Battlefield: Europe MOD v2.4

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

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

McGuba
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 »

PanzerCro wrote:

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 ? :)


Yes, but there is no contradiction here. The limits can always be extended. Only sky is the limit. :D

But seriously: in many ways it is already over the limit. And yet, it still works somehow. 8)
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
Kas Narayda
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 9
Joined: Mon Dec 06, 2021 2:42 pm

Re: Battlefield: Europe MOD v2.4

Post by Kas Narayda »

Please tell me where to remove (which trigger?) reduction of the number of troops by 1.
I do not know why you are playing this mod. I just want to have fun, not suffer.
It turns out that during the entire winter period, Germany will lose almost all its troops and it will have to roll back to the borders of Poland. This is nonsense!

By the way, I counted it here and it turned out that one move
is not 15, but 5 days. But unfortunately, in this fashion, scripts are tied to moves, not seasons.
By the way, the fact that the Axis countries do not have any prestige per turn is also nonsense. In its current form, it is impossible to play this game without tears.
Well, thank God I edited it all in the editor.
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 »

Kas Narayda wrote: Fri Aug 09, 2024 5:54 pm Please tell me where to remove (which trigger?) reduction of the number of troops by 1.
It's around the middle of the script list, with 3 runs and a lot of Unit Action scripts. It is kind of hard to find it as there are many scripts in the scenario and I only recommend to edit the scripts if you know what you are doing otherwise you may end up breaking the mod.

I do not know why you are playing this mod. I just want to have fun, not suffer.
I don't know either. Maybe some people like to suffer? :D

It turns out that during the entire winter period, Germany will lose almost all its troops and it will have to roll back to the borders of Poland. This is nonsense!
Hm, that's strange, no one has ever reported that before. Usually players suffer some losses, depending on how aggressive they are during the winter months but that's it. It is more likely to suffer higher losses so early when playing against another human player in multiplayer mode.

By the way, I counted it here and it turned out that one move
is not 15, but 5 days. But unfortunately, in this fashion, scripts are tied to moves, not seasons.
That's strange as well because in the editor the days per turn is clearly set to 15. And in the game the turns follow each other exactly like that.

By the way, the fact that the Axis countries do not have any prestige per turn is also nonsense. In its current form, it is impossible to play this game without tears.
Only because the prestige per turn is set to 0 for the Axis in the editor, it does not mean that the Axis side does not get any prestige in a turn. It is only that prestige is allocated by scripts based on various factors like how many key cities or oil fields the Axis side owns or how far the player is into the war or how many u-boats it has on the convoy routes. It is a somewhat complex system and thus it could not be decided by a single number in the editor for the whole scenario.

Well, thank God I edited it all in the editor.
Yes of course if you want to make the scenario easier (or harder) to better suit you skill level then feel free to edit things. But you can also adjust the difficulty by playing the "moderate" version of the scenario or play it on a lower difficulty level. The default settings of the scenario and the recommended "General" difficulty is for experienced players of the game who do not mind losing the war as it happened historically for the Axis, unless they play really well. However, there are players who find even that too easy and therefore play it on more challenging levels like Rommel or Field Marshal difficulty or even a combination of these two.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
Kas Narayda
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 9
Joined: Mon Dec 06, 2021 2:42 pm

Re: Battlefield: Europe MOD v2.4

Post by Kas Narayda »

That's it, I found and deleted this damn trigger myself, and also for the weather. I have my own game.
Kas Narayda
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 9
Joined: Mon Dec 06, 2021 2:42 pm

Re: Battlefield: Europe MOD v2.4

Post by Kas Narayda »

McGuba wrote: Sat Aug 10, 2024 12:55 am
By the way, I counted it here and it turned out that one move
is not 15, but 5 days. But unfortunately, in this fashion, scripts are tied to moves, not seasons.
That's strange as well because in the editor the days per turn is clearly set to 15. And in the game the turns follow each other exactly like that.
I calculated it experimentally myself and put it in the editor.
Kas Narayda
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 9
Joined: Mon Dec 06, 2021 2:42 pm

Re: Battlefield: Europe MOD v2.4

Post by Kas Narayda »

When did I start the game, the triggers in the Panzer Corps\MODS\Battlefield Europe v2.4\Localization\en\Data files no longer play a role?
Do I need to start a new game?
Kas Narayda
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 9
Joined: Mon Dec 06, 2021 2:42 pm

Re: Battlefield: Europe MOD v2.4

Post by Kas Narayda »

Panzer II and Panzer 38(t) will be upgraded to Marder III in the Keel, and Panzer III and G will upgrade themselves or they need to be manually upgraded to PzIIIJ/1?
caesar67
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 66
Joined: Mon Dec 12, 2011 6:34 pm

Re: Battlefield: Europe MOD v2.4

Post by caesar67 »

Hi McGuba,

I am playing now your mod for the first time. Today I will start Barbarossa after the four tutorial-scenarios.
So far it is a great mod with superb changes and options. Also the big map is something I love.
But one point to mention: I love it to develop my own army in the normal campaigns. Units are following me during the campaigns like family members. So it is a little pitty that I have now before Barbarossa five core units. Isn't it possible to start the tutorials with no units so that I can build them all by myself? So players are more free to decide which units they will have?
Slartibartfast
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 9
Joined: Wed Apr 01, 2015 9:29 am

Re: Battlefield: Europe MOD v2.4

Post by Slartibartfast »

Kas Narayda wrote: Sat Aug 31, 2024 3:34 pm Panzer II and Panzer 38(t) will be upgraded to Marder III in the Keel, and Panzer III and G will upgrade themselves or they need to be manually upgraded to PzIIIJ/1?
You need to upgrade them manually, as normal. It's only the Marders that are free upgrades *edit - not free! my mistake*. There's some other units that can be automatically upgraded at a price, the ME fighter wings to FW in Wien. And bomber units can be converted to ME fighters at a ridiculously high price in Wien early in the game. If my memory is correct.I guess McGuba scripted those locations to upgrade to limit the number of possible upgrades.
Last edited by Slartibartfast on Wed Sep 18, 2024 8:36 pm, edited 1 time in total.
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 »

caesar67 wrote: Wed Sep 04, 2024 7:25 pm I am playing now your mod for the first time. Today I will start Barbarossa after the four tutorial-scenarios.
So far it is a great mod with superb changes and options. Also the big map is something I love.
Hi, thanks, and good luck! :)
I love it to develop my own army in the normal campaigns. Units are following me during the campaigns like family members. So it is a little pitty that I have now before Barbarossa five core units. Isn't it possible to start the tutorials with no units so that I can build them all by myself? So players are more free to decide which units they will have?
Well, to start with, this is not a "normal" campaign. :wink: More like one big scenario with a few introductory tutorial missions. The aim of this scenario is to find out what can be achieved with the historical Axis order of battle starting in June 1941. Was it too late? Was the war already lost at that point? Let's find out!

Of course it could have been made differently, freedom to act could start in 1939 or even earlier, but that would be a different scenario. If the player gets his freedom earlier that would require a different setting, different balancing and different scripting. Mainly the scripting could have been much more complicated as it would be necessary to teach the AI to react to a much larger number of options based on what choices the player makes before Barbarossa. In fact, the choices would be near infinite, some players would build and army full of tanks, another would focus on artillery, a third one on having more fighters and so, and so forth. Not to mention that many players would make the wrong choices and build an army that would not be ideal. Then these players would be blaming me for making a scenario that cannot be won.

And thus I think it is much better (and to be fair easier) to present the historical order of battle, with all its pros and cons and just tell the player to try to make the best out of it. And to see what can be done against the historical order of battle of the Allies. And then the player can gradually take full control and change the composition of the Axis army as he wants.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
Кэп
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 120
Joined: Fri Jun 05, 2020 4:42 pm
Location: Кубань

Re: Battlefield: Europe MOD v2.4

Post by Кэп »

Cool and complex mod, especially on Realistic+ and Field Marshal))
tortiator
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 16
Joined: Fri Jan 14, 2011 12:37 pm

Re: Battlefield: Europe MOD v2.4

Post by tortiator »

after five years i came back to play the mod... and still beautiful...

one short question in my understanding when i place a uboat (just uboat count not other vessel) i get 50 points per round. when will they credited? after i ended the turn or when the allies ended there turn?

many thanks!
Кэп
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 120
Joined: Fri Jun 05, 2020 4:42 pm
Location: Кубань

Re: Battlefield: Europe MOD v2.4

Post by Кэп »

tortiator wrote: Tue Sep 17, 2024 10:49 pm after five years i came back to play the mod... and still beautiful...

one short question in my understanding when i place a uboat (just uboat count not other vessel) i get 50 points per round. when will they credited? after i ended the turn or when the allies ended there turn?

many thanks!
I understood that after my turn, and also sink the convoy, another 100 points in the piggy bank)) :)
Кэп
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 120
Joined: Fri Jun 05, 2020 4:42 pm
Location: Кубань

Re: Battlefield: Europe MOD v2.4

Post by Кэп »

It would be nice to play out another theater of military operations in the Pacific Ocean, the battle of the Americans with the Japanese, the landing on the Kuril Islands, the Kwantung army, and so on. Does the author have such a large-scale update in his plans? It would be great to transform the Battle of Europe into the Battle of the World)))
tortiator
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 16
Joined: Fri Jan 14, 2011 12:37 pm

Re: Battlefield: Europe MOD v2.4

Post by tortiator »

Кэп wrote: Wed Sep 18, 2024 5:06 am
tortiator wrote: Tue Sep 17, 2024 10:49 pm after five years i came back to play the mod... and still beautiful...

one short question in my understanding when i place a uboat (just uboat count not other vessel) i get 50 points per round. when will they credited? after i ended the turn or when the allies ended there turn?

many thanks!
I understood that after my turn, and also sink the convoy, another 100 points in the piggy bank)) :)
hm that doesnt work for. i get 150 points with a uboat on the S and also without placing it there.... could there be an error. Need the uboat in a specific modus?
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 »

tortiator wrote: Tue Sep 17, 2024 10:49 pm after five years i came back to play the mod... and still beautiful...

one short question in my understanding when i place a uboat (just uboat count not other vessel) i get 50 points per round. when will they credited? after i ended the turn or when the allies ended there turn?

many thanks!
When the player moves his first naval unit to the area there should be a popup message which explains it all:


convoy.jpg
convoy.jpg (276.84 KiB) Viewed 1764 times


So it should be 25 prestige points per turn per unit and not only for u-boats but also any Axis naval (ship) unit. In the earlier versions it was 50 prestige per turn, but some time ago I reduced it to 25 because now 100 prestige is given for the actual sinking of any convoy unit (before this change there was no prestige given for the sinking of these). The prestige is given at the beginning of the next Axis turn so that the Allies have a chance to remove this threat in their turn.

hm that doesnt work for. i get 150 points with a uboat on the S and also without placing it there.... could there be an error. Need the uboat in a specific modus?
I have just checked it and it all works as intended. In the fist turns normally 280 prestige points are given in each turn to the Axis side but if I place a u-boat unit at the convoy hexes it goes up to 305 points per turn. This of course applies if the mod is played on the recommended "General" difficulty which do not alter the prestige allocation (or if it is set to 100% manually).
Кэп wrote: Wed Sep 18, 2024 5:10 am It would be nice to play out another theater of military operations in the Pacific Ocean, the battle of the Americans with the Japanese, the landing on the Kuril Islands, the Kwantung army, and so on. Does the author have such a large-scale update in his plans? It would be great to transform the Battle of Europe into the Battle of the World)))
Yes indeed it would be nice but I do not have such plans at the moment. I still keep tweaking the BE mod when I have a little time for that.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
tortiator
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 16
Joined: Fri Jan 14, 2011 12:37 pm

Re: Battlefield: Europe MOD v2.4

Post by tortiator »

thanks CUBA! is there any chance to re read this popups somewhere else (or finde the text in the data ;) )
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 »

tortiator wrote: Thu Sep 19, 2024 9:08 pm thanks CUBA! is there any chance to re read this popups somewhere else (or finde the text in the data ;) )
of course:

messages.jpg
messages.jpg (223.55 KiB) Viewed 1637 times
messages2.jpg
messages2.jpg (240.92 KiB) Viewed 1637 times
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
caesar67
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 66
Joined: Mon Dec 12, 2011 6:34 pm

Re: Battlefield: Europe MOD v2.4

Post by caesar67 »

Is it possible to give the SE-units a different painting and most of all: a historical naming? The both infantery units have Wehrmacht-namings, that might be not correct.
Also It would be nice to have some more elite-units as it was historicaly.
I make my first game of your mod, I am now in early 1943. An amazing experience to play, well done!!
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 »

caesar67 wrote: Tue Oct 01, 2024 11:39 pm Is it possible to give the SE-units a different painting and most of all: a historical naming? The both infantery units have Wehrmacht-namings, that might be not correct.
You can rename units to anything you like by pressing "Alt + n" after clicking on a unit.

As for giving them a different painting, these SE infantry units already have a different unit icon with different color so I do not really understand what you mean by that.
Also It would be nice to have some more elite-units as it was historicaly.
A few more SE infantry units should appear later, apart from that several other units can be regarded as "elite", including mountain infantry units, the Brandenburgers, and broadly speaking any tank unit, but especially the Tiger I and II units that will also appear later.
I make my first game of your mod, I am now in early 1943. An amazing experience to play, well done!!
Thanks, and good luck, I guess the hard part is still ahead of you, unless you have more or less managed to defeat the Soviets by that time.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
Post Reply

Return to “Panzer Corps : Scenario Design”