Battlefield: Europe MOD v2.4

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

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

McGuba
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Re: Battlefield: Europe MOD v1.5

Post by McGuba »

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?
So I have made a new marker for the victory objectives on the strategic map to make it stand out more than the vanilla ones especially in a large map:

Image

If you want to test it before the next version comes out you can overwrite the following "sm_victoryhex.png" image file in your
...\Panzer Corps\MODS\Battlefield: Europe v1.5\Graphics\Overlays\
folder and then re-install the mod with the JSGME.

Or just make a back-up copy of the original image file with the same name in the ...\Panzer Corps\Graphics\Overlays\ folder and overwrite it with this modified one. It might be also useful with the vanilla campaigns or other user made campaigns having large maps:
sm_victoryhex.png
sm_victoryhex.png (15.46 KiB) Viewed 6401 times
ImageImage
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JimmyC
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Re: Battlefield: Europe MOD v1.5

Post by JimmyC »

Awesome - that's so much easier to see. Thanks for the quick fix!
Uhu
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Re: Battlefield: Europe MOD v1.5

Post by Uhu »

McGuba wrote: So I have made a new marker for the victory objectives on the strategic map to make it stand out more than the vanilla ones especially in a large map:
Looks promising! I would still to experience with an example which has thicker rings - to see those objective hexes better, where units are stationed.
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JimmyC
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Re: Battlefield: Europe MOD v1.5

Post by JimmyC »

Can i suggest that as well as including the map reference for the req. generating cities, that you also put in the coordinates for the oil fields. The map is so huge that it took me ages to locate them.
JimmyC
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Re: Battlefield: Europe MOD v1.5

Post by JimmyC »

Is it intentional that none of the minor axis powers infantry units can be upgraded in line? It seems that if you want to upgrade any of them, you have to pay the full cost as if purchasing brand new.
Uhu
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Re: Battlefield: Europe MOD v1.5

Post by Uhu »

JimmyC wrote:Is it intentional that none of the minor axis powers infantry units can be upgraded in line? It seems that if you want to upgrade any of them, you have to pay the full cost as if purchasing brand new.
Not exactly: later war minor nations inf upgrades are in severaly causes possible (for example Hungarian Inf, Hungarian Mot. Inf). Other late war inf upgrades will be easier and new unit types will be also available in the next patch, as we discussed it with McGuba (Finn Inf 44, Romanian Inf 44, etc.).
To the point of paying full cost for an upgrade of a brand new type of minor inf unit: yes, that is intentional. The cause is, that the better units (Mot., Mnt, Bersaglieri, Jäger) were elite units and their equipment was also over the general of the army. So, you can only "rearm" and give better training for a normal inf unit - which cost resources (prestige).
On the other hand, I never needed any such upgrades (just late war ones for the elite ones and also not for all of them). If you care enough for your German inf and do not let many of them completely destroyed, than the hardest work can be done by them and the easier tasks or sacrifices by the lower value minor nations infantry. Take also in account, that the replacement of higher value units cost much more, so also from that view, it is many times not practical to upgrade them.
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Egogunner
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Re: Battlefield: Europe MOD v1.5

Post by Egogunner »

Loving this Mod. I am playing a MP game, it has been a vicious battle for every inch. Here is a strategic view, Jan, 1943. My opponent is throwing all sorts of stuff at me, opponent is throwing everything me. I think he delayed me long enough, not looking good for my team, I am Axis.

I would post a pic, but when I try, it says my URL looks too spammy for a new user.

Anyways, it is Jan 1943, I am about 10 hexes from Moscow, and not going to even come close. I am hoping for a draw.

How does a new user load a pic, I tried using a Photo bucket link, it wont let me.

Having a blast!

Gunner
00Dawg
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Re: Battlefield: Europe MOD v1.5

Post by 00Dawg »

Am rather enjoying this mod, but I have to say naval mines are an unrealistic pain in the rear end, particularly since they can attack adjacent units and spot. Is there a particular logic for either facet as compared to landmines?
McGuba
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Re: Battlefield: Europe MOD v1.5

Post by McGuba »

Egogunner wrote:Loving this Mod.
Hi, thanks, and have fun. :wink:

I am playing a MP game, it has been a vicious battle for every inch.
It was not supposed to be played in MP as it is quite unbalanced IMO, favouring the Allies, especially after 1942-43. Anyway, it is good to learn that it can be played as such, so please keep us informed about your experiencies.
How does a new user load a pic, I tried using a Photo bucket link, it wont let me.
Most of the time I am also using Photobucket, but you need to make a certain number of posts, I guess more than 10, or at least I hope it is not more than that. It is a way to prevent bots from making spams and unwanted advertisments in forums. So make some more posts and then try again later.
00Dawg wrote:Am rather enjoying this mod, but I have to say naval mines are an unrealistic pain in the rear end, particularly since they can attack adjacent units and spot. Is there a particular logic for either facet as compared to landmines?
In general I agree with it, so in the next release I am planning to make naval mines similar to land mines. However, it will have the side effect that they will be much less lethal so there will be more on the map. I will provide some more info on my planes a bit later.
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JimmyC
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Re: Battlefield: Europe MOD v1.5

Post by JimmyC »

Do you have an ETA for the next patch? And will i be able to continue my current saved game if i d/l and install the patch?

Regarding the Italian frogmen (sorry i can't remember the name - the ones in the water that can change into a sub). I dont really understand how they work? What does their special mode actually do? Is it used to attack ships? I've never had a chance to use it as i can't get close enough to enemy ships to be able to use it, given the limited movement range when in that mode.
McGuba
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Re: Battlefield: Europe MOD v1.5

Post by McGuba »

JimmyC wrote:Can i suggest that as well as including the map reference for the req. generating cities, that you also put in the coordinates for the oil fields. The map is so huge that it took me ages to locate them.
Yeah, good suggestion, I will add the map referencies to that message box.
Do you have an ETA for the next patch?
No. I am thinking about a few more changes which have to be tested. For example I would increase the movement range of the recon units by 1 or 2 hexes to make them more useful in their intended role. Currently they cannot really scout and withdraw in the same turn to avoid suffering losses. Also I am thinking about placing cavalry and motorcycles in the recon class giving them recon movement. I would like to know the players opinion of these possible changes.
And will i be able to continue my current saved game if i d/l and install the patch?
Unfortunately you will need to start a new game, as always with the new pathces. :(
Regarding the Italian frogmen (sorry i can't remember the name - the ones in the water that can change into a sub). I dont really understand how they work? What does their special mode actually do? Is it used to attack ships? I've never had a chance to use it as i can't get close enough to enemy ships to be able to use it, given the limited movement range when in that mode.
They are multipurpose units, they can switch to submarines (frogmen were transported by submarines to their operational area) to move faster and when near their supposed prey they can change back to "frogmen mode" for attack.
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00Dawg
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Re: Battlefield: Europe MOD v1.5

Post by 00Dawg »

McGuba wrote:In general I agree with it, so in the next release I am planning to make naval mines similar to land mines. However, it will have the side effect that they will be much less lethal so there will be more on the map. I will provide some more info on my planes a bit later.
Looking forward to seeing what you do.
The only other odd thing I've noticed so far involved the initial Soviet winter counterattack. I took Moscow during the rain, having driven through Smolensk (along with taking Rzhev and Kalinin), and not quite having surrounded Kiev yet (I think I did that on the first snow turn). I also had driven to the gates of Leningrad (eventually seized on the 4th or 5th snow turn) by way of Tallin and Pskov.
A number of Soviet tanks and infantry appeared to the northwest of Smolensk in territory I had previously scouted/secured, and drove on the rail line. I was facing towards Bryansk, and the counterattack from there was expected and neat, but when the major force magically appeared from the northwest, there was more angst than enjoyment.
Anyway, I'm wondering if I didn't stop a reinforcement trigger in time, or if one didn't cancel correctly.
hs1611
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Re: Battlefield: Europe MOD v1.5

Post by hs1611 »

McGuba wrote:Also I am thinking about placing cavalry and motorcycles in the recon class giving them recon movement. I would like to know the players opinion of these possible changes.
I already do that in my own e-file.
I don't put them in the Recon Class, but simply give them Recon Move as trait.
It has the same effect, except that they are still Infantry and can, therefore, be upgraded from, or be upgraded to, other Infantry type units.

It's about the only reason to keep using Cavalry or Bikes throughout the entire war...
Delta66
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Re: Battlefield: Europe MOD v1.5

Post by Delta66 »

McGuba wrote:Also I am thinking about placing cavalry and motorcycles in the recon class giving them recon movement. I would like to know the players opinion of these possible changes
I have done this for my Mod too,
for Motorcycle, as it was their main role IMO,
for Cavalry as I think it depends on the size of the units, small sized units were certainly used for scouting, but at the larger regiment or divisional size I think it make sense to consider them as infantry. So I use them as simple inf with 5 movements points, to make them different from Motorcycle.

I also remove the 'close' and 'minekiller' for the Motorcycle,
I increase the GD of Cavalry to 6, they fought dismounted so 4 seems a bit low compared to other infantry,
prince_blucher
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Re: Battlefield: Europe MOD v1.5

Post by prince_blucher »

Hi McGuba,

I agree with the proposed changes to naval mines, making them more like landmines. They are a pain and make the Sealion almost impossible for me. Also agree with the Cav + Kradschutze recon units.

I had a question about the campaign; when I finish the Poland scenario it don't load into the France scenario and carry over my core units. I has to start the France scenario as "fresh", is this WAD? or am I have a problem with my installation?

I love your mod, thank you.
JimmyC
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Re: Battlefield: Europe MOD v1.5

Post by JimmyC »

I could carry over with my core units when i went from Poland to France. But it wasn't many units. Maybe 5 or so?

So either something is wrong with your installation or your 5 core units died while invading Poland.

You did pull up the reinforcements tab during setup in France, i assume?
prince_blucher
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Re: Battlefield: Europe MOD v1.5

Post by prince_blucher »

After I win the Poland campaign I click the "proceed" button in the scenario, but it takes me back to the main screen, the one with the Tiger. So what do I do to load the France campaign?
Thanks
00Dawg
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Re: Battlefield: Europe MOD v1.5

Post by 00Dawg »

I threw in the towel after turn 35. The Soviet winter counter-offensive is huge and killer, despite my having taken Moscow and Leningrad (not to mention Vologda and Novogorod). My drive southeast was stopped short of Grozny, and then to suddenly face waves of KV-1s and T-34/43s (which somehow wrecked my PZ-IVG's with more experience) was more than disheartening.
I was also at the gates of Jerusalem when a massive counterattack from the east wrecked the entire Afrika Korps in two turns. Even the triumphant Italian Med fleet wasn't able to stem the tide.
Speaking of the Med, Malta needs a maximum number of planes. I left it alone and it's currently housing at least 4 fighters and 2 bombers, despite my having a sub blockade of the island (took out the Ark Royal).
I'm going to reload an earlier save and stop my Russian and Africa drives on some defensible lines. Not sure how much difference it will make in Russia...there are again some Russian units coming from very odd directions just like there were in the winter of '41.
JimmyC
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Re: Battlefield: Europe MOD v1.5

Post by JimmyC »

prince_blucher wrote:After I win the Poland campaign I click the "proceed" button in the scenario, but it takes me back to the main screen, the one with the Tiger. So what do I do to load the France campaign?
Thanks
I suspect your d/l might be faulty then. When i click proceed it takes me straight to the next campaign and doesn't jump me back to the main screen.
JimmyC
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Re: Battlefield: Europe MOD v1.5

Post by JimmyC »

Regarding the timeline, is there any way to tell the date of each turn? Of course when there are major events and so on i can guess what the date is, but I was wondering if each turn represents a specific period of time? (Eg. 1 turn=2 months).
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