Battlefield: Europe MOD v2.0

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

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floplop
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Re: Battlefield: Europe MOD v1.5

Post by floplop » Fri Jun 12, 2015 2:03 pm

so I decided to skip using jgame and just rewrite the files after making a copy of the game. when I load the game I get the video but then I get a white screen and a lockup after the video every time.

any ideas?

hugh2711
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Re: Battlefield: Europe MOD v1.5

Post by hugh2711 » Fri Jun 12, 2015 5:16 pm

I ran it without jsgame or whatever it is so somewhere in this thread - probably towards the beginning - there are detailed instrutctions. if i remember correctly it was approximately; copy your complete panzer corps installation to another directory but renaming it slightly. overwrite the copy with the extracted BFe files. put a shortcut to the panzer corps executable in the new directory and play the shortcut directory as BFE. when you have finished with BFE just delete the new directory. looking forward to 1.6 mmmmmmm

Appren
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Re: Battlefield: Europe MOD v1.5

Post by Appren » Fri Jun 12, 2015 7:25 pm

I took a back up of my game install, and just installed the mod directly overwriting files without JGSME, works just fine, since I dont play vanilla pzc or any other mods atm.

DoctorCreepy
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Re: Battlefield: Europe MOD v1.5

Post by DoctorCreepy » Fri Jun 12, 2015 8:35 pm

Wow!!!! This is a great mod andI had a ton of fun playing it. Now if you made it go beyond 1945 I'd never leave the house!!! Thanks for making this.

uzbek2012
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Re: Battlefield: Europe MOD v1.5

Post by uzbek2012 » Fri Jun 12, 2015 11:18 pm

The French, the Greeks, the Motherland, the SS division Halychyna, the Americans and so on :!:
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Переводчик Google

Really looking forward to version 1 .6 ) I Really hope that the author will win our hearts again
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JimmyC
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Re: Battlefield: Europe MOD v1.5

Post by JimmyC » Mon Jun 15, 2015 12:50 am

uzbek2012 wrote: Really looking forward to version 1 .6 ) I Really hope that the author will win our hearts again
+1 to that. Although i am still struggling to find the time to finish my current playthrough!

BiteNibbleChomp
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Re: Battlefield: Europe MOD v1.5

Post by BiteNibbleChomp » Mon Jun 15, 2015 8:06 am

uzbek2012 wrote: Really looking forward to version 1 .6 ) I Really hope that the author will win our hearts again
I don't think McGuba is likely to remake this mod. v1.6 won't be THAT big a change, will it?

But I would like to see what he comes up with next.

- 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

JimmyC
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Re: Battlefield: Europe MOD v1.5

Post by JimmyC » Wed Jun 17, 2015 12:11 am

BiteNibbleChomp wrote:
uzbek2012 wrote: Really looking forward to version 1 .6 ) I Really hope that the author will win our hearts again
I don't think McGuba is likely to remake this mod. v1.6 won't be THAT big a change, will it?

But I would like to see what he comes up with next.

- BNC
My impression is that he is mostly tweaking it and making minor amendments. The most welcome change is to how mines work - apparently they cannot be used offensively any more and also don't disappear from site after you have spotted them. I think he is also tweaking the AI a bit and certain scripted events.

Tigergeri
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Re: Battlefield: Europe MOD v1.5

Post by Tigergeri » Fri Jun 19, 2015 2:14 pm

Hello (sorry for the bad english)

I think the 1.6 version need:
-Operation Konrad (When soviets capture budapest German,s and Hungary are trying to capture back the capital city and the Zala oil field,s near lake Balaton )
-Battle for Seelow Heights (The german,s last counter attack for defend Berlin and stay away the soviet,s from Berlin)
-The South-France landing in 1944 June
-And maybe the siegfried line in 1944/1945


But this is my idea :)

P210
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Re: Battlefield: Europe MOD v1.5

Post by P210 » Mon Jun 22, 2015 7:56 am

Hello,

Had to log in just to share few words.
I bought my first PC for the original Panzer General. Since then I have been looking for a worthy successor to that marvelous game.
Panzer Corps was a good try, but ended up in dissapointment. The game balance is just so bad.

This was the situation up until now. The Battlefield Europe mod has been a dream come true for this, self proclaimed, war history aficianado.

Thank you million times Mr. McGuba and other contributors for all the hard work!

Uhu
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Re: Battlefield: Europe MOD v1.5

Post by Uhu » Tue Jun 23, 2015 4:29 pm

Welcome to the Club! ;)
P210 wrote:Hello,

Had to log in just to share few words.
I bought my first PC for the original Panzer General. Since then I have been looking for a worthy successor to that marvelous game.
Panzer Corps was a good try, but ended up in dissapointment. The game balance is just so bad.

This was the situation up until now. The Battlefield Europe mod has been a dream come true for this, self proclaimed, war history aficianado.

Thank you million times Mr. McGuba and other contributors for all the hard work!
Image
Image

Uhu
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Re: Battlefield: Europe MOD v1.5

Post by Uhu » Tue Jun 23, 2015 4:35 pm

Guys,

I'm lost... :shock:
After beating all possible alternative gaming modes (Rommel, DV, without extra prestige, historical'42 late, timerun), I found a new mode: historical advanced - playing the game historical until the D-day! Goal: making a MV - beating the CCCP (as beating Britain would be impossible due to the big distances, like Middle East).
The only question, if it is possible *with* loosing Tunis -> eventually Italy and all the Italian units (which is a significant part of the Axis force!), or it is possible only, if we hold Tunis as the only "unhistorical" exception.
Why I'm lost? It would take again a hell of time from me... :lol:
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McGuba
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Re: Battlefield: Europe MOD v1.5

Post by McGuba » Fri Jun 26, 2015 7:30 pm

DoctorCreepy wrote:Wow!!!! This is a great mod andI had a ton of fun playing it. Now if you made it go beyond 1945 I'd never leave the house!!! Thanks for making this.
No worries, I have no such plans, so you can enjoy the summer weather. :wink:

BiteNibbleChomp wrote: I don't think McGuba is likely to remake this mod. v1.6 won't be THAT big a change, will it?
No, there will be no ground-breaking changes, mostly fine-tuning. After all, if it ain't broken, don't fix it. However, there will be several changes (the most obvious are the naval mines) and some new content added, plus some re-balancing, tweaking, etc., like always. I intend to make it a final(?) version and that's why it takes longer than expected. Yeah, I know probably there will never be a final version for this mod, but at least I try, OK?

Tigergeri wrote:
Hello (sorry for the bad english)

I think the 1.6 version need:
-Operation Konrad (When soviets capture budapest German,s and Hungary are trying to capture back the capital city and the Zala oil field,s near lake Balaton )
Historically there were a series of operations code named Konrad 1, Konrad 2, and Konrad 3. These were launched Jan-Febr 1945, when Budapest was still under siege and the aim of these operations were to lift the siege and to send more supplies and forces into the city to extend its struggle. None of these actually reached the defenders and the Hungarian capital fell in February. The operation aimed at the recapturing of the fallen city and the Zala oil fields was named Spring Awakening (Frülungserwachen) and was launched in March.

Anyway, if the Soviets capture Budapest at any given time in the mod, the player, who has full control over the Axis forces, can obviously try to recapture it and name the operation whatever he wants.

-Battle for Seelow Heights (The german,s last counter attack for defend Berlin and stay away the soviet,s from Berlin)
The same goes for Seelowe or any other historical German offensive operations of the war: the whole concept of the mod is that the player has total freedom to decide when, where and how to attack, only the Allied responses and historical counter offensives are pre-set.

-The South-France landing in 1944 June
The Allies do land in Souther France in August 1944 (or any time later), if Tunis and Sicily is taken by them by that time.

-And maybe the siegfried line in 1944/1945
The Siegfried Line is already present in the mod, although only the southern part of it, as I found that adding the northern part as well (in front of the Ruhr valley) would make the defense of Germany a bit too easy as it is situated behind a river and thus the AI would be most likely unable to break it. A fortified line behind a river is just a bit too hard nut to crack by the dumb AI, especially if the defending units have high entrenchment. However, the player can create it by placing some strong units there as a last ditch effort to stop the Yanks.

On the other hand, I will add the Gustav and Gothic lines in Italy in the next version, in case the Allies make a foothold in Italy.

P210 wrote:
I bought my first PC for the original Panzer General. Since then I have been looking for a worthy successor to that marvelous game.
Panzer Corps was a good try, but ended up in dissapointment. The game balance is just so bad.

This was the situation up until now. The Battlefield Europe mod has been a dream come true for this, self proclaimed, war history aficianado.

Thank you million times Mr. McGuba and other contributors for all the hard work!
You are welcome! I also thought that Panzer Corps has a great game engine with a lot of potential in it, but unfortunately the vanilla campaign has many historical inaccuracies and is quite pale when compared to the great original. That's why I started modding which has been a lot of fun, and the hidden abilities of the game engine has surpassed all my expectations so far.

Uhu wrote: I'm lost...
After beating all possible alternative gaming modes (Rommel, DV, without extra prestige, historical'42 late, timerun), I found a new mode: historical advanced - playing the game historical until the D-day! Goal: making a MV - beating the CCCP (as beating Britain would be impossible due to the big distances, like Middle East).
The only question, if it is possible *with* loosing Tunis -> eventually Italy and all the Italian units (which is a significant part of the Axis force!), or it is possible only, if we hold Tunis as the only "unhistorical" exception.
Why I'm lost? It would take again a hell of time from me...
The next version will come with some "official" savegames at certain key points such as Stalingrad or Kursk, which will depict the historical situation as much as it is possible. (The AI is not always cooperative in this...) Thus players can try to change the course of war from those points. When it comes to D-day/Bagration, I seriously doubt that it is possible to achieve MV, not only because of the large number of Soviet units, but also because of the previous losses and distance to the Volga river which should be covered in just 26 turns. So I think in the later starting points a draw is the only realistic aim.

In my view historical play not only means the position of the frontline, but also losing several units in the battle of Moscow or Stalingrad as historically those literally depleted the wehrmacht and the manpower of Germany by 1944, forcing it to rely more on the few remaining Axis Allies, citizens of the occupied countries, and even Soviet POWs. These are represented by the gradually decreasing quality of the German units, with green replacements being used more often than not and having newly raised units with zero experience, which are easy prey for the late war allied units. Still I think it is very interesting to start at a later date and play a mobile defense strategy to stop the Allies before they could reach the objective cities of the Reich.
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flakfernrohr
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Re: Battlefield: Europe MOD v1.5

Post by flakfernrohr » Fri Jun 26, 2015 7:58 pm

McGuba, IF you were ever to elect to go from Kursk to the Urals (which would probably include a couple of extra years for campaigns), it would be the ultimate of ultimate mods. The capture of Tankograd and the capture of Stalin in his redoubt in Kazakhstan would be tremendous. Just some seeds for thought as you mentioned the mod "will likely never be a final version". :wink:
Old Timer Panzer General fan. Maybe a Volksturm soldier now. Did they let Volksturm drive Panzers?

McGuba
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Re: Battlefield: Europe MOD v1.5

Post by McGuba » Wed Jul 01, 2015 8:35 am

flakfernrohr wrote:McGuba, IF you were ever to elect to go from Kursk to the Urals (which would probably include a couple of extra years for campaigns), it would be the ultimate of ultimate mods. The capture of Tankograd and the capture of Stalin in his redoubt in Kazakhstan would be tremendous. Just some seeds for thought as you mentioned the mod "will likely never be a final version". :wink:
Actually, the player has to go well beyond Kursk to defeat the USSR in the mod, however, not as far as the Ural mountains. Currently he has to reach the A-A line (Arkhangelsk-Astrakhan) and the Volga river as set historically prior to Barbarossa:
The demarcation of the A-A line as the end-goal of military hostilities was specifically chosen by the military planners because a complete destruction of the entire Soviet Union in a single military campaign was considered an operational impossibility in view of its geographic dimensions. The remaining Soviet industrial centers further eastward were to be destroyed by aerial bombardment, for which an entire Luftflotte ("air fleet"; equivalent in status to an army group) was to be assigned.
and also:
The German Wehrmacht assumed that the majority of the Soviet military supplies and the main part of the food and population potential of the Soviet Union existed in the lands that lay to the west of the proposed A-A line.[5] If the line were reached, the Soviet Union would also be deprived of around 86% of its petroleum requirements (oil territories in the Caucasus).
https://en.wikipedia.org/wiki/A-A_line

I also think that after reaching that line all those factory cities in the Urals would have been deprived of their manpower (main population centers taken), food supplies (Ukraine, the "bread basket" of the USSR taken), and oil reserves (Caucaus). Leaving only the barren and lightly populated Siberia left with its harsh climate and low agricultural output. Additionally, even the Allies would be restricted to use the Alaska-Siberia route to send reinforcements and supplies, with both the northern convoy and the Iran-Iraq routes closed for good. And that only remaining route had limited use due to the long distance and the limited capacity of the Trans-Siberia railroad. So the mod assumes that after reaching the A-A line the USSR sues for peace.

I made only one thing differently: the capture of the Caucasus is not a condition for the defeat of the USSR as it can be cut completely from the rest of the country if the Axis reaches the Rostov-Astrakhan line. In that case the oil cannot be transported to the east by the Soviets having the same effect on their economy as if it was taken.

As for Uncle Joe, well you must be reading my mind, as I already placed him as a "hero" hiding in the hinterland, but not exactly in Kazakhstan in the next version of the mod:
During World War II, Kuybyshev was chosen to be the capital of the Soviet Union should Moscow fall to the invading Germans. In October 1941, the Communist Party and governmental organizations, diplomatic missions of foreign countries, leading cultural establishments and their staff were evacuated to the city.[13] A dug-out for Joseph Stalin known as "Stalin's Bunker" was constructed but never used.

Kuybyshev remained the alternative capital of the Soviet Union until the summer of 1943, when everything was moved back to Moscow.
https://en.wikipedia.org/wiki/Samara,_Russia

Which also means that the Soviets were prepared for the fall of Moscow and were determined to continue fighting if it happens. After all, Napoleon also took Moscow, but lost his campaign in the end, so the Soviets got used to it to some extent.

That is why I think that both the original Panzer General and the latest Panzer Corps are wrong when they assume that the capture of Moscow means the end of the Soviet Union. They were more than ready to fight, for some time more at least.
(In case I made a suggestion for yet another DLC, feel free to go for it and grab the cash. I will not start a copyright issue. :wink: )
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flakfernrohr
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Re: Battlefield: Europe MOD v1.5

Post by flakfernrohr » Wed Jul 01, 2015 11:37 am

McGuba, Thanks so much for the great reply and information on the mod. It sounds very encouraging about the post Kursk scenario(s) and the upcoming additions. :)
I certainly agree that the capture of Moscow was NOT going to be the end of the Soviet fight by any means of the imagination. Symbolic, yes, but not a conclusion of the war in the East.
Old Timer Panzer General fan. Maybe a Volksturm soldier now. Did they let Volksturm drive Panzers?

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Re: Battlefield: Europe MOD v1.5

Post by VonArens » Tue Jul 21, 2015 5:34 pm

First of all let me say I greatly enjoy your mod, even if Im not the greatest armchair general around :)

Secondly I have a slight noobish question, playing as Germany Im having good (albeit slow) progress vs the sovjets while trying to hold france from the allies. But I have lost all my destroyers during the few sea battles, which means even though Ive won the North Afrika campaign (apart from certain islands) Im kinda defenseless against subs. Is there any way to recruit new ships even just destroyers?

Thanks again for your great work in this mod :)

McGuba
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Re: Battlefield: Europe MOD v1.5

Post by McGuba » Wed Jul 22, 2015 11:01 am

Hi,

Unfortunately it is not possible to purchase naval unit in the game by default, but there is a mod which makes them available for purchase. This option could be incorporated to my mod as well, even though it would need some extra work, but I am not sure that it would be a good idea for balancing reasons. Even just a few extra destroyers would make the Mediterranean campaign much easier. Additionally, historically Germany mostly halted all the ongoing ship building after 1942 and only concentrated on U-boats. Even the only aircraft carrier remained unfinished, just before completion. However, they did continue to make some smaller ships like torpedo boats and destroyers, so it might make some sense to add one or two of these as an extra. Or maybe only as replacements if the player loses some of them... Actually, yeah, I think it might be a good idea to add just a few more of these to replace the losses... :roll:

Oh, and by the way, v1.6 is coming soon... :)
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McGuba
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Re: Battlefield: Europe MOD v1.5

Post by McGuba » Wed Jul 22, 2015 2:45 pm

So, having checked the numbers:

Germany had 22 destroyers in September 1939 and comissioned another 5 by June 1941, however it lost 10(!) of these during the invasion of Norway in just a couple of days with several more damaged. So the Kriegsmarine was down to 17 destroyers at the beginning of Barbarossa and there are 5 destroyer units on the map, which means each represent 3-4 destroyers. With the 3 more destroyers comissioned by the end of 1941 their total number rose to 20, so for simplicity, each destroyer unit in the mod should represent 4 actual ships, I guess.

Now, let's see:
Another four were comissioned by February, 1943, which would mean +1, four more by Sept 1943 (+1) and two more by March 1944, with two more launched but not finished by the end of the war. So, just as I wrote it would make sense to add two more destroyer units at the above dates.

The Italians had a lot more destroyers, though, but their losses were also very high and they were smaller and not so effective. For anti-submarine duty I would rather recommend tactical bombers in the med.
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Re: Battlefield: Europe MOD v1.5

Post by VonArens » Thu Jul 23, 2015 12:11 am

Oh thank you alot for the infomation :)
Not having read the entire thread, is there a teaser list of what 1.6 contains/changes/fixes? :)

Btw can the bombers attack subs when they are submerged ? Since my problem is that even with the brittish beaten out of the med- area they have 3-5 subs rampaging around down there who constantly are in 2nd submerged depth.


ps, I noticed some ppl asking for an option to go beyond 1945/turn 99, which actually allready is possible if you use the turns cheat, it'll make the counter look odd since it only supports 2 digits but it works. Just in case some ppl didnt know, hopefully Im not the only total noob around here :)

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