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

PeteMitchell_2
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Re: Battlefield: Europe MOD v1.9

Post by PeteMitchell_2 » Wed Oct 10, 2018 6:14 am

McGuba wrote:
Wed Oct 10, 2018 1:05 am
PeteMitchell_2 wrote:
Sun Oct 07, 2018 9:15 am
However, this might only be interesting in theory yet. I mean, with the current force balance of 4:1 (or similar) against it, the AI may not be strong enough to manage offensive operations across multiple front lines on behalf of the Axis. Maybe BE Allied/Soviet Corps is only possible with a stronger AI (unlikely?) or more (ahistoric) Axis forces at its disposal (compared to the Allied/Soviet forces)? Most likely, very comprehensive and detailed scripting might be needed as well to make this work…
In an earlier post I outlined a rough road map - post the new PanzerCorps.exe with more AI zones:
http://slitherine.com/forum/viewtopic.p ... 60#p739975

Currently I am still focusing on finishing the next version, which will still not make use of the extra AI zones. Making the AI able to handle this mod from the Axis perspective definitely requires more than the current 32 AI zones - and of course a lot of thinking and work. In the meantime, I would suggest to play the next version in multiplayer instead - that would offer a great chance to experience the "other side" of this mod - and it will be available in a relatively short time.
Thanks McGuba, I fully agree to your outlined road map and thanks for your clarifications on the Persian corridor. Also, I did not mean to create any confusion or stress with the idea of "testing" an Allied/Soviet Corps version. It's just for fun and I also know it’s purely hypothetical at this stage. I think I will just play it now to also understand the Allied forces/units a bit more, it might be fairly quick… :lol: or maybe not as I might be underestimating the AI? :shock: well, maybe something could still be learnt from it, let's see!

Anyways, if anyone on the forum wants to try/test the new upcoming BE multiplayer version in future as well, just let me know, please… I would also be happy to play either side of course… :D

Uhu
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Re: Battlefield: Europe MOD v1.9

Post by Uhu » Wed Oct 10, 2018 10:14 am

The real cause is, that after so many sufferings, you want some easy joy too! :mrgreen:
PeteMitchell_2 wrote:
Tue Oct 09, 2018 8:30 pm
Although this mod is currently not meant to be played as the Allies in single player, I decided to give Battlefield Europe Allied/Soviet Corps a try as well... so please compare here for the unofficial pre-alpha test: http://www.slitherine.com/forum/viewtop ... 45&t=88098

Besides the fun I just want to see (1) how an unscripted AI will manage offensive operations across multiple front lines, (2) how far the AI can advance and (3) how quickly the AI can be defeated as well as how soon Berlin and the critical Romanian oil field can be reached. :D

In addition, I may highlight any gameplay observations and/or development suggestions I may have as they could serve as possible input to a potential future Battlefield Europe Allied/Soviet Corps version. 8)
Image
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PeteMitchell_2
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Re: Battlefield: Europe MOD v1.9

Post by PeteMitchell_2 » Wed Oct 10, 2018 11:51 am

Exactly, especially as I had started to look at the Kursk save as well… :oops: :lol:
Uhu wrote:
Wed Oct 10, 2018 10:14 am
The real cause is, that after so many sufferings, you want some easy joy too! :mrgreen:
PeteMitchell_2 wrote:
Tue Oct 09, 2018 8:30 pm
Although this mod is currently not meant to be played as the Allies in single player, I decided to give Battlefield Europe Allied/Soviet Corps a try as well... so please compare here for the unofficial pre-alpha test: viewtopic.php?f=145&t=88098

Besides the fun I just want to see (1) how an unscripted AI will manage offensive operations across multiple front lines, (2) how far the AI can advance and (3) how quickly the AI can be defeated as well as how soon Berlin and the critical Romanian oil field can be reached. :D

In addition, I may highlight any gameplay observations and/or development suggestions I may have as they could serve as possible input to a potential future Battlefield Europe Allied/Soviet Corps version. 8)

sn0wball
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Re: Battlefield: Europe MOD v1.9

Post by sn0wball » Sat Oct 13, 2018 5:20 pm

I have just finished Battlefield:Europe on medium difficulty level and General level. What a great mod. It was the first mod I have ever installed for PC and it was totally worth it. This is a great map, and a great scenario. Your work on the unit set is astounding. In some cases I was a bit puzzeled why you exchanged the originals. Your tweaking of the stats works great on a game at this scale, especially with regard to airforce and ships. What impressed me the most, who you scripted the AI to give the player a continuing and balanced challenge throughout the game.

I defeated the Soviet Union in turn 93 and destryoed the last Allied unit in Normandy in turn 99 (sic!).

McGuba
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Re: Battlefield: Europe MOD v1.9

Post by McGuba » Thu Oct 18, 2018 10:36 pm

Hi snOwball, and thank you for your feedback. It is good to know that it is indeed possible to beat this mod even if played for the first time. Feel free to give it another go if you like, maybe by trying a different strategy, difficulty or starting point. I can guarantee that each replay will bring some surprises and it will never be the same. :D

While each feedback is very important and useful, I am quite sure that a lot of players just play this mod and never write about their experiencies. Which is all right as well, but to make the mod more appealing to the majority it might be good to get some feedback from most current players. So with PeteMitchell_2 we launched a small survey where everyone can give some feedback anonymously and without registration or any fuss:
http://slitherine.com/forum/viewtopic.php?f=147&t=88193
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969

Elkarlo
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Re: Battlefield: Europe MOD v1.9

Post by Elkarlo » Wed Nov 07, 2018 4:47 am

I hate to be that guy, but is there a youtube video on how to DL this and get it running on a PC? I have no idea how to, as I am bad with this kind of thing

PeteMitchell_2
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Re: Battlefield: Europe MOD v1.9

Post by PeteMitchell_2 » Wed Nov 07, 2018 7:09 am

Elkarlo wrote:
Wed Nov 07, 2018 4:47 am
I hate to be that guy, but is there a youtube video on how to DL this and get it running on a PC? I have no idea how to, as I am bad with this kind of thing
I haven't seen one, unfortunately. However, key steps include:
1. Download McGuba's zip file from the first post of this thread (link at the bottom)
2. Unzip his zip folder (e.g. on desktop)
3. Copy (i.e. duplicate) the entire current Panzer Corps folder (e.g. to find under C:\Program Files\Panzer Corps or similar)
4. Rename this folder copy (e.g. by adding BE to it so it is unique/identifiable)
5. Paste the entire downloaded and unzipped McGuba BE folder into this new "PzC BE" folder and have your PC replace all files (that it asks to replace but don't delete any other original files)
6. Create a shortcut link to the exe as described in the first post (i.e. by adding the nocache parameter to avoid a RAM crash)
7. optional: you can also add other graphics (e.g. new victory hexes, wavy flags or blue icons on the strategic map) but this is not necessary to run the game
8. Have fun... :mrgreen:

There is also the other way with GME viewtopic.php?t=27158 (which changes the above sequence from step 3 onwards) but I prefer the "hard copy" way (as described above), it's a bit cleaner...

I hope this helps.

jeffoot77
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Re: Battlefield: Europe MOD v1.9

Post by jeffoot77 » Wed Nov 07, 2018 5:54 pm

with GME, it is more easy !

PeteMitchell_2
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Re: Battlefield: Europe MOD v1.9

Post by PeteMitchell_2 » Wed Nov 07, 2018 6:01 pm

jeffoot77 wrote:
Wed Nov 07, 2018 5:54 pm
with GME, it is more easy !
Yes, you are right, I guess it's just question of preference...

Would you mind to share the steps/best approach for Elkarlo and others maybe, please? Thanks

jeffoot77
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Re: Battlefield: Europe MOD v1.9

Post by jeffoot77 » Thu Nov 08, 2018 11:03 am

when GME has been installed, there is just to copy the mod file in the GME folder and activate the mod by launching GME like
this video show it (with another game) :

https://www.youtube.com/watch?v=RmEaK3E2Acg

catholicryanite
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Re: Battlefield: Europe MOD v1.9

Post by catholicryanite » Thu Nov 22, 2018 10:21 pm

Hi, I installed this mod and I was wondering how do I add more units to my core?

I am making a derivative of the mod, but I need some help on how to get it to work. What am I doing wrong here?
Dreaming the Plaid Dream since 2012.

glaude1955
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Re: Battlefield: Europe MOD v1.9

Post by glaude1955 » Fri Nov 23, 2018 7:55 am

catholicryanite wrote:
Thu Nov 22, 2018 10:21 pm
Hi, I installed this mod and I was wondering how do I add more units to my core?

I am making a derivative of the mod, but I need some help on how to get it to work. What am I doing wrong here?
Hello,

If I remember correctly, there is a maximum number of units for the scenario (about 200)
You will be able to buy new units as soon as the number is less than this maximum.
Do not be in a hurry because it means you are already on the road to defeat.

Regards
Yves

Uhu
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Re: Battlefield: Europe MOD v1.9

Post by Uhu » Fri Nov 23, 2018 7:10 pm

The mod is not about buying units, but about how to handle the existing units, that they survive, collect experience and possible some heroes and if possible have an upgrade.
catholicryanite wrote:
Thu Nov 22, 2018 10:21 pm
Hi, I installed this mod and I was wondering how do I add more units to my core?

I am making a derivative of the mod, but I need some help on how to get it to work. What am I doing wrong here?
Image
Image

cw58
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Re: Battlefield: Europe MOD v1.9

Post by cw58 » Sat Nov 24, 2018 4:36 am

catholicryanite wrote:
Thu Nov 22, 2018 10:21 pm
Hi, I installed this mod and I was wondering how do I add more units to my core?

I am making a derivative of the mod, but I need some help on how to get it to work. What am I doing wrong here?
While the previous 2 answers are correct, it seems that you are trying to modify this mod for your own personal use. So the answer to your question is that there 2 ways to add units to your core:

1. Open the scenario file in the editor. Use the Edit drop-down menu and select "Scenario Params". Select the "Sides" tab and change the value in "Core Slots" on the Axis side.
OR
2. Start the scenario and use the cheat code. Using key-combo Ctrl+Shift+Alt+C opens up a dialogue window. Then type "core n" and press Enter. N = number of units to be added. Do not type the " ". For example, core 5 will add 5 units to the core.

Please remember that this scenario pushes the limits of the Panzer Corps game engine and there may unintended side-effects if you add even more units. Happy hunting!

Kiane
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Re: Battlefield: Europe MOD v1.9

Post by Kiane » Thu Dec 13, 2018 3:10 am

Hey Gubs, are you going to be remaking this excellent mod for PC2? Maybe they'll let you have more events!

McGuba
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Re: Battlefield: Europe MOD v1.9

Post by McGuba » Mon Dec 17, 2018 9:21 pm

It is way too early to speculate about that. Currently I work on / test the next version which will bring a lot of changes / improvements. PzC1 still has a lot of potential.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969

Großadmiral
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Re: Battlefield: Europe MOD v1.9

Post by Großadmiral » Thu Dec 27, 2018 8:16 pm

McGuba wrote:
Mon Dec 17, 2018 9:21 pm
It is way too early to speculate about that. Currently I work on / test the next version which will bring a lot of changes / improvements. PzC1 still has a lot of potential.

Ich hoffe für uns alle, das du schöne Weihnachtsfeiertage hattest und wünsche dir einen feuchtfröhlichen Jahresübergang, damit Lust und Laune für eine Modfortsetzung erhalten bleiben!
Beste Grüße aus old germany. :P

McGuba
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Re: Battlefield: Europe MOD v1.9

Post by McGuba » Thu Dec 27, 2018 10:34 pm

Vielen Dank! :)
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969

PeteMitchell_2
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Re: Battlefield: Europe MOD v1.9

Post by PeteMitchell_2 » Sun Dec 30, 2018 5:42 pm

FYI, I started a mini-series of Battlefield Europe pre-Barbarossa scenarios at Manstein level... :mrgreen:

Poland: http://www.slitherine.com/forum/viewtop ... 45&t=89511
Norway: http://www.slitherine.com/forum/viewtop ... 45&t=89568
France: http://www.slitherine.com/forum/viewtop ... 45&t=89605
Mediterranean: http://www.slitherine.com/forum/viewtop ... 45&t=89646

Any comments or suggestions are very welcome! :D

uzbek2012
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Re: Battlefield: Europe MOD v1.9

Post by uzbek2012 » Mon Dec 31, 2018 10:10 pm

Happy new year to all ! When will update ? )


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