Battlefield: Europe MOD v2.4

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bondjamesbond
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Re: Battlefield: Europe MOD v2.4

Post by bondjamesbond »

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Pz.Kpfw IV Ausf.G on railroad platforms at the Nibelungenwerke before being shipped to the troops. Until the end of the war, 4,800 of the 8,500 former Wehrmacht “fours” were produced here.Pz.Kpfw IV Ausf.G on railroad platforms at the Nibelungenwerke before being shipped to the troops. Until the end of the war, 4,800 of the 8,500 former Wehrmacht “fours” were produced here.
https://pikabu.ru/story/proizvodstvo_ne ... yi_6182553

https://русскоедвижение.рф/index.php/hi ... 6-07-25-13

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In addition, the Nazis use a considerable amount of armaments captured by them in their time in occupied countries.

After the surrender of France, the Germans captured a large number of tanks and artillery and small arms. The largest tank factories Renault, Gochkis, Somois and artillery armament factories, of which Schneider-Creso is the largest, were also located in the occupied territory.

All these factories were rebuilt and at the beginning of 1941 had already begun production for the German army. In particular, the Renault and Somois tank factories produced tanks of the most modern designs: light tanks R-35 and Gochkis; medium tanks - Somois and heavy tanks - Renault B.


Polish tank factories (Ursus and the tank factory in Warsaw) are currently overhauling German tanks that were hit on the Eastern Front.

Translated with DeepL.com (free version)
https://paul-atrydes.livejournal.com/24180.html
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https://tagil-press.ru/publications/374 ... nii-i-sssr
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https://warspot.ru/4492-velikaya-oteche ... yh-zavodov

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https://vk.com/wall-27569095_1309179


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https://realt.onliner.by/2015/01/13/underground


Comrades I understand you correctly now that to replace their equipment for a newer year it is necessary to send it to Germany, and not to the nearest city important city ?

Also, I wonder if I don't attack the USSR but make a buffer zone in Poland and Romania for example, will the Soviet hordes come to Berlin led by the evil AI ))))) Or the war with the USSR will start anyway even if I don't cross the Soviet border anywhere ? )
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Locarnus
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Re: Battlefield: Europe MOD v2.4

Post by Locarnus »

98sb715 wrote: Thu Nov 07, 2024 2:04 am Isn't there another upgrade city in the Middle East? I forget what it is. Maybe Haifa or Tel Aviv. I just remember it after moving past Egypt/Sinai.
I guess you played that game with my Addon, where only the Axis is supposed to be the player side.
So I was able to be a bit more liberal with the upgrade options (Baku is another upgrade city in the East, if the mines are cleared).

edit: Batumi is the upgrade city, not Baku.

bondjamesbond wrote: Thu Nov 07, 2024 2:35 am [...]
Comrades I understand you correctly now that to replace their equipment for a newer year it is necessary to send it to Germany, and not to the nearest city important city ?

Also, I wonder if I don't attack the USSR but make a buffer zone in Poland and Romania for example, will the Soviet hordes come to Berlin led by the evil AI ))))) Or the war with the USSR will start anyway even if I don't cross the Soviet border anywhere ? )
1) Yeah, on the harder difficulties/maps you need to send your units to a german "upgrade city" (marked with cross) or one of the few other upgrade cities like Tobruk (marked with double chevron ^).

2) The war with the USSR has already started at scenario begin, but if I remember correctly, the soviet steam roller is supposed to go not as hard if you do not take one of their victory hexes?
Last edited by Locarnus on Thu Nov 14, 2024 5:56 pm, edited 1 time in total.
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caesar67
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Re: Battlefield: Europe MOD v2.4

Post by caesar67 »

One question: I have some units with only one piece of ammunition and I can not load them up to full ammunition. I remember some Italien ships and at least one given 7,5cm Pak. Is this a bug?
McGuba
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

caesar67 wrote: Thu Nov 14, 2024 4:52 pm One question: I have some units with only one piece of ammunition and I can not load them up to full ammunition. I remember some Italien ships and at least one given 7,5cm Pak. Is this a bug?
I have no idea, the only Axis ground unit with one maximum ammunition is the 3.7 cm Pak 36 with the Stielgranate 41. This has to be reloaded after every shot.

https://en.wikipedia.org/wiki/Stielgranate_41

As for the Italian ships, I don't know either. I did not mess around with their ammunition, they should be able to get full ammo resupply after they enter a friendly port.

And then there is the late war German Type XIII small coastal submarine with only 1 ammo. But that only appears in the last turns.
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Slartibartfast
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Re: Battlefield: Europe MOD v2.4

Post by Slartibartfast »

McGuba wrote: Fri Nov 15, 2024 12:20 pm
caesar67 wrote: Thu Nov 14, 2024 4:52 pm One question: I have some units with only one piece of ammunition and I can not load them up to full ammunition. I remember some Italien ships and at least one given 7,5cm Pak. Is this a bug?
I have no idea, the only Axis ground unit with one maximum ammunition is the 3.7 cm Pak 36 with the Stielgranate 41. This has to be reloaded after every shot.

https://en.wikipedia.org/wiki/Stielgranate_41

As for the Italian ships, I don't know either. I did not mess around with their ammunition, they should be able to get full ammo resupply after they enter a friendly port.

And then there is the late war German Type XIII small coastal submarine with only 1 ammo. But that only appears in the last turns.
The MAS boats only get 1 combat before their ammo is exhausted. This makes sense as they are small speedboats with only a couple of torpedoes for ammunition. Maybe an MG for close defence?

Is there a bug whereby if you upgrade the Stielgranate Paks they still only have 1 ammo max?
McGuba
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

Slartibartfast wrote: Sun Nov 24, 2024 2:38 pm The MAS boats only get 1 combat before their ammo is exhausted. This makes sense as they are small speedboats with only a couple of torpedoes for ammunition. Maybe an MG for close defence?
Ah, yes, I forgot about the MAS boats. They indeed have only 1 ammo.

Is there a bug whereby if you upgrade the Stielgranate Paks they still only have 1 ammo max?
The 3.7 cm Stg 41 Pak has the "noupgrade" trait in the mod meaning it cannot be upgraded, so you should not be able to upgrade it to another unit. :roll:
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Locarnus
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Re: Battlefield: Europe MOD v2.4

Post by Locarnus »

McGuba wrote: Mon Nov 25, 2024 9:32 pm
Is there a bug whereby if you upgrade the Stielgranate Paks they still only have 1 ammo max?
The 3.7 cm Stg 41 Pak has the "noupgrade" trait in the mod meaning it cannot be upgraded, so you should not be able to upgrade it to another unit. :roll:
Ah, I think I can contribute to that one.
The "noupgrade" trait is only on the unit when it is in actual AT mode, but it is not on the unit while switched to transport mode. And due to the "camo" trait related special transport handling for towed AT guns, the transport mode is still in AT class 3 instead of transport class 14, thus allowing upgrades to other AT units.

For myself, I moved the transports to infantry class, for the cross class upgrade opportunities.
Which also had the benefit of removing the infantry vs AT bonus, when an enemy infantry attacks those towed AT units while in transport mode. Unfortunately it also made the transport use their usually even worse close defense values when attacked by infantry :roll: ...
I don't know where the transports would fit best, without getting some unintended combat modifiers.
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caesar67
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Re: Battlefield: Europe MOD v2.4

Post by caesar67 »

I have one question regarding to cross update: I think, I read that Pz 35 or/and 38 can be cross updated to Marder. I tried several times without an effort. What do I have to do?
caesar67
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Re: Battlefield: Europe MOD v2.4

Post by caesar67 »

End of 1943. I want to upgrade PzIVG to Tiger. But it costs 1200 prestige. Is this a bug??
PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
caesar67
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Re: Battlefield: Europe MOD v2.4

Post by caesar67 »

Not in regard to the high costs! But does the Tiger costs the same when I build him new? I can not Check now, I am at work 😃
PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

I don't remember that there is any upgrade path to the Tiger... only from Pz III to Panther.
So it's the same cost I guess.
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 »

Locarnus wrote: Mon Nov 25, 2024 10:07 pm Ah, I think I can contribute to that one.
The "noupgrade" trait is only on the unit when it is in actual AT mode, but it is not on the unit while switched to transport mode.
Multipurpose units like this normally can only be upgraded when in actual AT mode since it has the "primary" trait. But this particular unit has the "noupgrade" trait in that mode so in my game it cannot be upgraded at all. That's why I am unsure how this player was able to upgrade it. :roll:


caesar67 wrote: Tue Nov 26, 2024 12:15 am I have one question regarding to cross update: I think, I read that Pz 35 or/and 38 can be cross updated to Marder. I tried several times without an effort. What do I have to do?
One tank unit which was originally equipped with the Pz.38 can get a scripted cross-class upgrade to a Marder III if moved to a certain city in Germany (Kiel, I guess? Don't remember for sure right now.). It should work like that with no problem, but only once.

caesar67 wrote: Wed Nov 27, 2024 12:30 pm End of 1943. I want to upgrade PzIVG to Tiger. But it costs 1200 prestige. Is this a bug??
No bug, like Pete wrote it costs full price since the Tiger I has no upgrade path from these earlier tank types. Every upgrade that is out of upgrade family costs full price, that's normal in Panzer Corps.
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Locarnus
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Re: Battlefield: Europe MOD v2.4

Post by Locarnus »

McGuba wrote: Thu Nov 28, 2024 7:45 pm
Locarnus wrote: Mon Nov 25, 2024 10:07 pm Ah, I think I can contribute to that one.
The "noupgrade" trait is only on the unit when it is in actual AT mode, but it is not on the unit while switched to transport mode.
Multipurpose units like this normally can only be upgraded when in actual AT mode since it has the "primary" trait. But this particular unit has the "noupgrade" trait in that mode so in my game it cannot be upgraded at all. That's why I am unsure how this player was able to upgrade it. :roll:
I initially thought so as well (might even have read that on this forum), but as far as I can tell, the "primary" trait has no actual effect on the upgrade mechanic or options (which is the reason that all my cross class upgrade options are viable).
Not sure what the "primary" trait really does, perhaps random hero availability (range heroes only possible on primary AA or primary arty multipurpose units?). I only know that it crashes the game, if a switchable unit does not have ONE "primary" trait among all the entries it can switch to.
Upgrades from AT in transport mode are probably rare in Europe (for a winning game), I only really noticed them for the Afrika Korps when rushing back to Tunisia (=> Tripolis upgrades before Torch).
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McGuba
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

Not sure what's wrong here. I tried again and I cannot upgrade the Stg 41 Pak 36 regardless of what mode it is in. Since it has the 'noupgrade' trait.

But of course I can upgrade the other "normal" Pak 36 versions or any other multipurpose unit without that trait. And it does not matter what mode these are in, the game only shows the primary unit class upgrade options. It is all as it should be
Not sure what the "primary" trait really does,
"primary: used for switchable units to indicate the main unit that is used for purchasing, upgrading, deploying, etc."
https://www.slitherine.com/forum/viewto ... 16#p627816
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Locarnus
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Re: Battlefield: Europe MOD v2.4

Post by Locarnus »

McGuba wrote: Thu Nov 28, 2024 9:52 pm Not sure what's wrong here. I tried again and I cannot upgrade the Stg 41 Pak 36 regardless of what mode it is in. Since it has the 'noupgrade' trait.

But of course I can upgrade the other "normal" Pak 36 versions or any other multipurpose unit without that trait. And it does not matter what mode these are in, the game only shows the primary unit class upgrade options. It is all as it should be
Not sure what the "primary" trait really does,
"primary: used for switchable units to indicate the main unit that is used for purchasing, upgrading, deploying, etc."
https://www.slitherine.com/forum/viewto ... 16#p627816
You are right!
Can't upgrade the Stg 41 Pak 36 in transport mode during BE scenario.
I should have correctly tested it before making that comment, I apologize for the confusion.





PS: For reference if a modder reads this and has a similar problem with PzC mechanics:

1a) The "noupgrade" trait on a "primary" unit ID entry of a unit, that can switch to one alternate state, does prevent upgrading during a scenario, when switched to non-primary unit ID entry (the alternate state).
1b) This "noupgrade" trait limitation on the "primary" unit ID entry seems to be disregarded during a deployment phase, here such a 2 state multipurpose unit can be upgraded, when switched to the non-primary unit ID entry (the alternate state).
1c) The "noupgrade" trait limitation on the "primary" unit ID entry seems also to be disregarded, if the multipurpose unit has at least 3 unit IDs it can switch between. Then the "noupgrade" trait on the primary unit ID entry only effects that primary state, while the other 2+ alternate states seem to be unaffected (thus an upgrade is possible from either of the alternate states, during a scenario and during deployment phase). Though I have only tested this in a case where the 3 states form a loop (primary => secondary => tertiary => back to primary).

2) The "noreplace" trait limitation on a primary unit ID entry seems to not restrict the replacement option when the unit is in alternate mode (neither in-scenario nor during deployment).

3) The "nopurchase" trait limitation seems to also only affect the unit ID entry in which it is placed (though there might be shenanigans/issues with multipurpose units and too many nopurchase traits, not sure anymore, might have to use the availability date for purchase restrictions on some of them).

I really have to remind myself not to make inferences or draw from memory when making comments about the workings of the PzC engine :x .
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PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

Happy New Year!
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Locarnus
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Re: Battlefield: Europe MOD v2.4

Post by Locarnus »

PeteMitchell wrote: Tue Dec 31, 2024 5:37 pm Happy New Year!
Happy New Year!


@McGuba
Prompted by the UI discussion with caesar67 and the youtube multiplayer match between HerzogSieg and Duedman (the rematch videos started a few days ago), I looked at the map markers again.

The A, B, C, $ markers are currently in the middle of the hex and thus are mostly or even totally obstructed by ground units on those hexes, as well as the movement indicators when selecting a unit (eg the trade routes in the Atlantic).
Since those markers are map only, it can even happen that a fully obstrucing tank is moved away from such a hex without noticing before, which can be crucial eg for Leningrad siege.

Thus I propose moving the markers a bit off center:
LayerMarkers.png
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glaude1955
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Re: Battlefield: Europe MOD v2.4

Post by glaude1955 »

To overcome these problems, you can also give each hexagon a colored perimeter.
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PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

Kind of a good idea
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
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