and POOF .... 20 fuel.
This is probably due to constraints of the editor but its immersion breaking nonetheless.
There are several messages before it happens to prepare the player for the historical fuel crisis and to make him keep the naval units close to friendly ports. Historically Axis warships did not venture far away from their ports from 1942 due to the lack of fuel oil. The severe lack of oil was the main drive to attack the Caucasus in 1942 and the lack of fuel affected the air and land forces as well, but the navy as affected the most.
I dont know if its doable but maybe you could let ships lose the fuel once they return to port.
They have to anyway since they got such scarce ammo. But in that way they would not strand in the middle of nowhere.
So it would at least be an option for the player to go raiding. The Germans tried an the Allies feared that.

Oh - and on your point with sinking merchantships right the turn they spotted the Uboat - thats not working. The next thing that happens, after a merchant spotted you is several destroyers swarming you.
Have you thought about a bounty system? Like getting prestige for sinking merchants?
Maybe in addition or as replacement for the current system.
As of now there is no incentive to destroy them apart from the very first turn where it indeed helps if u manage sink it.
Giant Europe Mod 2.0 - Sea Lion 44 with no fuel:

http://www.slitherine.com/forum/viewtopic.php?f=145&t=95886

Uhu
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1184
Joined: Fri Nov 04, 2011 9:16 pm
Location: Hungary

Re: Battlefield: Europe MOD v2.0

Post by Uhu » Sun Dec 29, 2019 2:56 pm

Well, I upgraded my house rules, cancelling a few of them - it is too complicated to take attention on so much.

1., Fallschirmjägers can be flown in bad weather too, but they can jump only in clear or cloudy weather.
2., Air transport have a 24 hex radius, if it has to be fly back and 48 hex if it can land.
3., Players are not allowed to fully encircle enemy aircraft.
4., Players are not allowed intentional to block the route of hostile aircrafts.
5., Because the fuel use of airplanes which has no sand-filters are not calculated correctly (it shows, it can reach a given airfield, but actually it cannot), than with the fuel cheat, we can add one fuel cell plus in such extreme situation.

Uhu wrote:
Fri Dec 20, 2019 11:34 pm
Duedman wrote:
Fri Dec 20, 2019 9:15 am
If u do that again I would suggest some "house rules". Like not to encircle aircraft to let them crash with no fuel. Or blocking airfields with scout planes. I really thought that was kinda cheesy
Hello Alex, hello Duedman,
welcome both to the club! :)
I made and use the following house rules also in multiplayer:

1., Fallschirmjägers can be flown in bad weather too, but they can jump only in clear or cloudy weather.
2., Air transport have a 24 hex radius, if it has to be fly back and 48 hex if it can land.
3., Players are not allowed to fully encircle enemy aircraft.
4., Players are not allowed intentional to block the route of hostile aircrafts.
5., Hostile airports cannot be used as landing place for normal units, only for Fallschirmjägers or Brandenburgers (therefore Malta can be captured from the sky only with these two units).
6., Hostile ports cannot be entered by ships.
7., Hostile settlements can be entered with train only after captured (no more advancing "combat-transport-trains :) ).
8., Because the fuel use of airplanes which has no sand-filters are not calculated correctly (it shows, it can reach a given airfield, but actually it cannot), than with the fuel cheat, we can add one fuel cell plus in such extreme situation.

UPDATE: blocking hex from the air is allowed, because one point it makes the Axis troops to hard, second, it is problematic to pay attention always for that.
Last edited by Uhu on Sun Dec 29, 2019 3:24 pm, edited 1 time in total.
Image
Image

Intenso82
Most Successful Mod 2017
Most Successful Mod 2017
Posts: 1051
Joined: Mon May 04, 2015 8:48 am

Re: Battlefield: Europe MOD v2.0

Post by Intenso82 » Sun Dec 29, 2019 3:18 pm

Uhu wrote:
Fri Dec 20, 2019 11:34 pm
Duedman wrote:
Fri Dec 20, 2019 9:15 am
If u do that again I would suggest some "house rules". Like not to encircle aircraft to let them crash with no fuel. Or blocking airfields with scout planes. I really thought that was kinda cheesy
Hello Alex, hello Duedman,
welcome both to the club! :)
I made and use the following house rules also in multiplayer:

1., Fallschirmjägers can be flown in bad weather too, but they can jump only in clear or cloudy weather.
2., Air transport have a 24 hex radius, if it has to be fly back and 48 hex if it can land.
3., Players are not allowed to fully encircle enemy aircraft.
4., Players are not allowed intentional to block the route of hostile aircrafts.
5., Hostile airports cannot be used as landing place for normal units, only for Fallschirmjägers or Brandenburgers (therefore Malta can be captured from the sky only with these two units).
6., Hostile ports cannot be entered by ships.
7., Hostile settlements can be entered with train only after captured (no more advancing "combat-transport-trains :) ).
8., Because the fuel use of airplanes which has no sand-filters are not calculated correctly (it shows, it can reach a given airfield, but actually it cannot), than with the fuel cheat, we can add one fuel cell plus in such extreme situation.

UPDATE: blocking hex from the air is allowed, because one point it makes the Axis troops to hard, second, it is problematic to pay attention always for that.
These rules perhaps weaken the position of the Axis?
Although the Axis side has so far failed to win, in multiplayer ...
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743

Uhu
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1184
Joined: Fri Nov 04, 2011 9:16 pm
Location: Hungary

Re: Battlefield: Europe MOD v2.0

Post by Uhu » Mon Dec 30, 2019 1:06 pm

That's true, but with the air transport + Fallschirmjäger points it is not big difference. The last transport points are truly hindering, therefore I avoided them in the meantime. See upgraded post/rule list.
For me immersion is important, so unreal things will be avoided as far as possible in my games.
Intenso82 wrote:
Sun Dec 29, 2019 3:18 pm
Uhu wrote:
Fri Dec 20, 2019 11:34 pm
Duedman wrote:
Fri Dec 20, 2019 9:15 am
If u do that again I would suggest some "house rules". Like not to encircle aircraft to let them crash with no fuel. Or blocking airfields with scout planes. I really thought that was kinda cheesy
Hello Alex, hello Duedman,
welcome both to the club! :)
I made and use the following house rules also in multiplayer:

1., Fallschirmjägers can be flown in bad weather too, but they can jump only in clear or cloudy weather.
2., Air transport have a 24 hex radius, if it has to be fly back and 48 hex if it can land.
3., Players are not allowed to fully encircle enemy aircraft.
4., Players are not allowed intentional to block the route of hostile aircrafts.
5., Hostile airports cannot be used as landing place for normal units, only for Fallschirmjägers or Brandenburgers (therefore Malta can be captured from the sky only with these two units).
6., Hostile ports cannot be entered by ships.
7., Hostile settlements can be entered with train only after captured (no more advancing "combat-transport-trains :) ).
8., Because the fuel use of airplanes which has no sand-filters are not calculated correctly (it shows, it can reach a given airfield, but actually it cannot), than with the fuel cheat, we can add one fuel cell plus in such extreme situation.

UPDATE: blocking hex from the air is allowed, because one point it makes the Axis troops to hard, second, it is problematic to pay attention always for that.
These rules perhaps weaken the position of the Axis?
Although the Axis side has so far failed to win, in multiplayer ...
Image
Image

Duedman
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 23
Joined: Fri Dec 20, 2019 8:34 am

Re: Battlefield: Europe MOD v2.0

Post by Duedman » Mon Dec 30, 2019 6:06 pm

Uhu wrote:
Mon Dec 30, 2019 1:06 pm
That's true, but with the air transport + Fallschirmjäger points it is not big difference. The last transport points are truly hindering, therefore I avoided them in the meantime. See upgraded post/rule list.
For me immersion is important, so unreal things will be avoided as far as possible in my games.

UPDATE: blocking hex from the air is allowed, because one point it makes the Axis troops to hard, second, it is problematic to pay attention always for that.
"it makes the Axis troops to hard" I dont get your point :?:
I thought it a bit cheesy when in one MP game Tunis airfield was intentionally blocked with a Recon Plane so no infantry could get evacuated.
Of course in the middle of an air battle that rule would not have to apply.

A suggestion on another rule:
I did not know that there is a "Fuel Cheat"
I would allow to apply that to the German Big ships in the Atlantic to ensure their capability to return to port from a raiding mission (one single time)
The raiding would be very risky for the germans anyway with the strong british fleet and range of aircraft.
And probably the result in terms of prestige would be a net loss with damaged ships.

Still the player could at least decide whether he wants to conduct such an operation.
As of now, the player knows that he will magically loose all but 20 of his fuel which is not even enough to return to port.
Giant Europe Mod 2.0 - Sea Lion 44 with no fuel:

http://www.slitherine.com/forum/viewtopic.php?f=145&t=95886

alexfilip
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 3
Joined: Wed Jan 15, 2020 9:03 pm

Re: Battlefield: Europe MOD v2.0

Post by alexfilip » Wed Jan 15, 2020 9:04 pm

have downloaded it an played it up to late 43 in single player.
Looks great but looking for an added kick - would anybody be interested in an MP match? regardless of the side (axis/allies)

PeteMitchell_2
Lieutenant Colonel - Elite Panther D
Lieutenant Colonel - Elite Panther D
Posts: 1311
Joined: Tue Jul 10, 2018 1:18 pm

Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell_2 » Thu Jan 16, 2020 6:20 pm

alexfilip wrote:
Wed Jan 15, 2020 9:04 pm
have downloaded it an played it up to late 43 in single player.
Looks great but looking for an added kick - would anybody be interested in an MP match? regardless of the side (axis/allies)
Welcome to the forum! Great, I am available... :D

Uhu
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1184
Joined: Fri Nov 04, 2011 9:16 pm
Location: Hungary

Re: Battlefield: Europe MOD v2.0

Post by Uhu » Thu Jan 16, 2020 8:02 pm

...and where is my turn? :twisted:
PeteMitchell_2 wrote:
Thu Jan 16, 2020 6:20 pm

Welcome to the forum! Great, I am available... :D
Image
Image

PeteMitchell_2
Lieutenant Colonel - Elite Panther D
Lieutenant Colonel - Elite Panther D
Posts: 1311
Joined: Tue Jul 10, 2018 1:18 pm

Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell_2 » Thu Jan 16, 2020 8:04 pm

Uhu wrote:
Thu Jan 16, 2020 8:02 pm
...and where is my turn? :twisted:
PeteMitchell_2 wrote:
Thu Jan 16, 2020 6:20 pm

Welcome to the forum! Great, I am available... :D
Sorry, I just got back from our trip last night. Will resume our match/game very shortly! :mrgreen:

alexfilip
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 3
Joined: Wed Jan 15, 2020 9:03 pm

Re: Battlefield: Europe MOD v2.0

Post by alexfilip » Thu Jan 16, 2020 8:56 pm

PeteMitchell_2 wrote:
Thu Jan 16, 2020 6:20 pm
alexfilip wrote:
Wed Jan 15, 2020 9:04 pm
have downloaded it an played it up to late 43 in single player.
Looks great but looking for an added kick - would anybody be interested in an MP match? regardless of the side (axis/allies)
Welcome to the forum! Great, I am available... :D
Great... how do we do it?
shall you create a game in multiplayer and pm me the password?

Uhu
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1184
Joined: Fri Nov 04, 2011 9:16 pm
Location: Hungary

Re: Battlefield: Europe MOD v2.0

Post by Uhu » Fri Jan 17, 2020 9:45 am

We can also start a game. I send you the details in pm.
alexfilip wrote:
Wed Jan 15, 2020 9:04 pm
have downloaded it an played it up to late 43 in single player.
Looks great but looking for an added kick - would anybody be interested in an MP match? regardless of the side (axis/allies)
Image
Image

PeteMitchell_2
Lieutenant Colonel - Elite Panther D
Lieutenant Colonel - Elite Panther D
Posts: 1311
Joined: Tue Jul 10, 2018 1:18 pm

Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell_2 » Sat Jan 18, 2020 8:35 pm

Happy new year to all! :)

One more update from the game between Uhu and me!

(@McGuba: the British troops to invade Norway appeared in two batches, like almost two years apart from each other, is this fully random or somehow intended?)

Casualties Turn 71 End of Allied Turn.jpg
Casualties Turn 71 End of Allied Turn.jpg (48.92 KiB) Viewed 378 times

McGuba
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1173
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v2.0

Post by McGuba » Sun Jan 19, 2020 10:07 pm

PeteMitchell_2 wrote:
Sat Jan 18, 2020 8:35 pm
(@McGuba: the British troops to invade Norway appeared in two batches, like almost two years apart from each other, is this fully random or somehow intended?)
If the Tirpitz is not in Trondheim then there is a very small chance in each turn that a British invasion force appears. And there can be two seperate waves, same as with the US invasion force for Iceland. If the Tirpitz is not in Trondheim for a long time then the chance to get an invasion force is getting higher and higher.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969

PeteMitchell_2
Lieutenant Colonel - Elite Panther D
Lieutenant Colonel - Elite Panther D
Posts: 1311
Joined: Tue Jul 10, 2018 1:18 pm

Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell_2 » Mon Jan 20, 2020 10:52 am

Thanks McGuba, kind of interesting (or maybe even a little strange?) that there can be two seperate invasion waves?

McGuba
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1173
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v2.0

Post by McGuba » Mon Jan 20, 2020 3:04 pm

Hm, yes, but if there was only one wave, and the Axis player can defeat it with let's say destroyers and S-boats after that he could neglect the area knowing that the danger is over. With two potential waves the Axis has to continue to guard the area even after defeating the first one. Also, from the Allied perspective two waves mean more possibilites (e.g. merging the two, or use one or both of them elsewhere) and generally a bigger chance for success. In the end it makes the Trondheim side quest more interesting and important, I think.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969

PeteMitchell_2
Lieutenant Colonel - Elite Panther D
Lieutenant Colonel - Elite Panther D
Posts: 1311
Joined: Tue Jul 10, 2018 1:18 pm

Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell_2 » Mon Jan 20, 2020 6:47 pm

McGuba wrote:
Mon Jan 20, 2020 3:04 pm
Hm, yes, but if there was only one wave, and the Axis player can defeat it with let's say destroyers and S-boats after that he could neglect the area knowing that the danger is over. With two potential waves the Axis has to continue to guard the area even after defeating the first one. Also, from the Allied perspective two waves mean more possibilites (e.g. merging the two, or use one or both of them elsewhere) and generally a bigger chance for success. In the end it makes the Trondheim side quest more interesting and important, I think.
I like it, just wanted to mention it and I was also curious about the rationale/reasoning, thanks!

alexfilip
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 3
Joined: Wed Jan 15, 2020 9:03 pm

Re: Battlefield: Europe MOD v2.0

Post by alexfilip » Tue Jan 21, 2020 10:35 am

Hi McGuba - i just started playing a game against Pete (off-topic funny: you you missplace your right hand slightly left on the laptop keyboard and try to type 'playing', you get 'okaying' instead ^^) and I am a bit confused about the rule for Soviet aviation in turns 1-4: do the 2 fighters and one bombers merely need to be placed in the border area, or also perform ground attack?... And 'within' x# of hexes does not include the hexes with the borders, does it?

McGuba
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1173
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v2.0

Post by McGuba » Tue Jan 21, 2020 3:12 pm

alexfilip wrote:
Tue Jan 21, 2020 10:35 am
Hi McGuba - i just started playing a game against Pete (off-topic funny: you you missplace your right hand slightly left on the laptop keyboard and try to type 'playing', you get 'okaying' instead ^^)
Hi, sorry, what do you mean, I do not really get it... :?: Did I make a spelling mistake or typo or something like that somewhere? It is quite possible that there are still plenty hiding and if you found some please let me know the exact message text so that I can fix it for a later version.

I am a bit confused about the rule for Soviet aviation in turns 1-4: do the 2 fighters and one bombers merely need to be placed in the border area, or also perform ground attack?...
They just have to be within 3 hexes from the neares border pole. There is no need to actually attack with them.
And 'within' x# of hexes does not include the hexes with the borders, does it?
After being moved the air unis should be able to reach the nearest border pole with 3 movement points.


And by the way, here is the latest beta version of the mod, which mainly comes with various fixes for the multiplayer version, mainly balancing, things that we have found during the testing, but also some minor bug fixes. You might want to restart your current game and play with this latest version, unless you are too far ahead:

Battlefield: Europe v2.1 beta 4
https://www.dropbox.com/s/m23hxn0mekk1x ... 4.zip?dl=0

Changes (mostly multiplayer):
- T-26 light tanks can be upgraded to T-60 recon tank, but only by moving them to the nearest Soviet upgrade city from turn 15. After turn 33 any surviving T-26 will upgraded to T-70 light tank in the same way. But there will be a message about this.
- Some Soviet units in 1941 appear further to the east but earlier so that the Axis player cannot overtake them
- there are much less "frozen" Soviet units in the beginning, and half of them activate in turn 13 so that they can possibly start a historical winter counter attack. The other half activates by mid/late 42, or any time earlier if the Axis player manages to capture most of Moscow. The rest (e.g. Katyushas) will appear later in the Ural as reinforcement units. It gives more freedom to the Allied side.
- the British will get some Motor Torpedo Boats (similar to German S-boats) with recon move. However:
- there are fewer British destroyers in the beginning in the North Atlantic, but if they suffer losses they get replacements immediately (up to a cetain amount, like 3-4)
- the British get more fighter planes in Egypt - but less capable ones (mostly Hurricanes and Tomahawk/Kittyhawk). British fighter planes who appear in Egypt can only be upgraded to tropical versions of these, "tropicalised" Spitfire Vb appears later than "continental" Spit V. It all simulates the fact that the British mostly used second line fighter planes in Egypt in 1941-42 and retained the majority of Spitfire Vs for home defense.
- some other changes and fixes that I already forgot :)

EDIT: ah, and also:
- Allied merchant ships, now called "Convoy" can generate a small prestige income (10 per turn for each) if they are on the convoy routes (marked with the dollar symbol) for the Allied side.

EDIT2:
- oh, and yes, Malta now has a non-movable defensive fighter unit right above the airfield...
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969

Post Reply

Return to “Panzer Corps : Scenario Design”