Battlefield: Europe MOD v2.4

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Uhu
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Re: Battlefield: Europe MOD v2.2

Post by Uhu »

Super! Thanks! :)
How much prestige loose for the German capital ships? Is there a warning about it? Is the effect till active after 1943?
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McGuba
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Re: Battlefield: Europe MOD v2.2

Post by McGuba »

SAMiV2 wrote: Mon Feb 22, 2021 8:21 pm Downloading! :D

I've been waiting for you to release the next version of this mod. Well, more like lurking in these forums and checking on the different Panzer Corps mods to be released. :lol:

Gonna check&try this one out now since the download is done. So, Thanks! :)

(Oh, and this must be the first message i have posted in these forums although i've been playing slitherine/matrix games for years.)
Hi, and thanks for registering for these forums only to comment on this mod. :)
Hopefully we will hear more about your experiencies with the BE mod soon. Every feedback is invaluable and helps to improve it or fix any possible issues.

goose_2 wrote: Mon Feb 22, 2021 9:34 pm Oh my I now have an even newer version to try out when I am ready to try out the campaign on my next playthrough. Hopefully it isn't too difficult to update the mod version I currently have
Installation is the same as with the earlier versions, GME is recommended. Alternatively, if you have a separate install of Panzer Corps for the BE mod the new version can be copied over it, overwriting the old files when asked.

Spiffing Brit wrote: Mon Feb 22, 2021 11:38 pm Also, I've been trying to find someone to play Battlefield: Europe MP with, and now that the new version is out I figured I'd ask if anyone is available. Hit me with a PM if interested.
I hope someone will do so. For now I would like to take a little break and maybe later I will also be interested in a multiplayer match. It is fun! :)

Uhu wrote: Tue Feb 23, 2021 6:44 am Super! Thanks! :)
How much prestige loose for the German capital ships? Is there a warning about it? Is the effect till active after 1943?
It is 200 for the battlecruisers and 250 for the Tirpitz. Losing this amount is not the end of the world in this mod but may make players think twice before sacrificing these valuable ships for little or no gains. In reality, the loss of each of the battleships was highly publicized and was a significant prestige loss for Germany in the eyes of the world and may have contributed to the image that they were losing the war, which in turn may have influenced the decisions of the neutral countries.

I think there is no direct warning before, apart from being mentioned in this list of version changes. Not sure if it happens in every version of the mod but it surely happens in the real+ and multiplayer versions at least. The penalty will be deducted after any number of random turns after their loss. It is like that to avoid to game this system: players cannot disband all of them in the same turn and then spend all their prestige to minimize the prestige penalty (as prestige cannot go below 0). And the penalty for losing these can happen until the end of the war. For example in reality the Germans made great efforts to keep the Tirpitz afloat as long as possible, even after it suffered serious damages and was rendered unseaworthy. In the mod it will force the player to do the same and to try to preserve them alive as long as possible to avoid the penalty.
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faos333
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Re: Battlefield: Europe MOD v2.2

Post by faos333 »

Thanks 🙏 again McGuba this is excellent news, a new version!!!

Now im in trouble , what I should play next???

Replay the v2.0 or go for the new version?

Although very tempting I will first replay and then the new
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
glaude1955
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Re: Battlefield: Europe MOD v2.2

Post by glaude1955 »

Hello McGuba
Could you tell me what changes need to be made so that the ammo status is reset to the original game?
I like knowing how much ammunition my enemy has!
Thank you in advance, your mod is always so pleasant.
Yves
lennis29
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Re: Battlefield: Europe MOD v2.2

Post by lennis29 »

McGuba Look.
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- GerMOD
- VolksMOD
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PeteMitchell
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Re: Battlefield: Europe MOD v2.2

Post by PeteMitchell »

glaude1955 wrote: Wed Feb 24, 2021 6:31 pm Hello McGuba
Could you tell me what changes need to be made so that the ammo status is reset to the original game?
I like knowing how much ammunition my enemy has!
Thank you in advance, your mod is always so pleasant.
Yves
Special intelligence needed to know enemy details like fuel... :)
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 »

glaude1955 wrote: Wed Feb 24, 2021 6:31 pm Hello McGuba
Could you tell me what changes need to be made so that the ammo status is reset to the original game?
I like knowing how much ammunition my enemy has!
Why? The enemy also does not know how much ammunition your units have! So I think it is more fair like this. :D

But seriously, I am really sorry but I honestly do not remember what I changed to achieve this. It was many years ago, I think it is like this since BE v1.2 or something like that. Now I tried to find it and I guess I edited some of the html files but I have no recollection which one and how. :oops:

What I remember it was not so easy and it took me some time to find it out how to do this as I am not very good in html editing.


lennis29 wrote: Wed Feb 24, 2021 6:59 pm McGuba Look.
Look what? Is it like some install problem? Or maybe you changed something with the files? I have no idea. I have just double checked the equipment file within the zip that I uploaded and for example the "Gustav" railway gun has the "nopurchase" trait which means that it should not even turn up in the purchase screen. And the same is true to many other units which are seemingly ready for purchase in your version like the V1 and V2 rockets and others. I also do not understand how it is possible that you have units available only from 1943 but still the USSR is listed as a friendly nation when in the mod the Soviets are only friendly in the 1939 scenario. Something is not right here...

Does anybody else have the same problem?
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McGuba
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Re: Battlefield: Europe MOD v2.2

Post by McGuba »

PeteMitchell wrote: Wed Feb 24, 2021 7:48 pm Special intelligence needed to know enemy details like fuel... :)
Well yes, I guess in the vanilla PzC universe they sent an undercover agent to all the enemy tanks who politely asked them to stop for a moment and then opened the valve on the fuel tanks and checked the fuel level with a dip stick and then reported it back to German HQ. Then of course the same person asked the commander of the tank to let him get in and count how many rounds of ammunition they have at the moment and this information was also sent back to the German HQ by using an Enigma machine. :)

Hmmm... but how they did it with the enemy airplanes? I can only think they must have asked Santa Claus to fly a little closer to them with his sleigh so that he could read the dials on the instrument panel and then he delivered this information together with the presents. 8)
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Komiss
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Re: Battlefield: Europe MOD v2.2

Post by Komiss »

glaude1955 wrote: Wed Feb 24, 2021 6:31 pm Hello McGuba
Could you tell me what changes need to be made so that the ammo status is reset to the original game?
I like knowing how much ammunition my enemy has!
Thank you in advance, your mod is always so pleasant.
Yves
lol. Can't you win and cry?
glaude1955
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Re: Battlefield: Europe MOD v2.2

Post by glaude1955 »

The important thing is to have fun while playing.
I have always lost in Battlefield Europe regardless of the version.
When the Russian troops set off, the steamroller crushes me mercilessly.
But the mod is so fun that I keep playing it again every now and then and enjoy its evolution.
cordially
Yves

I warmly thank the person who helped me solve my problem without trying to find out if it was right or wrong.
McGuba
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Re: Battlefield: Europe MOD v2.2

Post by McGuba »

glaude1955 wrote: Thu Feb 25, 2021 8:02 am The important thing is to have fun while playing.
I have always lost in Battlefield Europe regardless of the version.
When the Russian troops set off, the steamroller crushes me mercilessly.

With all due respect, if you find the mod too difficult, I do not think seeing the fuel and ammo level of enemy units would significantly help you to win. In my opinion, what you really need is more prestige. Especially since this new version allows players to purchase more units from mid 1942, which allows you to have more than 200 core units. So if you have the prestige you can build a bigger army to stop the Soviet steamroller.

Have you tried playing the mod at Lieutenant difficulty level? This difficulty gives 50% more prestige to the Axis side. I think it would be sufficient, but you can also try to play the mod with 200% prestige allotment (or anything else between 100% and 200%) if you choose the "Advanced" folder when starting a campaign and move the player prestige slider to set a custom difficulty. Just do not forget to tick the "Custom difficulty" option to enable this change before clicking on the play button.

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If it is still not enough you can also use the prestige cheat to add more prestige to your side, which can be any amount. For a start maybe you could try starting the campaign with 10 000 prestige or something like that.
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glaude1955
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Re: Battlefield: Europe MOD v2.2

Post by glaude1955 »

Hello McGuba,
I think I misspoke.
I don't mind losing at all.
If I asked for the way to visualize the enemy ammunition, it is because I am used with the vanilla version and also other mods to see them.
It's just a cosiness.
If you don't want to win easily against the AI, you have to help it by using a higher level of difficulty.
Generally, I play in Feldmarshal and I hardly ever reload the saves (except after forgetting to play certain units)
For your mod, I use the "realistic" scenario.
If I wanted to win at all costs, I would use the known tricks and cheats, but the fun would no longer be there
Best regards
Yves
PeteMitchell
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Re: Battlefield: Europe MOD v2.2

Post by PeteMitchell »

glaude1955 wrote: Thu Feb 25, 2021 11:26 am Hello McGuba,
I think I misspoke.
I don't mind losing at all.
If I asked for the way to visualize the enemy ammunition, it is because I am used with the vanilla version and also other mods to see them.
It's just a cosiness.
If you don't want to win easily against the AI, you have to help it by using a higher level of difficulty.
Generally, I play in Feldmarshal and I hardly ever reload the saves (except after forgetting to play certain units)
For your mod, I use the "realistic" scenario.
If I wanted to win at all costs, I would use the known tricks and cheats, but the fun would no longer be there
Best regards
Yves
I think it is possible to win the mod mainly by knowing when and where to attack and when to defend... as well as by putting the right focus at the right time and right place.
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Yrfin
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Re: Battlefield: Europe MOD v2.2

Post by Yrfin »

McGuba wrote: Mon Feb 22, 2021 7:28 pm Changes in v2.2
- Red Army June 1941 order of battle reworked, Soviet military districts have (more) historical number of tanks in turn 1
Really ?
13981 pcs – on west Front line.
About 40-50 % was in “repair” status.
RKKA tanks.jpg
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McGuba
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Re: Battlefield: Europe MOD v2.2

Post by McGuba »

glaude1955 wrote: Thu Feb 25, 2021 11:26 am I think I misspoke.
I don't mind losing at all.
Ah, ok, fair enough.

glaude1955 wrote: Thu Feb 25, 2021 11:26 am Generally, I play in Feldmarshal and I hardly ever reload the saves (except after forgetting to play certain units)
For your mod, I use the "realistic" scenario.
The recommended difficulty level is General and as far as I know most players play it like that. Playing on Field Marshal is significantly harder because of the lower experience level of the Axis units. Thus I am not surprised that you are losing all your games. I think Field Marshal difficulty level in this mod is even harder than Rommel and I have not even heard that anyone managed to win at this difficulty. I only know that Uhu regularly plays and wins on Rommel (with a number of reloads), but I do not know of anyone who ever won on Field Marshal.

But you gave me an idea, maybe I will attempt to play it on Field Marshal as well next time. It would be more realistic, because most likely I would also lose the war, as it happened historically. :)

If I asked for the way to visualize the enemy ammunition, it is because I am used with the vanilla version and also other mods to see them.
It's just a cosiness.
Yes, and now I understand but like I wrote it was one of the first things that I changed like 5 years ago and I really do not remember how I did it, sorry. :oops:
I thought it was an extremely unrealistic feature in the game that the player knows the exact fuel and ammo level of every enemy unit at any time. I only remember that in order to make it disappear I had to edit several game files, but now I have no idea which ones.


Yrfin wrote: Thu Feb 25, 2021 2:57 pm Really ?
13981 pcs – on west Front line.
About 40-50 % was in “repair” status.

Yes, really, why? What's the problem? Those Soviet tanks which were in "repair" status (inoperative) are not in the map because they were not used in the battles. They were destroyed by their crews during the retreat or were just simply abandoned and left behind. The exact number or ratio of these tanks is debated, and probably we will never know. Currently there are about 30 Soviet tank units in the west which gives us about 6000 actual tanks, which is fairly close to your estimation.
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PeteMitchell
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Re: Battlefield: Europe MOD v2.2

Post by PeteMitchell »

McGuba wrote: Thu Feb 25, 2021 5:27 pm The recommended difficulty level is General and as far as I know most players play it like that. Playing on Field Marshal is significantly harder because of the lower experience level of the Axis units. Thus I am not surprised that you are losing all your games. I think Field Marshal difficulty level in this mod is even harder than Rommel and I have not even heard that anyone managed to win at this difficulty. I only know that Uhu regularly plays and wins on Rommel (with a number of reloads), but I do not know of anyone who ever won on Field Marshal.

But you gave me an idea, maybe I will attempt to play it on Field Marshal as well next time. It would be more realistic, because most likely I would also lose the war, as it happened historically.
It is is possible to win the first four pre-scenarios in the campaign mode at Manstein level... detailed AARs for these are available on the forum... :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 »

No doubt, however the first four scenarios are much easier. :mrgreen:

But I still do not know anyone who managed to win the big Barbarossa scenario on either Field Marshal or Manstein without reloads and stuff. And I am not talking only about Total Victory, even a Minor Victory would be enough. Maybe here's a new challenge for experienced players? :)

Don't think that Manstein is possible though, but Field Marshal... maybe... :?:
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Re: Battlefield: Europe MOD v2.2

Post by goose_2 »

McGuba wrote: Thu Feb 25, 2021 6:25 pm No doubt, however the first four scenarios are much easier. :mrgreen:

But I still do not know anyone who managed to win the big Barbarossa scenario on either Field Marshal or Manstein without reloads and stuff. And I am not talking only about Total Victory, even a Minor Victory would be enough. Maybe here's a new challenge for experienced players? :)

Don't think that Manstein is possible though, but Field Marshal... maybe... :?:
Man I love these subte hints being dropped, I have had a quite a few people hinting by dropping gauntlets like this for this map, and for Afrika Korps. I am awfully tempted to try...we shall see what the future holds, but need to finish the blindthrough first. next broadcast should be going up Saturday
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McGuba
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Re: Battlefield: Europe MOD v2.2

Post by McGuba »

goose_2 wrote: Thu Feb 25, 2021 6:34 pm Man I love these subte hints being dropped, I have had a quite a few people hinting by dropping gauntlets like this for this map, and for Afrika Korps. I am awfully tempted to try...we shall see what the future holds, but need to finish the blindthrough first. next broadcast should be going up Saturday
It is of course excellent, but too bad that your first playthrough is seemingly taking more than a whole real-life year. :D

I was hesitating to wait with the release of the next version until you finish with it in case you run into some other issues that could be fixed or improved but I just did not have the patience. :D
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Re: Battlefield: Europe MOD v2.2

Post by goose_2 »

McGuba wrote: Thu Feb 25, 2021 6:43 pm
goose_2 wrote: Thu Feb 25, 2021 6:34 pm Man I love these subte hints being dropped, I have had a quite a few people hinting by dropping gauntlets like this for this map, and for Afrika Korps. I am awfully tempted to try...we shall see what the future holds, but need to finish the blindthrough first. next broadcast should be going up Saturday
It is of course excellent, but too bad that your first playthrough is seemingly taking more than a whole real-life year. :D

I was hesitating to wait with the release of the next version until you finish with it in case you run into some other issues that could be fixed or improved but I just did not have the patience. :D
This made me crack up....I am enjoying the slow burn, I know that there are many who would like me to play this mod more. But I am one man, with a full time job, and 9 kids. So....

Man it just makes me smile. :lol:

I appreciate the enco :lol: uragement. Just so I understand, which would you rather see me play through Manstein, or Field Marshall? I think Manstein would be way way too painful that would make me cry. But Field Marshal would be frustrating but perhaps possible.

Basically do you want to see Daddy pushed to his extremes or see if the game is possible
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