RKKA Addon, for Battlefield Europe (version 0.01a)
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
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- Corporal - Strongpoint
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RKKA Addon, for Battlefield Europe (version 0.01a)
Based on the works of McGuba and Locarnus I decided to make my own addition dedicated to the Soviet Army. At the moment the mod is based on the scenarios of the Inferno mod (as the most historical and truthful), but in the future I plan to take the best modding developments.
The mod is an addon of two mods at once, so you will have to install them, as well as have a version of the game 1.32.
Now it's more of an Alpha with two scenarios Dubno and Uman Cauldron, which were partially tested by me (it takes a lot of time and more tests)
Recommended difficulty General, and reformable units.
Modification order:
Battlefield Europe v2.4
Battlefield Europe v2.4 Locarnus 2025
Battlefield Europe v2.4 Locarnus 2025-06
RKKA
Download links
https://www.dropbox.com/scl/fi/3u4bqlrc ... 53644&dl=0
https://disk.yandex.ru/d/xgl38xo0hBO_sw
P.S. Fixed the most obvious bugs, updated the mod. Forcing the AI to attack, it's a pain in the ass.
The mod is an addon of two mods at once, so you will have to install them, as well as have a version of the game 1.32.
Now it's more of an Alpha with two scenarios Dubno and Uman Cauldron, which were partially tested by me (it takes a lot of time and more tests)
Recommended difficulty General, and reformable units.
Modification order:
Battlefield Europe v2.4
Battlefield Europe v2.4 Locarnus 2025
Battlefield Europe v2.4 Locarnus 2025-06
RKKA
Download links
https://www.dropbox.com/scl/fi/3u4bqlrc ... 53644&dl=0
https://disk.yandex.ru/d/xgl38xo0hBO_sw
P.S. Fixed the most obvious bugs, updated the mod. Forcing the AI to attack, it's a pain in the ass.
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- Brigadier-General - 8.8 cm Pak 43/41
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Re: RKKA Addon, for Battlefield Europe (version 0.01a)
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Last edited by bondjamesbond on Wed Jun 25, 2025 4:56 am, edited 2 times in total.
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- Corporal - Strongpoint
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- Location: Russia, Volgograd
Re: RKKA Addon, for Battlefield Europe (version 0.01a)
On the Dubno mission, I've lightened it up a bit.
Here are the general hints for the first missions of the campaign:
1.Try to save any units in the mission, they can always come in handy. But don't be afraid to sacrifice them to buy time or save important units. Losses are inevitable.
2.Use mainly replenishment with recruits, at the current stage it is often the only possible way out.
3.Protect either critical units with aircraft, or attack the most important enemy units. Aviation is mostly a bargaining chip.
4.Early Soviet infantry is very weak in fields and alone, try to use it only in cities and forests. covering other branches of the army will help it in rotation.
5.Air defense and artillery are critical, save them to the last.
6.Soviet pt guns can be extremely useful because of their camouflage property.
Here are the general hints for the first missions of the campaign:
1.Try to save any units in the mission, they can always come in handy. But don't be afraid to sacrifice them to buy time or save important units. Losses are inevitable.
2.Use mainly replenishment with recruits, at the current stage it is often the only possible way out.
3.Protect either critical units with aircraft, or attack the most important enemy units. Aviation is mostly a bargaining chip.
4.Early Soviet infantry is very weak in fields and alone, try to use it only in cities and forests. covering other branches of the army will help it in rotation.
5.Air defense and artillery are critical, save them to the last.
6.Soviet pt guns can be extremely useful because of their camouflage property.
Re: RKKA Addon, for Battlefield Europe (version 0.01a)
Hello,
great to see all the work for the Soviet side.
Since the Addon is only played from the Axis side, the Soviet equipment list was not as much worked on.
I see you gave the Soviets back the upgrade families and made them purchasable again.
If you did not change anything else yet or add any units, I offer to bring the Soviet equipment list closer to current Axis level.
For example in terms of switch ability, switch indicators and so on?
And give the Soviet big boys the 8 instead of 7 rof I plan for the next Addon update.
A big issue for me was, when BE updated from 2.3 to 2.4, which brought a lot of changes I could not incorporate anymore.
So I would try to bring the Soviet unit list up to a better point before such problems arise with future Addon updates?
And then provide a baseline Addon download for you, so that you do not have to install both 2025 baseline as well as 2025-06 update, saving your players one download and install step.
eg it would then require in that order
PzC 1.32 patch
Battlefield Europe 2.4
Battlefield Europe 2.4 2025 Addon for RKKA
RKKA
great to see all the work for the Soviet side.
Since the Addon is only played from the Axis side, the Soviet equipment list was not as much worked on.
I see you gave the Soviets back the upgrade families and made them purchasable again.
If you did not change anything else yet or add any units, I offer to bring the Soviet equipment list closer to current Axis level.
For example in terms of switch ability, switch indicators and so on?
And give the Soviet big boys the 8 instead of 7 rof I plan for the next Addon update.
A big issue for me was, when BE updated from 2.3 to 2.4, which brought a lot of changes I could not incorporate anymore.
So I would try to bring the Soviet unit list up to a better point before such problems arise with future Addon updates?
And then provide a baseline Addon download for you, so that you do not have to install both 2025 baseline as well as 2025-06 update, saving your players one download and install step.
eg it would then require in that order
PzC 1.32 patch
Battlefield Europe 2.4
Battlefield Europe 2.4 2025 Addon for RKKA
RKKA
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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- Corporal - Strongpoint
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- Joined: Sat May 15, 2021 1:08 pm
- Location: Russia, Volgograd
Re: RKKA Addon, for Battlefield Europe (version 0.01a)
Greetings, Locarnus.
1) Yes, I have started to make a more adequate unit list for the Soviet side. So that it works correctly with the Soviet campaign.
The timing of their availability, upgrade line and availability needs some analysis.
2) There will definitely be new units (the main thing is to have icons for them). The system of changing the class of units is also necessary
3) I agree, I will need to create my own independent base to be less dependent on your mod and BE.
4) I don't understand about rof, what Soviet units do you mean? Is-2 for example?
5) In general outline the plans are just that, when I get back to the city I will continue to make the mod.
1) Yes, I have started to make a more adequate unit list for the Soviet side. So that it works correctly with the Soviet campaign.
The timing of their availability, upgrade line and availability needs some analysis.
2) There will definitely be new units (the main thing is to have icons for them). The system of changing the class of units is also necessary
3) I agree, I will need to create my own independent base to be less dependent on your mod and BE.
4) I don't understand about rof, what Soviet units do you mean? Is-2 for example?
5) In general outline the plans are just that, when I get back to the city I will continue to make the mod.
Re: RKKA Addon, for Battlefield Europe (version 0.01a)
ad 2) I can highly recommend using a specific unit ID range for new unit additions.Anderkav wrote: ↑Wed Jun 11, 2025 10:09 am Greetings, Locarnus.
1) Yes, I have started to make a more adequate unit list for the Soviet side. So that it works correctly with the Soviet campaign.
The timing of their availability, upgrade line and availability needs some analysis.
2) There will definitely be new units (the main thing is to have icons for them). The system of changing the class of units is also necessary
3) I agree, I will need to create my own independent base to be less dependent on your mod and BE.
4) I don't understand about rof, what Soviet units do you mean? Is-2 for example?
5) In general outline the plans are just that, when I get back to the city I will continue to make the mod.
For example, my additions are only those with unit ID between 31000 - 34999. All the units with unit ID below 30000 are from someone else (eg McGuba or original PzC).
Especially in the beginning this makes it easier, because you do not have to search if a unit ID already exists (for example if you add units with IDs 35xxx, or 40xxx or so none of those should exist at the moment).
I'm not sure if there is a limit at 65535 (256² -1), but no need to go higher anyway.
ad 3) If you are able to pause your work on the equipment file for a few days, I would like to make some changes to the existing equipment file. Changes that I hesitated to do before.
Like giving the Soviet units switch icons and making some of them switchable (especially tank destroyers and some of the aircraft like the Yak-9K). So far I only tested the switching of Soviet equipment with the german captured SU-85 and SU-100 r9, but did not yet make those switches available for the Soviet units themselves.
If that is something you would want to have anyway?
I would incorporate your existing 0.01a equipment file changes, like upgrade families.
4) Yes, 8 instead of 7 rof for IS-2 (both versions), IS-3, SU-152, ISU-152 & ISU-122 (both for arty and tank mode for the SUs).
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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- Corporal - Strongpoint
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- Joined: Sat May 15, 2021 1:08 pm
- Location: Russia, Volgograd
Re: RKKA Addon, for Battlefield Europe (version 0.01a)
Good evening, yes I have nowhere to rush, I won't be back to my computer until Sunday.
The numbering of the units is more than clear. I have now rather a problem that the Russian localisation does not work (that is, even the campaign in the list is not, although I seem to translate everything, did not have time to figure out.
Changes in the rate of fire is certainly interesting, but 1944-45 year is infinitely far away)
From curious moments, the Soviet artillery is mostly pre-war, that is, there is no progression for the player. We have only D-1 1943 and actually probably all, boring( and develop mainly self-propelled variants
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- Brigadier-General - 8.8 cm Pak 43/41
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Re: RKKA Addon, for Battlefield Europe (version 0.01a)
If you think like that, according to the Treaty of Versailles, Germany had no right to develop long-range large-caliber artillery until 1933 )))) Until Adolf screwed the pooch on all these prohibitions .... During the World War II everything that could shoot fired, modernized, as well as captured trophy guns were adjusted to the shells of the side that later used them ) Studying old photos sometimes you are truly surprised at the courage of artillery crews of different countries that they were not afraid to shoot from the guns of the past centuries ))))Anderkav wrote: ↑Wed Jun 11, 2025 8:20 pmGood evening, yes I have nowhere to rush, I won't be back to my computer until Sunday.
The numbering of the units is more than clear. I have now rather a problem that the Russian localisation does not work (that is, even the campaign in the list is not, although I seem to translate everything, did not have time to figure out.
Changes in the rate of fire is certainly interesting, but 1944-45 year is infinitely far away)
From curious moments, the Soviet artillery is mostly pre-war, that is, there is no progression for the player. We have only D-1 1943 and actually probably all, boring( and develop mainly self-propelled variants
https://en.topwar.ru/165236-trofejnye-s ... ovuju.html
https://ru.wikipedia.org/wiki/Список_ар ... овой_войны
Translated with DeepL.com (free version)
https://tsargrad.tv/articles/nasledie-r ... vojne_8719
https://reibert.info/media/20711-jpg.299390/
https://en.topwar.ru/26559-iz-zhizni-gadyuki.html
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Last edited by bondjamesbond on Sun Jun 15, 2025 10:00 pm, edited 1 time in total.
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Re: RKKA Addon, for Battlefield Europe (version 0.01a)
I'm making progress with the adjustments of the Soviet unit roster.
For the switch indicator I'm thinking about a hue.
The white background can be rather distracting, especially considering the number of units that now have switch indicators.
I considered giving the Axis units a more grey switch indicator background, but it would be a lot of work adjusting all those existing unit graphics.
For the Soviet units I'm considering this greenish background color for the switch indicator plates (and a brownish background for the US and UK units, if I eventually do them as well):

For the switch indicator I'm thinking about a hue.
The white background can be rather distracting, especially considering the number of units that now have switch indicators.
I considered giving the Axis units a more grey switch indicator background, but it would be a lot of work adjusting all those existing unit graphics.
For the Soviet units I'm considering this greenish background color for the switch indicator plates (and a brownish background for the US and UK units, if I eventually do them as well):

longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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- Corporal - Strongpoint
- Posts: 68
- Joined: Sat May 15, 2021 1:08 pm
- Location: Russia, Volgograd
Re: RKKA Addon, for Battlefield Europe (version 0.01a)
Quite good, although purely theoretically it wouldn't be a problem to draw a vanilla icon in the same style. That's not a bad idea by the way, we can look at it in photoshop later.
I'm glad you're working on switches for Soviet units, less hassle for me)))
I'm glad you're working on switches for Soviet units, less hassle for me)))
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- Corporal - Strongpoint
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- Joined: Sat May 15, 2021 1:08 pm
- Location: Russia, Volgograd
Re: RKKA Addon, for Battlefield Europe (version 0.01a)

Last edited by Anderkav on Fri Jun 13, 2025 7:25 pm, edited 1 time in total.
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- Location: Russia, Volgograd
Re: RKKA Addon, for Battlefield Europe (version 0.01a)
I am testing and improving the initial scenarios and have encountered the following problems:
1) can you tell me how buying units works in the mod, only in specific cities? Also even on the preparation screen to buy a unit does not come out, although free core slots are available.
2) to play the current Soviet infantry is a torment (in the original mod everything was even worse). To repel the enemy city seems to me completely unrealistic.
In the framework of their mod apparently will have to improve the infantry, limiting the player to other methods.
Re: RKKA Addon, for Battlefield Europe (version 0.01a)
Purchasing and upgrading in Battlefield Europe (and thus my Locarnus Addon) only works on special tiles. McGuba did some magic to make those restrictions. So that Axis and Soviet units have to go to the rear for upgrades and the player cant simply buy new inf units right in front cities.Anderkav wrote: ↑Mon Jun 23, 2025 7:12 am I am testing and improving the initial scenarios and have encountered the following problems:
1) can you tell me how buying units works in the mod, only in specific cities? Also even on the preparation screen to buy a unit does not come out, although free core slots are available.
2) to play the current Soviet infantry is a torment (in the original mod everything was even worse). To repel the enemy city seems to me completely unrealistic.
In the framework of their mod apparently will have to improve the infantry, limiting the player to other methods.
McGuba repurposed the "rough terrain" and "jungle" tiles for that mechanic.
You can look at the Battlefield Europe scenario with Locarnus Addon in the editor, with "View => Hide/Show All Tiles".
The Berlin hexes are those "rough terrain" tiles, instead of "city" tiles. Ports like Stettin and Hamburg have the "jungle" tiles instead of a port tile. So unit purchases and upgrades can happen in those cities.
There is one issue with that: There can be no "Edit => Terrain Features" river on those purchase and upgrade tiles, or they do not work! For example Dresden at (78,45) is an inland upgrade city ("rough terrain" tile, black cross visual marker). The Elbe river is visibly flowing through that city, but "View => Hide/Show All Tiles" shows that the "Edit => Terrain Feature" river is not going through that tile.
To mark those special upgrade cities on the visible map, he used the black cross marker for initially German cities and ports, and the double chevron marker for initially Allied cities and ports ("Edit => Tiles - Markers"). For example Tobruk and one of the London hexes are jungle tiles and have that double chevron marker.
Also note that the movement file lines for "rough terrain" and "jungle" show the same movement cost like "cities" and "ports". Make sure you do not have rough terrain tiles or jungle tiles in other places on the map (I had to replace a whole lot of jungle tiles for the India scenario of Africa Corps).
When purchasing units in the deployment phase, they can be deployed on tiles with the "Edit => Special Hexes" grey and green tank symbols and aircraft symbols. I checked the Dubno and Uman scenarios from your download. Dubno has no such tiles. Uman has several, eg ground force deployment hexes around (25,2) and aircraft deployment hexes near the airfield, eg (26, 6) and so on.
The scenario must also have the proper settings in the "Edit => Scenario Params...". Eg in the "Nations" Tab.
For campaign purchases, there are also some requirement in the campaign.pzdat file. Something with the "side" and the "nation" columns. Eg the AfrikaKorps campaign entry point has 0 (Germany) and 5 (Italy) in the nations column to make them purchasable. Soviets are nation 3.
I only remember that I had problems with making units actually purchasable in the campaign, but can't recall details.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Re: RKKA Addon, for Battlefield Europe (version 0.01a)
Slowly but surely, the mod is being developed, and I hope to release the next update with three revised missions and a test mission (the Battle of Moscow). The balance has become much more challenging and intense compared to the original mod, but with additional features for the player. There is still an issue with the balance of the Soviet infantry, and while the rest of the mod is generally acceptable, playing with the Soviet infantry will only be possible starting from 1943. This will require some thought.
The mod is gaining content and should already look good, thanks to Akula's work.
The mod is gaining content and should already look good, thanks to Akula's work.
Re: RKKA Addon, for Battlefield Europe (version 0.01a)
Many thxs for all the work and time you spent on this mod.
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/
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/