Battlefield: Europe MOD v2.4

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PeteMitchell
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Re: Battlefield: Europe MOD v2.2

Post by PeteMitchell »

Some elite replacements on selected units can make sense, e.g. for spearheading tank units or on fighters to maintain experience... Overstrength I am not so sure...
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
McGuba
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Re: Battlefield: Europe MOD v2.2

Post by McGuba »

PeteMitchell wrote: Thu Apr 29, 2021 11:52 am
McGuba wrote: Thu Apr 29, 2021 10:53 am Only German and Italian ground units can be purchased as new in this version.
This is very interesting. What was the rationale for this? Just curious...
Upgrade and purchase cities are the same, these two things cannot be separated in the game. Since ground unit upgrades are only possible in Germany and in a few Italian cities, so do unit purchases.

Marginaldefeat wrote: Thu Apr 29, 2021 12:02 pm the evil creator had a surprise up my sleeve The -500 prestige in France and the -1500 just before Barbarossa... Well I knew it would not be so easy
So in reality I ll be able to start my FM /Realistic / dice chess campaign only with 2800 prestige, only 1000 more than normally.
Even 1000 extra prestige is better than nothing, isn't it? :)

dice chess can be even more tricky than normal, I mean, it s not possible to cheese anymore, or even just a few times reload a turn if I had an extremely bad luck, meanwhile go on with those turns, when I was very lucky
I think reloading to get a better dice roll is cheating anyway and I don't do this regardless of how I play. Mainly because the AI always accepts its losses and never makes a another dice roll if it gets a bad result. It is just a human thing that we only tend to notice and remember bad luck, but when we have good luck we see it as the norm.

I am thinking about spending even a bit more ( 3-400) prestige for overstrenghting for my 2 tanks and fighters and bomber.
I think that some overstrength may be useful if you can afford because you need to destroy a lot of weak units in 1941 and a little extra unit strength can make the difference between a successful breakthrough or slowing down.
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Ursulet
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Re: Battlefield: Europe MOD v2.2

Post by Ursulet »

I just gave it a try, cheating all endscn 0 to see the big map. Wow thats very impressive. 175 core units, i felt overwhelmed. It looks so great, massive kudos to the designers. You guys are artists.
JimmyC
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Lancia

Post by JimmyC »

I purchased the Lancia (Italian SPAA) and it seems that it only has passive air attack. Ie. if an enemy aircraft attacks it or a unit next to it, it will passively attack, but it cannot attack the aircraft in its own turn. Is this deliberate? Seems pretty useless IMO. Am now really regretting purchasing it...
McGuba
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Re: Battlefield: Europe MOD v2.2

Post by McGuba »

JimmyC wrote: Mon May 03, 2021 1:29 pm I purchased the Lancia (Italian SPAA) and it seems that it only has passive air attack. Ie. if an enemy aircraft attacks it or a unit next to it, it will passively attack, but it cannot attack the aircraft in its own turn. Is this deliberate? Seems pretty useless IMO. Am now really regretting purchasing it...
Hm, I checked it and unfortunately it looks like a bug. It was fine in some earlier versions of the mod but now it is like that. Probably I made a mistake at some point. :cry:

I will fix it for a next version and for now I can only suggest disbanding this unit in the next turn and giving back its price with the prestige cheat.
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edward77
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Re: Battlefield: Europe MOD v2.2

Post by edward77 »

Help please! I downloaded the Battlefield mod and then attempted to extract it to the MOD file in Panzer Corps Gold but received an "Access denied" message. What am I doing wrong?
faos333
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Re: Battlefield: Europe MOD v2.2

Post by faos333 »

edward77 wrote: Mon May 03, 2021 3:28 pm Help please! I downloaded the Battlefield mod and then attempted to extract it to the MOD file in Panzer Corps Gold but received an "Access denied" message. What am I doing wrong?
You extract first and then you copy paste the file battlefield europe 22 into the "MODS" file. Assuming you have installed and using the generic mod enabler tool.

Also, you must have as user admin rights to the PC or laptop
Battlefield Europe get the most from Panzer Corps 8)
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
JimmyC
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Re: Battlefield: Europe MOD v2.2

Post by JimmyC »

McGuba wrote: Mon May 03, 2021 3:11 pm
JimmyC wrote: Mon May 03, 2021 1:29 pm I purchased the Lancia (Italian SPAA) and it seems that it only has passive air attack. Ie. if an enemy aircraft attacks it or a unit next to it, it will passively attack, but it cannot attack the aircraft in its own turn. Is this deliberate? Seems pretty useless IMO. Am now really regretting purchasing it...
Hm, I checked it and unfortunately it looks like a bug. It was fine in some earlier versions of the mod but now it is like that. Probably I made a mistake at some point. :cry:

I will fix it for a next version and for now I can only suggest disbanding this unit in the next turn and giving back its price with the prestige cheat.
Exactly what i did on realising it! :)
edward77
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Re: Battlefield: Europe MOD v2.2

Post by edward77 »

Yes, thank you. Problem resolved. A big thanks too to all those involved in the creation of this wonderful mod!
lennis29
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Re: Battlefield: Europe MOD v2.2

Post by lennis29 »

Lancia Bridge
Attachments
Lancia_3RO_Bridge.png
Lancia_3RO_Bridge.png (33.18 KiB) Viewed 2920 times
- GerMOD
- VolksMOD
- XXIX Le PzKorps
JimmyC
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Small error noticed

Post by JimmyC »

At commencement of Normandy landings, the coastal hexes are covered with a barrage indicator. This is a great visual aid compared to prior versions where you couldnt exactly tell which areas were being barraged. Only problem is that a hex on the Don River, just south west of Stalingrad is also covered with a barrage hex :shock:

Its map hex 143, 45. It doesnt have any impact as this is deep river, so you cant cross it anyway, but i thought i'd just let you know. Actually i suppose in winter there will be an impact as it will freeze over and would therefore be possible to move onto this hex. :lol:
McGuba
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Re: Battlefield: Europe MOD v2.2

Post by McGuba »

JimmyC wrote: Tue May 11, 2021 8:35 am Only problem is that a hex on the Don River, just south west of Stalingrad is also covered with a barrage hex
Thanks, but I think I know about this problem and it should only happen if you play the mod starting with one of the enclosed game saves like Kursk or Normandy. If you start the big scenario from turn 1 it should not happen if I am right. I noticed this glitch when preparing the save games and although I fixed it for the final release, I did not want to restart the whole thing only because of this. Mostly because as you already mentioned that it is not a major problem and besides, I am almost sure that this is only a visual thing and even if the barrage graphics is there it would not affect units because the script does not work there. And of course it is on a deep river and the barrage stops just before the winter freezes so only brigde engineers could move there. However, there is another similar glitch near Tobruk and I think that one is active i.e. it may reduce the strength of Axis ground units who happen to move there, but that one is hopefully far from the actual combat at that time of the war. But, like I said, players who start the scenario from turn 1 should not encounter any of these.
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Anderkav
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Re: Battlefield: Europe MOD v2.2

Post by Anderkav »

Hello! I am happy to welcome our international comrades and especially Mc Guba for his hard work in this huge mod. Unfortunately, the English language will not convey all the gratitude that the Russian community should say to you as a creator. Your mod is very interesting and sensitive to details(of course, after digging around, I think I could name a lot of inaccuracies(I immediately remember the German concentration camps where my compatriots were taken...) For example, the fact that in the scenario of 1942, Stalingrad was completely captured by German troops(although in reality it did not completely fall). I am indignant as a Volgogradian - _ - (aka Stalingrad)
BUT in general, all the work causes me as a fan of Panzer General fierce delight. I also want to say thank you to the local user Uzbek for translating the mod.
From the questions, is it possible to play a scenario for multiplayer against a bot (for allies)?
Sorry for the translator.
McGuba
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Re: Battlefield: Europe MOD v2.2

Post by McGuba »

Hi, and thanks for the warm words! :)

after digging around, I think I could name a lot of inaccuracies(I immediately remember the German concentration camps where my compatriots were taken...)
In this mod I deliberately tried to avoid any political implications. Additionally, the basic assumption of the mod is that it is in a paralel universe in which the Nazi leaders are removed from power and the mod aims to find out if there is a chance to win the war without them. Besides being so evil, they did things like using the limited number of trains to transport people to the camps instead of using the same trains to transport supplies to the frontline. It all contributed to the Axis defeat.

For example, the fact that in the scenario of 1942, Stalingrad was completely captured by German troops(although in reality it did not completely fall). I am indignant as a Volgogradian - _ - (aka Stalingrad)
Sorry about that, I did not want to hurt your patriotic feelings. I am fully aware that historically Stalingrad was not completely captured by the Germans, but as far as I know about 90% was lost to the invaders. Now in this map the city of Stalingrad covers only 3 hexes and if I left one hex for the Soviets, then it would be 2:1 or 66% to 33% which would not be accurate either because the Germans captured more than two thirds of the city in reality. At this map scale it cannot be simulated perfectly, there has to be a compromise. And I think in the Stalingrad save game scenario the Soviets should be able to recapure one hex immediately so it is not that bad.

From the questions, is it possible to play a scenario for multiplayer against a bot (for allies)?
It is of course possible, but not recommended. This multiplayer version of the mod was designed to be played by two human players. The computer AI is not good enough, it plays worse than the worst human opponent. So it is not ideal, because the computer will not be able to attack very efficiently after a while. But of course you can try such a game, however, you may need to give some more advantages to the computer enemy, for example change the advanced settings and give it more prestige and experience and less of these to the Allied side. If you want to play the Allies normally you have to play the multiplayer version of the mod against a human opponent.

But then why don't you try another mod like the Soviet Storm mod by Akkula or the RAW mod by Intenso82? These were designed to be played by the Soviet side against the computer in single player and both are great.
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PeteMitchell
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Re: Battlefield: Europe MOD v2.2

Post by PeteMitchell »

McGuba wrote: Sat May 15, 2021 5:08 pm
From the questions, is it possible to play a scenario for multiplayer against a bot (for allies)?
It is of course possible, but not recommended. This multiplayer version of the mod was designed to be played by two human players. The computer AI is not good enough, it plays worse than the worst human opponent. So it is not ideal, because the computer will not be able to attack very efficiently after a while. But of course you can try such a game, however, you may need to give some more advantages to the computer enemy, for example change the advanced settings and give it more prestige and experience and less of these to the Allied side. If you want to play the Allies normally you have to play the multiplayer version of the mod against a human opponent.
Here is an example (from an earlier version) of what happens when you try this...
https://www.slitherine.com/forum/viewto ... 45&t=88098

And yes, you need to give the AI max prestige, experience and strength points... :mrgreen:
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Anderkav
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Re: Battlefield: Europe MOD v2.2

Post by Anderkav »

McGuba
I understand why you would want to move away from politics, but it seems to me that unfortunately (or fortunately) this is not possible. Soviet prisoners of war, as well as ordinary citizens of the Soviet Union, were an important part of this war machine. Starting from loading and unloading operations and work at various heavy enterprises(coal industry, ferrous and non-ferrous metallurgy, etc.). Even the same Atlantic rampart was also built by the hands of prisoners. You can also recall the export of various resources from the territory of the Union(such as grain or even chernozem (soil)). All this helped to maintain both the economy and the social situation in Germany at a good level. A chivalrous war as with the allies in North Africa was impossible.
As for Stalingrad, I generally understand your decision, you did not hurt my feelings in any way)) Our government hurts them much more.
Soviet storm is a very very large map and even more units, too many things to watch out for. But someday I will pass it)
Thank you for your answers
Turtler
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Re: Battlefield: Europe MOD v2.2

Post by Turtler »

Anderkav wrote: Sat May 15, 2021 7:22 pm McGuba
I understand why you would want to move away from politics, but it seems to me that unfortunately (or fortunately) this is not possible.
Basically, Panzer Corps is not well equipped to really detail with politics, and particularly the politics of totalitarian rule or democide. Panzer Corps 2 has dabbled with it a bit more and I do remember the DMP had one rather ambitious perspective to do it more wholly, but the latter collapsed without too much progress (Decisive Campaigns: Barbarossa seems to be one of the better ways I've seen of handling this, ditto Cauldrons of War).
Anderkav wrote: Sat May 15, 2021 7:22 pm Soviet prisoners of war, as well as ordinary citizens of the Soviet Union, were an important part of this war machine. Starting from loading and unloading operations and work at various heavy enterprises(coal industry, ferrous and non-ferrous metallurgy, etc.). Even the same Atlantic rampart was also built by the hands of prisoners. You can also recall the export of various resources from the territory of the Union(such as grain or even chernozem (soil)). All this helped to maintain both the economy and the social situation in Germany at a good level. A chivalrous war as with the allies in North Africa was impossible.
Sure, but most of this happens in the background, in the stuff you are generally not directly controlling. In much the same way that you do not see the similar (though smaller) depredations the Reich inflicted on Western civilians to that effect in Vanilla or most mods (including in the WWI mod where you had the Hindenburg Programme). Logically the player's avatar would still be complicit in these crimes, but a lot of them are simply beneath the notice of the game's interface or action.

Similar to how you don't simulate out the abuse of prisoners, looting (or worse) of villages, etc. as your units advance over hexes. That's stuff that just- for lack of a better word- "happens."

It's not the nicest solution but it does simplify stuff a lot, as well as make things a bit more sanitized- unduly as it may be- for the average player who doesn't want to face the full ramifications of what totalitarian exploitation is like.

It's important not to FORGET it too thoroughly or go with the "Clean Wehrmacht/etc" view of history in reality, but for what's ultimately fictional entertainment I can understand, much like why "Russia at War", "Soviet Storm"< or the Big Map scenarios for PCHAS and the Kaiserschlacht don't touch much on that.

There's also the side issue that in addition to a lot of the atrocities involved being impossible to accurately represent on a map the scale of Battlefield Europe (I mean I could see you being able to simulate massacre of say a village on a small scale, by making a bunch of unarmed/defenseless "enemy" to represent civilians, but that isn't easy to make work in a Grand Strategic Wargame), a lot are not handled. When you order a unit to get resupplied at the Eastern Front, you're mostly giving the orders for that. The fact that this will probably mean your guys going out, violently conscripting a bunch of local civilians to help them offload the supplies and ferry them to your one, and then having your support staff put it back together is pretty far beneath your notice and paygrade. You just ordered the action done and it got done.

The Banality of Evil is overused and often misunderstood (in particular Arendt really misunderstood much of what Eichmann's deal was) but it is quite the thing.
PeteMitchell
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Re: Battlefield: Europe MOD v2.2

Post by PeteMitchell »

When were you planning to release the version 2.3 with the minor fixes?

I am asking because I am considering to give it another try :mrgreen:
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
McGuba
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Re: Battlefield: Europe MOD v2.2

Post by McGuba »

PeteMitchell wrote: Sat May 15, 2021 10:44 pm When were you planning to release the version 2.3 with the minor fixes?
I got side-tracked a bit, I will try my best to upload it on this coming week.
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PeteMitchell
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Re: Battlefield: Europe MOD v2.2

Post by PeteMitchell »

Thanks, this sounds great! :)
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
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