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

Duedman
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 167
Joined: Fri Dec 20, 2019 8:34 am

Re: Battlefield: Europe MOD v2.3

Post by Duedman »

PeteMitchell wrote: Wed Sep 07, 2022 11:24 am This would be great, please share your channel link here, too!
Hello Mr. PeteMitchell, the driving factor behind me finishing my BE AAR!

The channel is Duedman https://www.youtube.com/channel/UCeFP6s ... Mxcg/about

99% Strategic Command Multiplayer, 4 or 5 matches in English.
I hope I can mention SC here, since it is from Slitherine too.

I secretly dream of a mix of PzC1 BE and Strategic Command.
SC has got some crazy good yet easy to use mechanics (HQs, Supply, Unit Morale / Readiness).
But the most memorable single player experience I ever had was just BE.
The necessity to shuffle your tanks back to The Reich for upgrades creates some kind of tension I never experienced in another game.
Giant Europe Mod 2.0 - Sea Lion 44 with no fuel:

http://www.slitherine.com/forum/viewtopic.php?f=145&t=95886

Youtube English & German
https://www.youtube.com/channel/UCeFP6sUZtRykYNbcVTVMxcg/featured
George_Parr
Sergeant - Panzer IIC
Sergeant - Panzer IIC
Posts: 186
Joined: Thu May 09, 2013 3:57 pm

Re: Battlefield: Europe MOD v2.3

Post by George_Parr »

I finally managed to get a victory on the medium difficulty ("realistic"? the one with normal reinforcements for the allies, and the need to upgrade in key cities). Not a total victory, as I didn't conquer Britain, but I never did that on the other level either :wink:

I think I never took Malta this early. Round 19. I also made a much bigger push north this time around, though still not quite as big as I would have liked. Took Moscow in early 1942, but didn't quite get to encircle Leningrad until after that happened. Didn't really have the units to push for more, as I miscalculated how much infantry was taking the southern route. Still managed to get Leningrad in late 42 or early 43. From that point on it wasn't quite as hard anymore. Only issue is that this approach prevented me from taking the oil-fields. I still had the penalty at the end of the game, as I only reached Baku in the last few rounds. With most units being busy in the north, and by late 1942 also having to take on the Soviet Don offensive, I never really got to push past Rostov prior to 1944, as the other side of the river was clogged with units in 1943.
Though I did advance a bit from Crimea, but not with enough forces to push for Baku on their own. I captured Tobruk somewhat early, but the need to pull back some units to defend against Torch kept me on the defensive for quite some time, and afterwards I still had to clearn up the coastal cities before I could push eastward, so I only arrived at the oilfields in the last few rounds as well.

Defending against D-Day worked much better this time around, as I tried a more aggressive approach. It certainly helped that I had just finished mopping up Torch and had some Pz IIIs back for upgrade to Panthers which I didn't really need in the east anymore, so I had some good units to counter-attack right away. It really shows how you need to weaken the Soviets early. Maybe don't have them beaten by D-Day. but certainly down to a level where their efforts are more sporadic instead of big waves.


Anyway, there are two suggestions I wanted to make (I still used 2.2, but I think it's probaby the same in 2.3):

a) could you give all units with zero movement the ability to take flags?
I saw the Helsinki airfield get bombed in round 1 or 2, and since there is a flak-tower there, the airfield was gone for the rest of the game. Well, I took it with a German unit after all Finnish units disappeared, but by that time it was obviously useless.

b) maybe add the Heinkel 219 to the game and have it as non-buyable ugrade for NJG1?
It was the best nightfighter the Germans had, and NJG 1 made the most use of it. There were only about 280-290 of them made, but that's more than for the Heinkel 162 and Ta 152, which are both buyable units. Granted, the latter two would have been build in larger numbers if the war had lasted longer, but that's why it might be fine to have the Heinkel 219 just as a non-buyable upgrade.
McGuba
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1555
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v2.3

Post by McGuba »

George_Parr wrote: Sat Sep 17, 2022 8:10 am I finally managed to get a victory on the medium difficulty ("realistic"? the one with normal reinforcements for the allies, and the need to upgrade in key cities). Not a total victory, as I didn't conquer Britain, but I never did that on the other level either
Nice! So I guess there is still a replay value here, trying to achieve a total victory or increasing the difficulty next time. Or just trying the later war game saves or even multiplayer. 8)
a) could you give all units with zero movement the ability to take flags? I saw the Helsinki airfield get bombed in round 1 or 2, and since there is a flak-tower there, the airfield was gone for the rest of the game.
I have already changed that unit as such for the next version, but even in the current version this unit can be switched to AT mode and then it "recaptures" that hex. And I did the same with the other "fixed" light AA units even though those can also recapture the hex when changed to AT mode.

b) maybe add the Heinkel 219 to the game and have it as non-buyable ugrade for NJG1?
It was the best nightfighter the Germans had, and NJG 1 made the most use of it.
I was thinking to add this unit in earlier versions several times, but somehow it just never made it into the mod. Firstly, as far as I know only the 1st Group of NJG 1 (I./NJG 1) was equipped with this aircraft entirely, the others continued to use the Me 110 until the end of the war.

And also I think it is somewhat debatable if it was the best German night figher as it had its drawbacks:
In equipment the German night fighter force remained capable. The Bf 110 may have been considered obsolete, but in the hands of experienced pilots it remained a formidable night fighter. The victory claims submitted by I./NJG 1 (He 219) and II./NJG 1 (Bf 110) have been analysed from June 1944 onward. Operating under the same conditions II./NJG 1 regularly shot down more bombers than the He 219-group.
...
When the crews complained about the two-man He 219, the manufacturer made modifications for a third member, only for the proposal to be dropped for a complete redesign with this in mind. When it was realised the He 219s performance over the RAF Mosquito proved insufficient the new Heinkel He 419 "Mosquito hunter" was planned, but too late for production. I. Gruppe had 20 He 219A-0, A-2 and A-5s. The A-0 were brought up to latter standards.[112] II./NJG 1 operated small numbers of He 219s, but most pilots were not comfortable with the type and they found the performance was not significantly better than the Bf 110. The crews did not like being perched ahead of the engines and reiterated the drawback of the missing third member or "lookout."[113] Nevertheless, pilots Ernst-Wilhelm Modrow and Heinz Strüning performed well in the He 219. Production of the Heinkel was phased out in January 1945 in favour of the Ju 88G—by this time Strüning had been killed.
https://en.wikipedia.org/wiki/Nachtjagd ... d_Normandy

Also on Quora, general consesus seems to be like the He 219 was not better than the late versions of the Ju 88, but it was heavier and more expensive:
https://www.quora.com/Was-the-Heinkel-H ... rld-War-II

So even if it would be added it should not be markedly better than the Me 110G/Ju 88G and when it appears it would be less effective as a bomber destroyer as the Fw 190A8.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
McGuba
Colonel - Ju 88A
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Posts: 1555
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v2.3

Post by McGuba »

The next version will also bring some of the usual tweaks and fixes. Among other changes I tried to sort out the icons of the 8 wheeled German recons. In the vanilla icons these have different sizes and somewhat different style, with each version having different wheels. When in reality all these had a very similar size and chassis. In particular, the SdKfz 232 looks too small compared to the others.

BE24a.jpg
BE24a.jpg (133.91 KiB) Viewed 2129 times

On the left are the vanilla icons, on the right the new ones. Also note that there will be two different versions of the SdKfz 232, the "late model" having a camo and a slightly better ground defense as in reality its frontal armour was indeed increased to 30 mm from May 1942. (Thanks to P210 for drawing my attention to this. :)) At the same time the 8 mm extended armour shield was removed from the front of the vehicle.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
jeffoot77
Master Sergeant - U-boat
Master Sergeant - U-boat
Posts: 530
Joined: Thu May 21, 2015 7:31 pm

Re: Battlefield: Europe MOD v2.3

Post by jeffoot77 »

Thxs for keeping your mod always updating.
my custom mini-campaign in order of battle :
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302

Panzer corps mods archive (folders or zip versions) : http://jeffoot.freeboxos.fr:41226/share/KmCyju7JFZX6dD2B/
PeteMitchell
Major-General - Tiger I
Major-General - Tiger I
Posts: 2440
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Re: Battlefield: Europe MOD v2.3

Post by PeteMitchell »

jeffoot77 wrote: Sun Sep 18, 2022 9:04 am Thxs for keeping your mod always updating.
+1 :D
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
McGuba
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1555
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v2.4

Post by McGuba »

OK, so here is the next version, BE 2.4. :)

With many thanks to Uhu, faos333, goose_2, P210, Locarnus, PeteMitchell_2 and all the others for suggestions, bug reports, multi- and single player feedback and continued support. There are lots of small tweaks and fixes, some of them are easy to see but many others are under the hood. Several ideas and improvements of Locarnus made their way to this release like certain map changes (mainly the Königsberg area, which I really liked in his submod), or the light infantry movement concept with the new Jager unit. Which, on the other hand, had "forced" me to add a few additonal infantry types as well to more or less complete the German ww2 infantry roster. I also attempted to fix the somewhat broken and unhistorically depicted "Grenadier" unit of the vanilla game. Probably these are the most obvious changes, but there are many others for example P210 had some really interesting suggestions to somewhat rebalance the capital ships and their arch enemies, the (dive) bombers. And then of course the latest multiplayer games and their discussion with Uhu provided me with lots of ideas as well, not to mention the ongoing youtube BE 2.3 longplay of the fantastic Gooseman! :)


Changes:
(As always, this list is far from being complete, I am still kind of lazy when it comes to writing down each and every change I make...)


- The main campaign screen starts the hardest "realistic+" version of the Barbarossa scenario by default
- A few new units added, many existing unit icons have been improved (there are more than 190 new or modified unit icons since the last version)

- Two new versions added to the Fw 190A, all early Fw 190A versions have 1 less air attack, but they are cheaper as well (about 5%), Fw 190A-8 is a bit better than before
- The price of all Allied fighters have been reduced by 5-10%, which makes the AI a bit more agressive with its air force
- Bf 109G-4 added (almost the same as the G-2 version, mainly added for flavour and to fill the time gap between the G-2 and G-6 versions)
- Hungarian Me 210 is a bit worse
- Soviet I-15, I-153 and I-16 fighters are a bit stronger, I-16 type 27 added.
- Early LaGG-3 is a little better, late LaGG-3, Yak-1B and Yak-7B are a little worse
- Some other slight adjustments to several fighters, like P-38 and Tempest are slightly better, Ta 152 and He 162 are slightly worse etc.
- He 111 and SM.79 bombers have less fuel
- Most strategic bombers are less effective against ships, only a few special types have high naval attack (late war guided bomb equipped Do 217K, He 177 and Tallboy equipped British Lancaster "Special")
- Ju 87D has has higher naval attack, He 177 availability moved to July 1943
- British 25pdr gun has higher hard attack in AT mode

- All capital ship units have lower rate of fire but higher air and naval attack. As a result they are less effective against ground units.
- All battleship units have higher ground defense, the protection level of heavily armoured capital ships is more significant compared to cruisers
- Submarines and motor torpedo boats can no longer attack ground units
- There is no penalty for the loss of the German battlecruisers and the Tirpitz from January 1945

- Several additional German infantry units added: Sicherungs (security), Schützen (motorized infantry), Garnison (static garrison), Leichte Inf (light infantry), Volksgrenadier (late war defensive infantry) and Panzergrenadier (motorized infantry from mid '42)
- Jager infantry units added: these are automatically upgraded from light infantry units in 42-43.
- Light infantry movement added: used by Jager, Brandenburger, paratrooper, commando and similar special units. This movement is similar to mountain infantry movement just not that good in mountains, however still better in hills and forests than normal leg movement.
- Gebirgsjäger units are now slightly weaker in open terrain
- Hungarian Security and Romanian Reserve infantry units cannot be upgraded to better infantry (these are mainly made up of older soldiers who cannot be rejuvenated)
- Cavalry units are changed: they are the same as normal infantry when unmounted and have the previous cavalry unit as before as a land transport for better movement and attack but weaker defense. (For balancing reasons these cavalry units are now unavailable for purchase or upgrade.)

- The 10.5 cm sK18 unit now has a base strength of 7. If upgraded to any other artillery unit it can have a max strength of 10. However, new 10.5 cm sK18 units purchased later will still have a base strength of 7.
- German 21 cm Mörser range increased to 4
- The Tiger I equipped unit starts understrength (max strength 8 ) in late 1942, but from mid 1943 (turn 47) it can be full strength (max strength 10)

- If the Axis player captures a victory objective city in Britain after the D-day landings have started some Allied units may try to land in Britain instead of France to defeat the invaders.
- Some more British units may be active in the Middle East from 1943 if the player is late to capture this area
- Black Sea setup reworked: naval mines replaced (now they are in line with the historical deployment) and one of the Romanian destroyer units was removed
- Romanian army starting setup changed
- German occupation army in the west is now mostly static in turn 1, infantry units will be activated in small batches over time
- Some other starting setup changes mainly in the Balkans

- "Mediterranean" scenario renamed to "Mediterranean Sea", Greece has a bit better defense, it is no longer possible to simply land an Axis infantry unit on the Greek airports which were previously empty, Malta has a passive defensive British fighter unit

- Map changes: a few more cities added (Kazan, Memel, Pilsen, Larissa), Gibraltar area extended, Crimea improved, White Sea-Baltic Canal added, Königsberg area improved (following Locarnus' submod), Main river added, some more road and rail connections added in Germany, some other minor changes

- Multiplayer changes:
-- The Allied player gets 500 and 1000 prestige points for the capture of Tunis and Sicily, respectively
-- US P-47D and P-51D is available for upgrade earlier
-- SU-85 and SU-100 are no longer available for upgrade
-- The aircraft carrier HMS Eagle now comes with a Spitfire VB unit in turn 21, but two less Spit VBs will appear in Britain in 1941
-- Hurricane IIB and IIC, Spitfire II and VB are in the same upgrade family, Hurricane IIC availability is changed to November 1941
-- The aircraft carrier HMS Victorious appears in turn 21 instead of turn 5
-- Two more Allied destroyers spawn for the Torch landings near North Africa
-- The Axis side gets more reinforcement units on the losing path in 1943-45 which may make it more likely to reach a draw

........

BE 2.4 is here:
https://www.dropbox.com/s/i9u33ekztvzkc ... 4.zip?dl=0
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
bondjamesbond
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1690
Joined: Mon Jun 27, 2022 10:10 pm

Re: Battlefield: Europe MOD v2.4

Post by bondjamesbond »

McGuba wrote: Fri Sep 30, 2022 9:57 pm OK, so here is the next version, BE 2.4. :)

With many thanks to Uhu, faos333, goose_2, P210, Locarnus, PeteMitchell_2 and all the others for suggestions, bug reports, multi- and single player feedback and continued support. There are lots of small tweaks and fixes, some of them are easy to see but many others are under the hood. Several ideas and improvements of Locarnus made their way to this release like certain map changes (mainly the Königsberg area, which I really liked in his submod), or the light infantry movement concept with the new Jager unit. Which, on the other hand, had "forced" me to add a few additonal infantry types as well to more or less complete the German ww2 infantry roster. I also attempted to fix the somewhat broken and unhistorically depicted "Grenadier" unit of the vanilla game. Probably these are the most obvious changes, but there are many others for example P210 had some really interesting suggestions to somewhat rebalance the capital ships and their arch enemies, the (dive) bombers. And then of course the latest multiplayer games and their discussion with Uhu provided me with lots of ideas as well, not to mention the ongoing youtube BE 2.3 longplay of the fantastic Gooseman! :)


Changes:
(As always, this list is far from being complete, I am still kind of lazy when it comes to writing down each and every change I make...)


- The main campaign screen starts the hardest "realistic+" version of the Barbarossa scenario by default
- A few new units added, many existing unit icons have been improved (there are more than 190 new or modified unit icons since the last version)

- Two new versions added to the Fw 190A, all early Fw 190A versions have 1 less air attack, but they are cheaper as well (about 5%), Fw 190A-8 is a bit better than before
- The price of all Allied fighters have been reduced by 5-10%, which makes the AI a bit more agressive with its air force
- Bf 109G-4 added (almost the same as the G-2 version, mainly added for flavour and to fill the time gap between the G-2 and G-6 versions)
- Hungarian Me 210 is a bit worse
- Soviet I-15, I-153 and I-16 fighters are a bit stronger, I-16 type 27 added.
- Early LaGG-3 is a little better, late LaGG-3, Yak-1B and Yak-7B are a little worse
- Some other slight adjustments to several fighters, like P-38 and Tempest are slightly better, Ta 152 and He 162 are slightly worse etc.
- He 111 and SM.79 bombers have less fuel
- Most strategic bombers are less effective against ships, only a few special types have high naval attack (late war guided bomb equipped Do 217K, He 177 and Tallboy equipped British Lancaster "Special")
- Ju 87D has has higher naval attack, He 177 availability moved to July 1943
- British 25pdr gun has higher hard attack in AT mode

- All capital ship units have lower rate of fire but higher air and naval attack. As a result they are less effective against ground units.
- All battleship units have higher ground defense, the protection level of heavily armoured capital ships is more significant compared to cruisers
- Submarines and motor torpedo boats can no longer attack ground units
- There is no penalty for the loss of the German battlecruisers and the Tirpitz from January 1945

- Several additional German infantry units added: Sicherungs (security), Schützen (motorized infantry), Garnison (static garrison), Leichte Inf (light infantry), Volksgrenadier (late war defensive infantry) and Panzergrenadier (motorized infantry from mid '42)
- Jager infantry units added: these are automatically upgraded from light infantry units in 42-43.
- Light infantry movement added: used by Jager, Brandenburger, paratrooper, commando and similar special units. This movement is similar to mountain infantry movement just not that good in mountains, however still better in hills and forests than normal leg movement.
- Gebirgsjäger units are now slightly weaker in open terrain
- Hungarian Security and Romanian Reserve infantry units cannot be upgraded to better infantry (these are mainly made up of older soldiers who cannot be rejuvenated)
- Cavalry units are changed: they are the same as normal infantry when unmounted and have the previous cavalry unit as before as a land transport for better movement and attack but weaker defense. (For balancing reasons these cavalry units are now unavailable for purchase or upgrade.)

- The 10.5 cm sK18 unit now has a base strength of 7. If upgraded to any other artillery unit it can have a max strength of 10. However, new 10.5 cm sK18 units purchased later will still have a base strength of 7.
- German 21 cm Mörser range increased to 4
- The Tiger I equipped unit starts understrength (max strength 8 ) in late 1942, but from mid 1943 (turn 47) it can be full strength (max strength 10)

- If the Axis player captures a victory objective city in Britain after the D-day landings have started some Allied units may try to land in Britain instead of France to defeat the invaders.
- Some more British units may be active in the Middle East from 1943 if the player is late to capture this area
- Black Sea setup reworked: naval mines replaced (now they are in line with the historical deployment) and one of the Romanian destroyer units was removed
- Romanian army starting setup changed
- German occupation army in the west is now mostly static in turn 1, infantry units will be activated in small batches over time
- Some other starting setup changes mainly in the Balkans

- "Mediterranean" scenario renamed to "Mediterranean Sea", Greece has a bit better defense, it is no longer possible to simply land an Axis infantry unit on the Greek airports which were previously empty, Malta has a passive defensive British fighter unit

- Map changes: a few more cities added (Kazan, Memel, Pilsen, Larissa), Gibraltar area extended, Crimea improved, White Sea-Baltic Canal added, Königsberg area improved (following Locarnus' submod), Main river added, some more road and rail connections added in Germany, some other minor changes

- Multiplayer changes:
-- The Allied player gets 500 and 1000 prestige points for the capture of Tunis and Sicily, respectively
-- US P-47D and P-51D is available for upgrade earlier
-- SU-85 and SU-100 are no longer available for upgrade
-- The aircraft carrier HMS Eagle now comes with a Spitfire VB unit in turn 21, but two less Spit VBs will appear in Britain in 1941
-- Hurricane IIB and IIC, Spitfire II and VB are in the same upgrade family, Hurricane IIC availability is changed to November 1941
-- The aircraft carrier HMS Victorious appears in turn 21 instead of turn 5
-- Two more Allied destroyers spawn for the Torch landings near North Africa
-- The Axis side gets more reinforcement units on the losing path in 1943-45 which may make it more likely to reach a draw

........

BE 2.4 is here:
https://www.dropbox.com/s/i9u33ekztvzkc ... 4.zip?dl=0
Image
Thanks б for waiting a long time )
http://www.wio.ru/tank/llrus.htm

p.s.Is the synchronization of your mod with an additional addon ready ?
https://www.slitherine.com/forum/viewto ... 40#p936940
https://mynickname.com/id73473
Image
RobertCL
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 650
Joined: Sat Jan 15, 2011 8:01 am
Contact:

Re: Battlefield: Europe MOD v2.4

Post by RobertCL »

Hi McGuba,

Is "my" issue fixed in this new version ?
Single scenario did not stop after winning it.

Do you remember ?:
Hi McGuba,

I played the easiest Barbarossa scenario at sergeant level to discover your mod and to win the game.

I occupied USSR and Middle East at turn nr 45.
At turn 70 I conquered UK but the game does not stop.
I had sent you my saved game and there was indeed a bug. Game should have stopped with a victory. Finally I had to play until the end knowing I already won (but without final victory message).

Thx for this update BTW.

Robert
Uhu
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1433
Joined: Fri Nov 04, 2011 9:16 pm
Location: Hungary

Re: Battlefield: Europe MOD v2.4

Post by Uhu »

Oh Yes, new version!
Oh No, another menace of lost hundreds of hours! :shock: :D
Image
Image
McGuba
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1555
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v2.4

Post by McGuba »

RobertCL wrote: Sat Oct 01, 2022 2:00 pm Is "my" issue fixed in this new version ?
Single scenario did not stop after winning it.
Yes, as far as I remember it only affected the "moderate" version of the big scenario and only if played in single scenario mode. I did fix that so it should be fine in v2.4. Nevertheless, I would recommend to play the mod in campaign mode as if it is played in single scenario mode there are no random heroes and awards given by the game.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
Uhu
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1433
Joined: Fri Nov 04, 2011 9:16 pm
Location: Hungary

Re: Battlefield: Europe MOD v2.4

Post by Uhu »

McGuba, I always wonder that you can improve the BE and make a new taste of the mod. While not always aggree with everything, I use to it. :)
I made also the Inf_Cav units a different version without the horse present and only a horse symbol as with the earlier double purpose unit symbol was.

My new challenge for BE is to play it with double Rommel, so 25% prestige income. I made thoughts to have the minus prestige like the 1000 prestige minus at the first turn of Barbarossa (not the penalties for city bombing and not the German battleship sinkings) with full prestige, but it would be to brutal, so I think, the reduction to 25% is fair at this point too.
I'm quite interested! :)

Other challenge could be the Field Marshall difficulty (-50% unit experience grow) AND the Rommel difficulty. But I like to play more the "Quality over quantity" gamestyle, so I leave it.

Of course later I will be interested in multi games too!
Image
Image
jeffoot77
Master Sergeant - U-boat
Master Sergeant - U-boat
Posts: 530
Joined: Thu May 21, 2015 7:31 pm

Re: Battlefield: Europe MOD v2.4

Post by jeffoot77 »

wow thxs for this big update McGuba ! For me, your mod is the best of all existing mods . (even if i always dream of spain swiss or turkey possibly invaded)
my custom mini-campaign in order of battle :
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302

Panzer corps mods archive (folders or zip versions) : http://jeffoot.freeboxos.fr:41226/share/KmCyju7JFZX6dD2B/
Rimski_One
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 47
Joined: Wed Nov 20, 2019 9:49 pm

Re: Battlefield: Europe MOD v2.4

Post by Rimski_One »

Image

Not sure if the link will work correctly. Anyway, never talk on this site, but l found an issue with your mod. On turn 53, after Italian surrender, one of the Axis-German units that spawn in Germany, at the Ruhr, has a volksgrenadier as transport.
McGuba
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1555
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v2.4

Post by McGuba »

Uhu wrote: Wed Oct 05, 2022 6:42 am I made also the Inf_Cav units a different version without the horse present and only a horse symbol as with the earlier double purpose unit symbol was.
Yes, I was also bit unsure if I chose the right icons for these. At first I just used the normal infantry icons but then it was not possible to recognize the unmounted cavalry units at a glance. And thus I added a single smaller horse behind the soldiers.

Your alternative idea may also be useful, but it should be explained somehow to the players what the small horse symbol means. I remember that some players did not understand what the original double purpose unit symbol meant back in the day. And that's why I decided to remove it. It is not good to oveload the players with information they do not understand. At the same time, adding just such a small symbol may also make it harder to tell apart the unmounted cavalry from the normal infantry, unless the small symbol has a lot of contrast. But in that case it can be annoying or distractive.

Uhu wrote: Wed Oct 05, 2022 6:42 am My new challenge for BE is to play it with double Rommel, so 25% prestige income. I made thoughts to have the minus prestige like the 1000 prestige minus at the first turn of Barbarossa (not the penalties for city bombing and not the German battleship sinkings) with full prestige, but it would be to brutal, so I think, the reduction to 25% is fair at this point too.
I'm quite interested!
Just as we are! But I think the good old Uhu could eventually find a way to beat the mod even if playing it with zero prestige. :wink:

Other challenge could be the Field Marshall difficulty (-50% unit experience grow) AND the Rommel difficulty. But I like to play more the "Quality over quantity" gamestyle, so I leave it.
I was also thinking to try a combined FM and Rommel single player game at some point. I mean playing with random dice rolls and no reloads, of course. It would be very very hard to achieve a victory like that.

And it would also be interesting to test a game in which the Finnish army is self-restricted to its historical area of operations, as we discussed that earlier. Actually, I am still thinking that I will add this restriction to the hardest version of the mod at some point.

As for multiplayer games, yes, I hope there will be a few again. They are really great feedback and often provide me with more ideas for further improvement. I may start one some time later as well. The only problem is it takes a lot of time. :(


jeffoot77 wrote: Wed Oct 05, 2022 10:52 am wow thxs for this big update McGuba ! For me, your mod is the best of all existing mods . (even if i always dream of spain swiss or turkey possibly invaded)
Thanks! And yes, I know that being able to invade half the world is simply not enough. 8)

Rimski_One wrote: Wed Oct 05, 2022 9:18 pm Not sure if the link will work correctly. Anyway, never talk on this site, but l found an issue with your mod. On turn 53, after Italian surrender, one of the Axis-German units that spawn in Germany, at the Ruhr, has a volksgrenadier as transport.
Ah, yes, but this issue is only in the pre-made save game. I fixed it in the final version so it should not happen if the game is started in June 1941. As for the current issue in the save game, it can be fixed in-game if that unit is upgraded to a normal Panzergrenadier unit with an Opel Blitz, which only costs 5 prestige points, so it should not be a big deal.
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Marginaldefeat
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Re: Battlefield: Europe MOD v2.4

Post by Marginaldefeat »

Damn you Mc Guba you made the already hard scenario even much more harder.... I started playing it 1.5 years ago from 2.0 and i won my first game there on general, after that on FM, but the changes so far were only minimal.

However, in 2.4 the damn garrisons are significant one. I didn 't count but my estimate is that I can use at least 5-6 less german infantries because of this, what makes the attack and advance in Soviet Union in 41 kinda harder. The other minor changes I realized so far are great too, they also make the game harder, but fortunately not much. Except the hidden allied submarine buff ( i started the game yesterday and it s impossible to sink a stupid soviet U boat that dived 5 time in a row...

Just 2 questions : is the BF109---FW cheap upgrade is still buggy? I So far it didn t matter but I fear this time it would/will.
2: Is still impossible to upgrade my BF 109 which i brought from previous scenarios ( Poland to Mediterranian) to FW 109?

And i don t know how, but this is the first time when I managed to collect actually LESS prestige than we normally have in the game :D Maybe i need t practice :) Usually I started the Barbarossa with around 2600-2800 prestige instead of 1700 now I started with 1200 :D And with less experience... Gonna be tough i feel, I was confident i can try on double rommel or Rommel+ FM if possible but know i see even win on FM will be difficult.
McGuba
Colonel - Ju 88A
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

Marginaldefeat wrote: Fri Oct 07, 2022 11:25 am Damn you Mc Guba you made the already hard scenario even much more harder...
It wasn't my intention to make it harder. Actually, I found it slightly easier than the previous version because I felt the new Schützen/motorized infantry units more useful and mobile than the flawed vanilla "Grenadier" heavy infantry.

However, in 2.4 the damn garrisons are significant one. I didn 't count but my estimate is that I can use at least 5-6 less german infantries because of this, what makes the attack and advance in Soviet Union in 41 kinda harder.
That's true, but again, I think the increased mobility of the new German motorized infantry units largely compensate for that. Also in the first turns there is not much room to maneuver with all those Axis units in the east because of the congested roads and by mid-late 1942 when they are really needed most of those garrison units are being activated anyway. So I think this change did not really affect the overall balance, just changed the circumstances a bit. What it does affect is that there are less infantry units available for an early Sea Lion in 42. And thus it is probably harder to achieve a total victory.

Except the hidden allied submarine buff ( i started the game yesterday and it s impossible to sink a stupid soviet U boat that dived 5 time in a row...
There is no such "hidden" buff, I did not change the submarines in this version and the chance of submarine evasion cannot be modded anyway. It is not even known what this chance exactly is, but I guess it is about 25%. Which may or may not be affected by experience slightly. So I would say you were just extremely unlucky to get 5 evasions in a row in this case.

Just 2 questions : is the BF109---FW cheap upgrade is still buggy? I So far it didn t matter but I fear this time it would/will.
A few players reported that they were unable to upgrade all 3 fighters and there is a small chance that it can in fact happen under certain circumstances but during my test plays I was always able to upgrade all of them and it looks like goose_2 was also able to upgrade all three as well in his ongoing youtube longplay. So here I can only say that if you follow the instructions it should normally work.

2: Is still impossible to upgrade my BF 109 which i brought from previous scenarios ( Poland to Mediterranian) to FW 109?
I fixed that, in this version any 3 German fighter can be upgraded to an Fw 190 at a reduced price, even if carried over from an earlier scenario. Again, goose_2's longplay provided the feedback to fix this issue.

And i don t know how, but this is the first time when I managed to collect actually LESS prestige than we normally have in the game :D Maybe i need t practice :) Usually I started the Barbarossa with around 2600-2800 prestige instead of 1700 now I started with 1200
I don't remember clearly but I might have increased the penalty in this version by 500 prestige. Other than that I did not increase the difficulty of the pre-Barbarossa scenarios. Last time in v2.3 I had 3700 prestige after the Mediterranean scenario (3300 after upgrades and repairs) and it looks like other experienced players like Uhu can get even more. Even with the increased penalty it should be 3200 (2700). (This time I did not test play the early scenarios as I did not make direct changes in them - except for the two extra British AA units that I placed on the airports in Greece to prevent the player from easily capturing these with an air transported infantry. But these should not have such a great effect.)

So yes I think you should be able to save more prestige, you have to capture more cities, make more forced surrenders and spend less on replacing the losses of auxiliary units, especially towards the end of these scenarios. And it is not only the extra prestige, the extra kills gathered by the core units are just as important as they will get their first hero earlier.

But to be honest, I don't know now, maybe some of the unit stat changes might have made the early scenarios harder as well. I am curious if other players would feel the same.
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Marginaldefeat
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Re: Battlefield: Europe MOD v2.4

Post by Marginaldefeat »

Thanks for the answer, for some weird reason, answer does not work for me. Good to know about the new situation , and I just have realized that actually in turn 7 some infantry units are moveable, this is good news :)

About the previous scenarios: I think I did exactly the same amount of capturing, force surrender and aux units replacement than before ( or nearly the same) the only (big) difference that I was extremely unlucky with the results a lot of times, so my core units suffered enormous amount of casulties in France and Mediterranian. Sometimes when the predicted result was 2 loss for my Bf 109 and 4 for enemy hurricane, I lost 6 instead and the enemy lost 2..

. Or enemy fighters overwhelmed my stuka even against my figther cover.... So i had to do elite replacements numerous time which is super expensive if I do during the battle. Or my PZ 4 tank got rugged defense against ent 1 infantry and suffered 5 losses.... :D I could have reload that turn obviously and accumulate at least 1000 prestige more, but that would be a cheating I guess so I didn t.

Just one idea about the next patch if it happens once ( I forgot to tell it before unfortunately) in my opinion, defense around Tobruk should be more powerful, it s too easy to capture it very early around turn 7-8. Either they should get an extra tank in my opinion or a bit more powerful allied fleet.
It s very good and nice to hear that it s possible to upgrade the fighters I bought/brought from previous scenarios, this will make the decision much more easy, and a big help as well and make things a bit more easier later on.
McGuba
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

Marginaldefeat wrote: Fri Oct 07, 2022 5:55 pm Just one idea about the next patch if it happens once ( I forgot to tell it before unfortunately) in my opinion, defense around Tobruk should be more powerful, it s too easy to capture it very early around turn 7-8. Either they should get an extra tank in my opinion or a bit more powerful allied fleet.
I was thinking about that earlier, and yes, from a historical point of view it would make sense. But perhaps I would rather try to make the Axis units in the area weaker instead, mainly in terms of supplies, ammo and fuel. As far as I know the main reason behind those units not stroming Tobruk in 1941 was the lack of supplies. The only problem is it would considerably change the balance and it would make it much harder or perhaps impossible to reach the Nile river before winter 1942-43.
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sn0wball
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Re: Battlefield: Europe MOD v2.4

Post by sn0wball »

Thank you for this update! This mod of yours is outstanding. It deserves much more coverage - if only Panzer Corps has something like Steam Workshop or Community Mods.
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