Yes, they do. I run PC on Steam.JimmyC wrote:Sorry for a basic question, but do the install instructions work if you are running the Steam version of the game?
Battlefield: Europe MOD v2.4
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
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Re: Battlefield: Europe MOD v1.5
Re: Battlefield: Europe MOD v1.5
If your mod is made strictly on the history of why I had to capture Paris ( after all, he was handed over to the Germans without a fight ))) How little the British forces on their island would be able to send landing barges ) would be attacked (Operation Sea lion ! Yes and why not illustrated part Swiss aviation in battle with the Germans ? )))
http://translate.google.com/translate?h ... &sandbox=1
http://mail.alternathistory.org.ua/shch ... -1939-1945







http://translate.google.com/translate?h ... &sandbox=1
http://mail.alternathistory.org.ua/shch ... -1939-1945







Re: Battlefield: Europe MOD v1.5
Sorry for basic question, but i am having trouble getting this to work on my computer (maybe because of steam?).
I follow install instructions and it all goes well. But when i open panzer corps program, it just goes to the normal panzer corps - it seems there is no option to load the mod scenario.
Its my first time to try a mod, so maybe there is something you are supposed to do when loading?
I follow install instructions and it all goes well. But when i open panzer corps program, it just goes to the normal panzer corps - it seems there is no option to load the mod scenario.
Its my first time to try a mod, so maybe there is something you are supposed to do when loading?

Re: Battlefield: Europe MOD v1.5
I think I had the same problem so I installed without GME. I copied my panzer corps folder in [C:\Program files\Steam\Steamapps\common\panzer corps] and made a duplicate then I installed the mod over those files in the new panzer corps folder.JimmyC wrote:Sorry for basic question, but i am having trouble getting this to work on my computer (maybe because of steam?).
I follow install instructions and it all goes well. But when i open panzer corps program, it just goes to the normal panzer corps - it seems there is no option to load the mod scenario.
Its my first time to try a mod, so maybe there is something you are supposed to do when loading?
I think there are better instructions included in the Readme file of how to install without GME, not sure though.
Re: Battlefield: Europe MOD v1.5
Great, thanks for the advice! I already made a backup before the first attempt, so will give it another go by just copying and pasting over the top.Ason wrote:
I think I had the same problem so I installed without GME. I copied my panzer corps folder in [C:\Program files\Steam\Steamapps\common\panzer corps] and made a duplicate then I installed the mod over those files in the new panzer corps folder.
I think there are better instructions included in the Readme file of how to install without GME, not sure though.
Re: Battlefield: Europe MOD v1.5
Hopefully, I really played this mod last time!!
(OK, maybe I will give a try for the 99.01 version in 2034.
)
Time Run, Rommel difficulty, DV at turn 70. Theoretically, when I would reload (NO, NO!!
) an earlier save, it could be made at turn 65, maybe at turn 60. I made a few, but significant errors in England and the new, dirty tricks of McGuba (shame on you!!
) made for me nasty surprises in the Middle East.
The gamestyle of Time Run is in several way different: for example, you manage units for three star only, if they can eventually reach it before turn 60, otherway it has no purpose. That means also cheaper replacement sometimes (because no elite replacement). On the other hand, it is really a run - I liked much more the Historical approach, where I had time for almost everything.
...and I must admit, that the mod got much-much harder since the earlier versions!
Replay is here and I will continue to write tipps and tricks in the given thread.
https://panzercorps.wordpress.com/2015/ ... ifficulty/
Good luck Panzer Commanders!

(OK, maybe I will give a try for the 99.01 version in 2034.

Time Run, Rommel difficulty, DV at turn 70. Theoretically, when I would reload (NO, NO!!


The gamestyle of Time Run is in several way different: for example, you manage units for three star only, if they can eventually reach it before turn 60, otherway it has no purpose. That means also cheaper replacement sometimes (because no elite replacement). On the other hand, it is really a run - I liked much more the Historical approach, where I had time for almost everything.
...and I must admit, that the mod got much-much harder since the earlier versions!
Replay is here and I will continue to write tipps and tricks in the given thread.
https://panzercorps.wordpress.com/2015/ ... ifficulty/
Good luck Panzer Commanders!

Re: Battlefield: Europe MOD v1.5
As promised, here are the new, late war inf icons! Animations are the inf with bazooka or the bridge eng ones. The main goal was to make units, which are different from the early war versions and also to make some order to better recognize them.
- Soviets got LMG's, or/and AT rifles - this justifies also, why they have so high HA values...
They have not always extra animations.
- Brits, Australians, Indians got the PIAT. Luckily, no animations were needed here.
- Italians got the usual Panzerschreck stuff with the given animations.
- German Pioniers 44 got also an LMG.
- Finns got also the usual Panzerschreck stuff with the given animations.
Full list: Pioniere 44, Italian Inf 44, Italian Bersaglieri 44, Italian Alpini 44, Finn Inf 44, Finn Jäger 44, Australian Inf 44, Indian Inf 43, Indian HW Inf 43, British Inf 43, British HW Inf 43, British Para 43, British Eng 43, Soviet Guards (early!) Soviet Guards 43, Soviet Regular 43, Soviet Eng 43, Soviet Para 43.
Now only the poor Romanians have no late war inf. McGuba, should I make them?
With availability from autumn of 1944.
-Bonus: I retouched PHCAS's excellent Sdkfz 7 version with roof and also gave the Romanians one.
Icons are downloadable, where all my other icons are:
http://slitherine.com/forum/viewtopic.php?f=147&t=52607
- Soviets got LMG's, or/and AT rifles - this justifies also, why they have so high HA values...

- Brits, Australians, Indians got the PIAT. Luckily, no animations were needed here.
- Italians got the usual Panzerschreck stuff with the given animations.
- German Pioniers 44 got also an LMG.
- Finns got also the usual Panzerschreck stuff with the given animations.
Full list: Pioniere 44, Italian Inf 44, Italian Bersaglieri 44, Italian Alpini 44, Finn Inf 44, Finn Jäger 44, Australian Inf 44, Indian Inf 43, Indian HW Inf 43, British Inf 43, British HW Inf 43, British Para 43, British Eng 43, Soviet Guards (early!) Soviet Guards 43, Soviet Regular 43, Soviet Eng 43, Soviet Para 43.
Now only the poor Romanians have no late war inf. McGuba, should I make them?

-Bonus: I retouched PHCAS's excellent Sdkfz 7 version with roof and also gave the Romanians one.
Icons are downloadable, where all my other icons are:
http://slitherine.com/forum/viewtopic.php?f=147&t=52607
Last edited by Uhu on Sat Jan 24, 2015 12:39 pm, edited 2 times in total.
Re: Battlefield: Europe MOD v1.5
It is absolutely possible to invade England any time in the Barbarossa scenario. It is entirely up to the player if he follows the historical invasion of the USSR, or regroup and attempt to capture England. Or just about anything else on the large map. )))uzbek2012 wrote: why not make the possibility of alternatives ( for example, to attack England (operation Sea lion ) for a place of endless conquest of the Russian territory).
Many thanks for your AAR.nightterrors wrote:Just finished my second playthrough with a (minor) victory so here's a brief AAR:
After defeating the Soviet Union in my first game, I wanted to defeat the Allies this time. My general plan was to combine a slow but steady advance in the east with the defeat of Great Britain. 1941 was thus spent advancing to the Dvina - Dnieper line (Minsk - Kiev - Odessa), which I managed by the end of the year (Turn 12), while at the same time preparing the Kriegsmarine for the invasion of the UK and clearing out Tobruk before advancing towards Cairo. I successfully invaded the UK in 1942, capturing London on Turn 29. The key was achieving air superiority by using FW-190A's, which then gave strategic bombers and the Kriegsmarine a free hand in around the island. At the same time I advanced towards the Caucasus, capturing Sevastopol on Turn 20 and Novorossijsk on Turn 29. Tobruk fell on Turn 19. The second winter found me involved in heavy fighting against the Russian counteroffensive at Rostov and Stavropol and against the British at El Alamein. The latter, together with well-entrenched British troops around Liverpool and Glasgow, resulted in the impossibility of reinforcing Tunis before US landings. After Glasgow finally fell on Turn 43, I was able to transfer the Luftwaffe to Sicily just in time to prevent its loss. The Caucasus oil fields at Grozny and Baku fell to me on Turn 47 and 56 respectively. These troops proceeded to invade Mesopotamia, with Baghdad captured on Turn 75 and the last oil field on Turn 78. Afrika Korps captured Cairo on Turn 52 and Allepo on turn 67. In the meantime, I started advancing towards Moscow from my defensive positions at Dnipropetrovsk (I tactically retreated from Rostov), and towards Smolensk from Minsk. I cleared out the heavily defended Kursk on Turn 70 and captured Smolensk on Turn 71. This was largely achieved thanks to having a steady force of Panther tanks and StuG III assault guns. The lack of the better Luftwaffe fighters, which were busy in the defense of Sicily and the attack on Malta, was offset by the entire FlaK force from France and Germany providing dense AA and sometimes AT support. The Italian part of Afrika Korps, which I sent back west after Cairo, was joined by some reinforcements from the UK and proceeded to attack Tunis. They captured on it Turn 85, while Malta fell almost simultaneously on Turn 84. Moscow fell on Turn 89, the northeasternmost cities Ulyanovsk and Kuybyshev on Turn 94 and Nizhny Novgorod on Turn 97. I ended fighting in Leningrad, half of which was captured. Only Arkhangelsk remained untouched from war. A satisfying game.
Things I might do differently if I were to play again:
- capture Smolensk and Pskov in 1941 and defend there
- capture Malta earlier

Not really. I think holding Belgrade and Yugoslavia in general cost more to the Reich than it yielded in terms of money, manpower and resources. Yugoslavia was not a particularily rich and developed nation in the 1940's and Tito's partisan movement grew stronger and stronger and in the end Yugoslavia was probably the only nation which liberated itself with just some limited support from the Allies.On an unrelated note, did you ever consider making Belgrade one the prestige-yielding cities together with Paris, Rome, Tunis, Budapest and Bucharest?
Thx for reporting. Shame on me.Having used the excellent Hungarian TAS TD I have noticed that there is no sound for its movement.

Thanks. I think it is high time now.Uhu wrote:I started my official thread about tipps playing the mod efficiently. I plan to collect these tipps here:
http://slitherine.com/forum/viewtopic.php?f=121&t=55486
I started with the basic principles and with the tipps for the first three introduction scenarios.

Well, as for explanation, I think the Soviets were well equipped with different anti-tank weapons in the second half of the war: AT grenades, AT mines, large numbers of AT rifles, Molotov coctails, some Bazookas supplied by the Allies, captured Panzerfausts and Panzerschrecks, etc. I think it is very hard if not impossible to compare the anti-tank capabilities of the different armies, but I think the Soviets were at least as good as the minor nations in this. I think they were also better motivated politically/ideologically (defend the Motherland!) and/or pressed (by the NKVD) to make suicide attacks against enemy tanks as most of these were close range weapons. As a contrast while the minor nations had probaly more ranged weapons like Panzerfausts, they had a lower morale in the second half of the war. And even the Panzerfausts had a rather limited effective range and their use exposed the soldier and drew the attention of the nearby enemy soldiers supporting the tanks. So I think it might be fair to have around the same HA stats for these.- Is not a little not to much the HA: 4 for the Guards_43? It is the same stat, as for minor nations with Panzerschreck/Faust? Although I find the HA: 3 for Regular_43 also questionable. Sure, modifying this brings some balance-questions, so I would be happy also with an good explanation too.
I agree. Also, I think it should be a bit more expensive. After all those motorbikes are not for free. I just took those stats from deducter's.- SA: 5 for the Kradschützen/Armored Recon is also quite high for a non-elite, lightly armed recon force... I would give them SA: 3, mirroring these facts and that it has the big advantage to move fast, but with relative good defense and LOS: 3 For 44 version, SA: 4.
So they captured it, didn't they?uzbek2012 wrote:If your mod is made strictly on the history of why I had to capture Paris ( after all, he was handed over to the Germans without a fight )))

You can attack the British on their island with barges (naval transports) in the next scenario, Barbarossa. In May/June 1940 the Wehrmacht and the Kriegsmarine was not yet ready for such an operation.How little the British forces on their island would be able to send landing barges ) would be attacked (Operation Sea lion ! Yes and why not illustrated part Swiss aviation in battle with the Germans ? )))
Switzerland was neutral in WW2 and they attacked not only the German, but also the Allied aircraft who violated their airspace. Since in Panzer Corps there can only be 2 sides I cannot add another 3rd side, which can attack both sides.
Many thanks, I will add those to the next verison!Uhu wrote:As promised, here are the new, late war inf icons! Animations are the inf with bazooka or the bridge eng ones. The main goal was to make units, which are different from the early war versions and also to make some order to better recognize them.

I think yes. They were given numbers of Panzerfausts as well in 1944, just before they changed sides. But in the mod they do not necessarily change sides, so why not?Now only the poor Romanians have no late war inf. McGuba, should I make them?With availability from autumn of 1944.


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Re: Battlefield: Europe MOD v1.5
This may sound silly, but is it anywhere near possible to add a "forced march" feature that would switchable, where infantry would get roughly 1.5x-2x movement points but would be suppressed for the rest of the turn (including AI turn), and more likely to be ambushed (suffer more losses if)? It would be great for units that are lagging behind, or get stuck in rough terrain, where other transports are not an option.
This is an awesome mod, btw, but a little hard to stumble upon, it's not featured on the mods thread?
This is an awesome mod, btw, but a little hard to stumble upon, it's not featured on the mods thread?
Re: Battlefield: Europe MOD v1.5
I finally got it installed and have played through Poland and doing France now.
I must say its hard to get used to the different stats for units. And the sheer scale of the game is also a bit overwhelming (and im still in France!).
I must say its hard to get used to the different stats for units. And the sheer scale of the game is also a bit overwhelming (and im still in France!).
Re: Battlefield: Europe MOD v1.5
Still, I suggest, that you study the stats for all units (in PzC Edit, you can do it comfortable), because it is a major aspect of the mod. And not only the stats, but the upgrade families. The scale of the mod...well, you will used to it.JimmyC wrote: I must say its hard to get used to the different stats for units.


Re: Battlefield: Europe MOD v1.5
Yes, and no.Goatman wrote:This may sound silly, but is it anywhere near possible to add a "forced march" feature that would switchable, where infantry would get roughly 1.5x-2x movement points but would be suppressed for the rest of the turn (including AI turn), and more likely to be ambushed (suffer more losses if)?

A careful use of rail transports can help a lot to move those slower units closer to the frontline. Or they can be motorized over time, but it makes them a lot more expensive to maintain so it is not recommended. During my testplays I usually just motorized a few infantry and some artillery units and used the slower ones for longer stationary sieges and moved them around with trains to save prestige.
It is there in the "Custom campaigns and scenarios" thread, I do not know where else it could beThis is an awesome mod, btw, but a little hard to stumble upon, it's not featured on the mods thread?
http://slitherine.com/forum/viewtopic.p ... 5&start=20

And still, some more support for the mods by the devs would be great, such as the workshop feature for the Steam version.
I understand, but since it is supposed to be a historical mod I had to make these changes (or take over from deducter's equipment mod) as in my view it could not be a historical mod with unhistorical unit stats. Just a few examples from the vanilla PzC equipment file:JimmyC wrote:I finally got it installed and have played through Poland and doing France now.
I must say its hard to get used to the different stats for units.
- the British Valentine tank has ground defense = 8, which is quite crap. Historically it was the most produced British tank with 65 mm max armour and other tanks with a similar max armour has 12-13 ground defense in the game. Ground defense = 8 is normally given to tanks with a much thinner armour like the early Pz.IIIF/G or the Pz.IVD.
- the Soviet 76 mm M1942 (ZIS-3) field gun had a maximum firing range of 13 km, but its in-game range is 2 hexes. The German 10.5 cm leFH 18 field gun had a maximum firing range of just over 10 km, but its in-game range is 3 hexes.
Unfortunately there are dozens, if not hundreds of such inconsistencies in the vanilla equipment file, which have not been fixed with the patches. Even if some of the stats are rather abstract and could be justified, many unit's availability date has little to do with the historical facts and would be hard to justify. I think they were just overlooked or the devs used unihistorical sources.

The unit stats in the mod are still open to debate and we truly had countless of debates with Uhu and others about these stats and possibly there will never be an Ultimate Equipment file which makes everyone happy. Still, I do believe that the equipment stats of this mod are much more accurate historically than the ones in the vanilla e-file.
There is no doubt, but after all we are talking about a world war and not just some local conflict. And Barbarossa was indeed the "largest invasion in the history of warfare." So it has to be epic.And the sheer scale of the game is also a bit overwhelming (and im still in France!).

I will enclose a text file with the non-standard unit family upgrades to the next verison.Uhu wrote:Still, I suggest, that you study the stats for all units (in PzC Edit, you can do it comfortable), because it is a major aspect of the mod. And not only the stats, but the upgrade families.


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Re: Battlefield: Europe MOD v1.5
Unfortunately I don't see a large amount of the world present.McGuba wrote:There is no doubt, but after all we are talking about a world war and not just some local conflict. And Barbarossa was indeed the "largest invasion in the history of warfare." So it has to be epic.
I will enclose a text file with the non-standard unit family upgrades to the next verison.Uhu wrote:Still, I suggest, that you study the stats for all units (in PzC Edit, you can do it comfortable), because it is a major aspect of the mod. And not only the stats, but the upgrade families.

I agree to the idea of the upgrade families text file.

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
Re: Battlefield: Europe MOD v1.5
When will be ready the new version of the mod (1.6)!?
Re: Battlefield: Europe MOD v1.5
So if I naadu himself to England and try to capture London instead attack on the Soviet Union, this is okay too ? And how to react to such unauthorized invasion of artificial intelligence !? ))) Will the red Horde attack me if I fight only with England And even if I capture London will not come closer to 1944 Horde allies who have to land in Normandy (as they appeared through the scripts for example in Romania right in the midst of my troops )? )McGuba wrote:uzbek2012 wrote: why not make the possibility of alternatives ( for example, to attack England (operation Sea lion ) for a place of endless conquest of the Russian territory).
It is absolutely possible to invade England any time in the Barbarossa scenario. It is entirely up to the player if he follows the historical invasion of the USSR, or regroup and attempt to capture England. Or just about anything else on the large map. )))
for example with this mod balance I still conquered London ))) True Churchill in the partisans left )))
http://designmodproject.de/kunena/pwm-b ... -2#1348440
Значит если я нападу сам на Англию и попытаюсь захватить Лондон заместо удара по СССР это тоже будет нормально ? А как отреагирует на такое самовольное вторжение искусственный интеллект !? ))) Будут ли красные орды нападать на меня если я буду воевать только с Англией ))) И еще если я захвачу Лондон не появятся ли ближе к 1944 году орды союзников которые должны высадиться в Нормандии (как они появлялись благодаря скриптам например в Румынии прямо по среди моих войск )? )
Re: Battlefield: Europe MOD v1.5
I'm finding it difficult to see where the victory hexes are in the strategic map view. I understand that its due to the sheer scale of the map, but if possible i would suggest changing it to make it more obvious (such as brighter colour or thicker line around VH). Or is there some add-on mod that i can download to do this?
Re: Battlefield: Europe MOD v1.5
I don't know, if you thought about that, but key-objective cities and major-but-non-key-objective cities should be made somehow different, because that makes some confusion (even, if the player is informed, that the Caucasus cities are not key-objectives). It is also confusive, why the key cities in the Middle ist have a lower prestige value.JimmyC wrote:I'm finding it difficult to see where the victory hexes are in the strategic map view. I understand that its due to the sheer scale of the map, but if possible i would suggest changing it to make it more obvious (such as brighter colour or thicker line around VH). Or is there some add-on mod that i can download to do this?
Re: Battlefield: Europe MOD v1.5
+1BiteNibbleChomp wrote:Unfortunately I don't see a large amount of the world present.Just a very detailed small part of it.

Well, if I am right, some guy made such a full world war map, I just cannot recall his name at the moment.

I have finished with most of it, but I want to test it which will take some time. But there will be no big changes or new features this time. Just small fixes and a few new unit icons, minor map changes and stuff like that. Probably naval minefields will be different. And v1.5 is quite stable as well, so there is no rush.uzbek2012 wrote:When will be ready the new version of the mod (1.6)!?
Yes, it is OK. I think the best time to invade England is early 1942. You will need at least 3 Fw-190 units to defeat the Spitfires and to gain air superiority. So you have to upgrade at least 2 Bf-109 to Fw-190. The British navy will try to attack the invading fleet as soon as the invasion starts so you will need ships and U-boats as well. I think you will need 12-15 ground units for the succesful inavasion of England.So if I naadu himself to England and try to capture London instead attack on the Soviet Union, this is okay too ?
Yes, unfortunately Comrad Stalin will unleash the Horde, but only later. If you do not capture any Soviet victory objectives the Red Army will only attack with less units initially. Make a strong defense line, behind rivers, and then you might be able to stop those early Soviet offensives until you finish the invasion of England. Then you can transfer those units to the East before the large scale Red offensives start.Will the red Horde attack me if I fight only with England
I am aware of this problem, I will try to make it more obvious somehow. The problem is that the game uses a faily large image, which works well with the small vanilla maps, but since it gets rescaled it becomes very tiny on the huge map of this mod. Anyway, I will try to do somthing about it.JimmyC wrote:I'm finding it difficult to see where the victory hexes are in the strategic map view. I understand that its due to the sheer scale of the map, but if possible i would suggest changing it to make it more obvious (such as brighter colour or thicker line around VH). Or is there some add-on mod that i can download to do this?
I don not know about any add-on mods which would address this problem, by the way.
Unfortunately the game uses the same image to mark primary and secondary objectives so I cannot differentiate between the two on the strategic map. Anyway,Uhu wrote:I don't know, if you thought about that, but key-objective cities and major-but-non-key-objective cities should be made somehow different, because that makes some confusion (even, if the player is informed, that the Caucasus cities are not key-objectives).
I can make all victory objectives primary, that would solve this problem. Currently some are set as secondary which means less prestige, but as I said the game uses the same image for both so I cannot make a difference.It is also confusive, why the key cities in the Middle ist have a lower prestige value.



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Re: Battlefield: Europe MOD v1.5
I have finished with most of it, but I want to test it which will take some time. But there will be no big changes or new features this time. Just small fixes and a few new unit icons, minor map changes and stuff like that. Probably naval minefields will be different. And v1.5 is quite stable as well, so there is no rush.uzbek2012 wrote:When will be ready the new version of the mod (1.6)!?
Yes, it is OK. I think the best time to invade England is early 1942. You will need at least 3 Fw-190 units to defeat the Spitfires and to gain air superiority. So you have to upgrade at least 2 Bf-109 to Fw-190. The British navy will try to attack the invading fleet as soon as the invasion starts so you will need ships and U-boats as well. I think you will need 12-15 ground units for the succesful inavasion of England.So if I naadu himself to England and try to capture London instead attack on the Soviet Union, this is okay too ?
[/quote]Will the red Horde attack me if I fight only with England
Yes, unfortunately Comrad Stalin will unleash the Horde, but only later. If you do not capture any Soviet victory objectives the Red Army will only attack with less units initially. Make a strong defense line, behind rivers, and then you might be able to stop those early Soviet offensives until you finish the invasion of England. Then you can transfer those units to the East before the large scale Red offensives start.
It is clear how this allows you to make online translator ) I'll Have to try this kind of alternative history ) and yet when you will be a map on which you will be able to attack the US (if there will be an opportunity to use Japanese units , your mod will definitely be the most global )))