Battlefield: Europe MOD v2.4

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rubyjuno
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Re: Battlefield: Europe MOD v2.4

Post by rubyjuno »

A reflection of the continuing hard work going into BE mod and the interest in it. Amazing.
Locarnus
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Re: Battlefield: Europe MOD v2.4

Post by Locarnus »

Epic!
My congratulations, thank you for all the discussions and great memories with this fantastic mod!
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
tactical22
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Re: Battlefield: Europe MOD v2.4

Post by tactical22 »

Hi McGuba!! What about Battlefield: Europe MOD v3.0 with new features to celebrate your huge success!!! :D
Best regards.
Der_Kuenstler
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Re: Battlefield: Europe MOD v2.4

Post by Der_Kuenstler »

Congrats on 1 million!

I am doing a play through on Colonel level, and have been getting 150% prestige for everything as expected. However, I have noticed that the prestige penalties and fees have also gone up by 150%. For example, when I discount upgraded one of my BF109s to a FW190, it looks like I was charged 225 prestige, even though in the announcement message (which default applies to "General" difficulty) it cost 150 prestige. I'm also pretty sure I was charged 150 prestige when an enemy bomber made it over a victory city instead of the listed 100. I don't mind this as it helps things not be overly easy, I just wanted to confirm that all prestige penalties go up by the same percentage as prestige gains?
McGuba
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

Der_Kuenstler wrote: Thu Jun 13, 2024 11:58 pm I just wanted to confirm that all prestige penalties go up by the same percentage as prestige gains?
Yes, unfortunately it is like that. But it means the same if someone plays on Rommel difficulty with 50% prestige allocation - in that case not only the penalties but also the incomes are halved. So then it's the opposite. Again, it is a vanilla Panzer Corps limitation and cannot be fixed by a mod.

In your case, when you play with Colonel difficulty, you still benefit more since the incomes are normally higher than the penalties so even if the penalties are increased, your normal incomes are increased even more.

That's one of the reasons why General is the recommended difficulty level as in that case everything is at 100% percent, as intended, meaning that there is no such confusion. Probably it may be better to adjust the experience level, either player or AI one (or both), to increase or reduce difficulty, to avoid this.
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Der_Kuenstler
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Re: Battlefield: Europe MOD v2.4

Post by Der_Kuenstler »

I see - thank you for confirming this and for all of your hard work!
Der_Kuenstler
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Re: Battlefield: Europe MOD v2.4

Post by Der_Kuenstler »

These bottom mines on the East side of the Black Sea are impossible to remove if you lose the only destroyer you get there. (My tactical bombers' hit chance always shows zero.) This means you can never upgrade or buy units in these cities. Can this be adjusted somehow?

mines.jpg
mines.jpg (106.05 KiB) Viewed 2404 times
McGuba
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

Der_Kuenstler wrote: Wed Jun 19, 2024 6:48 pm These bottom mines on the East side of the Black Sea are impossible to remove if you lose the only destroyer you get there. (My tactical bombers' hit chance always shows zero.) This means you can never upgrade or buy units in these cities. Can this be adjusted somehow?
Yes, I have adjusted it a bit for the next version.
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goose_2
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Re: Battlefield: Europe MOD v2.4

Post by goose_2 »

McGuba wrote: Wed Jun 19, 2024 10:38 pm Yes, I have adjusted it a bit for the next version.
Yay!

This has me so excited, not this minor change but an updated version so exciting news!
goose_2
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PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

All major brands do annual updates of their flagship products!
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
tactical22
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Re: Battlefield: Europe MOD v2.4

Post by tactical22 »

Excellent news!! A new version!! The MAN is back!! 8)
Der_Kuenstler
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Re: Battlefield: Europe MOD v2.4

Post by Der_Kuenstler »

I have three SE infantry units in my game and it is now 1944, but I can't seem to upgrade them to '44 units - the upgrade option is greyed out for them. Is there anything I can do about it?
McGuba
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

Der_Kuenstler wrote: Tue Jun 25, 2024 1:55 am I have three SE infantry units in my game and it is now 1944, but I can't seem to upgrade them to '44 units - the upgrade option is greyed out for them. Is there anything I can do about it?
Now that's strange because normally in BE 2.4 there should be only two German SE Infantry units in turn 1 and both of these should get an automatic upgrade to SE PzGrenadier in turn 24 which then can be upgraded to PzGrenadier 44, when the time comes. So I don't know what is happening, but judging by the latest screenshot that you posted you might be using some third party submod which were added on top of the base BE mod (I can see some different graphics) or a modified version of the BE mod. If that's the case I cannot help as I don't know what changes were made by the other modder and why.
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Der_Kuenstler
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Re: Battlefield: Europe MOD v2.4

Post by Der_Kuenstler »

OK no telling what I might have done at this point. Almost all the changes I've made are just to the visual png files. I can upgrade the units to Pzgen '44 as you said, but they no longer have the "SE" designation. It must be working as you intended. Thank you!
Finz
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Re: Battlefield: Europe MOD v2.4

Post by Finz »

I'm playing my 2nd campaign with the mod and it's really well done and immersive, great work! So far I'm content in achieving a minor victory by defeating the Soviets, an successful Operation Sea Lion seems too much of a daunting task..

One nitpick is that the reservoir which can be seen near Stalingrad did not exists during the war, it was build in the 50's (https://en.wikipedia.org/wiki/Tsimlyansk_Reservoir), but I don't mind since it makes it easier to defend this area. :D.
Duedman
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Re: Battlefield: Europe MOD v2.4

Post by Duedman »

Der_Kuenstler wrote: Wed Jun 05, 2024 12:42 pm What do you veterans of this mod put in front of this fortress during the Leningrad siege? AT guns are visible because they are adjacent to it, along with everything else. Anything I put there gets pounded away on by the fortress guns for weeks, draining a lot of prestige just to keep the unit alive.


fortress.jpg
When I did my YT playthrough I realized that fighter planes get a predicted 1 dmg on those things.
Since you can rotate 2 fighters, the fortress should go down pretty fast.
I do not now whether that was intended (probably not) or fixed by now.

Also, 2 Axis fighters busy mean more soviet planes alive
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
Kas Narayda
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Re: Battlefield: Europe MOD v2.4

Post by Kas Narayda »

The game is cool, but unfortunately the game is not balanced. When winter comes, Russians become just animals. They have bonuses in the winter, and the German troops, on top of everything else, will also die by 1 force. Where is it in the triggers to remove? The Germans should not kill 1,000 people in half a month in each division.
PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

I guess that's how it was in 1941... not balanced...
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
McGuba
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

Kas Narayda wrote: Mon Jul 29, 2024 4:40 pm The game is cool, but unfortunately the game is not balanced. When winter comes, Russians become just animals. They have bonuses in the winter, and the German troops, on top of everything else, will also die by 1 force. Where is it in the triggers to remove? The Germans should not kill 1,000 people in half a month in each division.
Reduction in unit strength do not only represent actual deaths. It means as it says, unit strength, which besides actual killed in action, can also be reduced by the wounded, captured, ill, and equipment and even morale losses. And in the first winter 200-250 thousand German soldiers were sent to the rear for medical treatment for suffering frostbites. Many of those required amputations. Obviously these were missing from the frontline and even those still at the frontline were suffering from the adverse weather conditions, lack of winter clothing, lack of adequate supplies and food, or general exhaustion after continuously marching and fighting for several months with no rest. These factors significantly reduced the overall strength of the German army, which in turn was a major factor in the Russian success.

Duedman wrote: Fri Jul 12, 2024 3:53 pm When I did my YT playthrough I realized that fighter planes get a predicted 1 dmg on those things.
Since you can rotate 2 fighters, the fortress should go down pretty fast.
I do not now whether that was intended (probably not) or fixed by now.

Also, 2 Axis fighters busy mean more soviet planes alive
No, it is not intentional, but I do not think it is a good idea to commit two valuable fighter units for several turns for this. They can be more useful elsewhere and the fortress can be reduced with the "Gerat" heavy siege artillery unit as well.

And by the way, I just did a quick test and it looks like now some of the best Bf-109 fighters in fact suffer 1-2 damage without causing any damage according to the prediction against those fortresses at Leningrad. Perhaps you were playing an earlier version, and I have already changed this earlier, I don't know.

One nitpick is that the reservoir which can be seen near Stalingrad did not exists during the war, it was build in the 50's (https://en.wikipedia.org/wiki/Tsimlyansk_Reservoir), but I don't mind since it makes it easier to defend this area. :D.
Yes, I know about this, but this is also useful to help me to successfully recreate the Stalingrad encirclement.
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PanzerCro
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Re: Battlefield: Europe MOD v2.4

Post by PanzerCro »

McGuba wrote: Wed Jun 19, 2024 10:38 pm
Der_Kuenstler wrote: Wed Jun 19, 2024 6:48 pm These bottom mines on the East side of the Black Sea are impossible to remove if you lose the only destroyer you get there. (My tactical bombers' hit chance always shows zero.) This means you can never upgrade or buy units in these cities. Can this be adjusted somehow?
Yes, I have adjusted it a bit for the next version.
Next version ? That is great to hear, but didn't you mention few pages back that this MOD push PzC engine to it's limits ? :)
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