Locarnus Addon 2025-07, for Battlefield Europe, Afrika Korps and Grand Campaign East

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Locarnus
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Re: Locarnus Addon 2025-07, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Locarnus »

RobertCL wrote: Sat Jul 12, 2025 9:45 pm Hi Locarnus,

In fact I updated with add-on version 2025-7, started DLC45 and finished today 4 scenari. I started the DLC with an extra unit.
But I was not able to import my core units from DLC44 (game was stuck, I had to stop Panzer Corps with task manager...), I think because it was created with previous add-on nr 6 -even if you tell me I can import my core units-.
Thus I highly recommend playing with "reform units" advanced option on (bottom of ADVANCED tap). Make sure to also check the "Custom difficulty" toggle at the top of that ADVANCED tap, otherwise all settings on that page are ignored.
What does make "reform units" in game ? Died units come back alive ?
I found it: "Reform units is a cheat with following description: when this mode is active (entering the cheat code again deactivates it), all killed units move to reserve with zero strength and can be reformed before the next scenario. Killed unit loses all experience, but preserves name, awards, heroes and battle history."
OK but "reform units" and "custom difficulty" can only be activated at the start of a campaign (I checked when starting 1941 DLC just as test purpose). You cannot change those settings from a saved game.

Your mod is outstanding (I love the camouflaged T34 in German hands BTW). I also saw the new Soviet units in action.
It should be great to have DLCs West and standard campaign converted both too (when you have time of course).
Strange about the issue with core import.
It works when I try it, no idea what the issue is. Eskuche, thejf and goose_2 also played all/many grand campaigns in succession with imported cores.

I guess reform units was a cheat before it became an advanced difficulty option (together with dice chess option and so on). Perhaps the cheat can still be activated in an ongoing campaign, just not the difficulty setting.

Standard campaign should be technically compatible. It is started from the top left picture of the campaign screen.
I just did not yet have time for detailed testing, but it should work if you want to try it.


goose_2 wrote: Mon Jul 14, 2025 6:32 pm [...]
Thoughts!?!
Sounds good, I will do the start of 1944 core list with the thresholds you proposed.

Less time at the moment, so a 2025-08 update will probably be much smaller than the recent ones.
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Re: Locarnus Addon 2025-07, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by DONAR444 »

Hey @Locarnus

really digging how this addon sound, and I really like a lot of the things in it. (Except the no prestige carryover)(I suck)
Been playing the base BE mod for 150hrs, restarted a lot of times because of mistakes I did, and never having enough prestige. Eventually managed to accumulated some 5000 PP from the previous levels before the main scenario, and not even that was enough.. I was very close to a draw though, at turn 99.

Been playing general difficulty with chess dice.

I'm assuming that if I load my save from turn 1 of Barbarossa with my 5000 PP, that it won't work with this addon?

Another reason I wanted to comment was, that I saw that you're actually still working on this addon, which is amazing, and I have some feedback from the main BE mod, which perhaps is something you could consider for future updates of your addon?

One of the things that I really wish the base mod had, was resupply ships, so I could resupply my ships that ran out of fuel and cannot return to base. I think it's kind of silly to just leave your ships out to die like that, realistically speaking.

Another thing that I really feel like should be in the mod, is that static units, such as mines, and forts should always be visible to the player, once they have been uncovered. (Especially naval mines). I just can't stand how my ships keep running into mines that they ran into previously.. Realistically, you'd radio the position of any mines you encounter to all other naval units and the location would be marked, so you'd never run into them by accident again..
Same with the forts. You know they are there. They can't go anywhere. So they should always be visible so that the combat prediction is always available with the forts being taken into account as well. Because if you attack a unit backed by the fort, without seeing the fort, then you won't get accurate combat predictions.

Something that I think would make this mod utterly perfect, would be the ability to draw on the map. (Hex of Steel has that feature, and it's amazing). I know it's probably not possible with this engine, but it would be glorious. I often forget about units or forgot where I wanted to send specific units, or fail to follow through with my initial plan that I made for myself, because I get sidetracked. I honestly think all large scale hex games should have that.

Either way, I'll probably try this addon anyway, and then sob over my lost extra PP and get destroyed without it.

Cheers.
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Re: Locarnus Addon 2025-07, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Locarnus »

DONAR444 wrote: Mon Jul 21, 2025 6:32 pm Hey @Locarnus

really digging how this addon sound, and I really like a lot of the things in it. (Except the no prestige carryover)(I suck)
Been playing the base BE mod for 150hrs, restarted a lot of times because of mistakes I did, and never having enough prestige. Eventually managed to accumulated some 5000 PP from the previous levels before the main scenario, and not even that was enough.. I was very close to a draw though, at turn 99.
Hello and welcome, always great to hear someone checking out my Addon mod!

With Addon I highly recommend getting first accustomed to the Addon specific stuff, like multipurpose units and cross class upgrade options. The early BE scenarios give a partial idea about that, but they only offer a marginal benefit for the main BE scenario due to the prestige cutoff. And since you only take 6 units forward from the pre-campaign to the main scenario, there is little chance to get a feel for core development.
To get accustomed to that, you might want to start a quick original campaign (from the top left campaign picture) and progress eg the first 6 or so scenarios (up to and including Barbarossa). The top ingame library entries also give an idea. Eg a Bison I in tank mode is in the Panzer II upgrade family, while the Bison I switched to arty mode is in the sIG upgrade family. Keep in mind that the Panzer Corps engine does not allow switching during the deployment phase.

DONAR444 wrote: Mon Jul 21, 2025 6:32 pm Been playing general difficulty with chess dice.

I'm assuming that if I load my save from turn 1 of Barbarossa with my 5000 PP, that it won't work with this addon?
Sorry, some data is only loaded when starting a new campaign and other data is only loaded when starting a new scenario. So there can't be any crossover between BE and Addon savegames, or chaos ensues (the installs have to be kept separate as well, since Panzer Corps 1.32 is required for the Addon).

DONAR444 wrote: Mon Jul 21, 2025 6:32 pm Another reason I wanted to comment was, that I saw that you're actually still working on this addon, which is amazing, and I have some feedback from the main BE mod, which perhaps is something you could consider for future updates of your addon?

One of the things that I really wish the base mod had, was resupply ships, so I could resupply my ships that ran out of fuel and cannot return to base. I think it's kind of silly to just leave your ships out to die like that, realistically speaking.
The game engine unfortunately does not support such supply mechanics.
I think I distribute 1 fuel per turn to axis ships, to at least prevent them from stranding right in front of your port.

DONAR444 wrote: Mon Jul 21, 2025 6:32 pm Another thing that I really feel like should be in the mod, is that static units, such as mines, and forts should always be visible to the player, once they have been uncovered. (Especially naval mines). I just can't stand how my ships keep running into mines that they ran into previously.. Realistically, you'd radio the position of any mines you encounter to all other naval units and the location would be marked, so you'd never run into them by accident again..
Same with the forts. You know they are there. They can't go anywhere. So they should always be visible so that the combat prediction is always available with the forts being taken into account as well. Because if you attack a unit backed by the fort, without seeing the fort, then you won't get accurate combat predictions.

Something that I think would make this mod utterly perfect, would be the ability to draw on the map. (Hex of Steel has that feature, and it's amazing). I know it's probably not possible with this engine, but it would be glorious. I often forget about units or forgot where I wanted to send specific units, or fail to follow through with my initial plan that I made for myself, because I get sidetracked. I honestly think all large scale hex games should have that.

Either way, I'll probably try this addon anyway, and then sob over my lost extra PP and get destroyed without it.

Cheers.
Yep, drawing on the map or at least placing markers would be amazing. Same for the remembering of enemy positions and mines and so on.
Panzer Corps engine is very limited and that regard, sadly including moddability.

Best regards and have fun with the Addon!
Happy for any feedback!
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Re: Locarnus Addon 2025-07, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by DONAR444 »

Locarnus wrote: Mon Jul 21, 2025 8:42 pm Yep, drawing on the map or at least placing markers would be amazing. Same for the remembering of enemy positions and mines and so on.
Panzer Corps engine is very limited and that regard, sadly including moddability.

Best regards and have fun with the Addon!
Happy for any feedback!
Ah, what a shame. But thanks for the answer!

Quick question though, do you know if there's a way to stop the Soviets from receiving their lend lease vehicles? For example, by capturing Archangelsk? Does that do anything? Because in Strategic Command WWII: War in Europe you can starve the Soviets of supply by capturing Murmansk, which isn't part of the BE map.
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Re: Locarnus Addon 2025-07, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by bondjamesbond »

Image
The capture of Murmansk in reality would not deprive the USSR of the Lendlise, as there were still ways through Iran, where there were already troops of the Red Army and England ) Well, and through Vladivostok.


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Re: Locarnus Addon 2025-07, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Locarnus »

DONAR444 wrote: Tue Jul 22, 2025 12:41 pm Quick question though, do you know if there's a way to stop the Soviets from receiving their lend lease vehicles? For example, by capturing Archangelsk? Does that do anything? Because in Strategic Command WWII: War in Europe you can starve the Soviets of supply by capturing Murmansk, which isn't part of the BE map.
bondjamesbond wrote: Tue Jul 22, 2025 3:22 pm The capture of Murmansk in reality would not deprive the USSR of the Lendlise, as there were still ways through Iran, where there were already troops of the Red Army and England ) Well, and through Vladivostok.
As bondjamesbond showed, there were enough alternative routes.
Also keep in mind that Arkhangelsk is much heavier defended with the Addon.
Historically the Axis forces struggled quite a bit in the North.
Since the map does not extend to Murmansk, I made Arkhangelsk very well defended (and it has a star before and after a name in the Addon, which shows that it is relevant for general soviet reinforcements and victory conditions).
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Re: Locarnus Addon 2025-07, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by DONAR444 »

Locarnus wrote: Wed Jul 23, 2025 8:59 pm As bondjamesbond showed, there were enough alternative routes.
Also keep in mind that Arkhangelsk is much heavier defended with the Addon.
Historically the Axis forces struggled quite a bit in the North.
Since the map does not extend to Murmansk, I made Arkhangelsk very well defended (and it has a star before and after a name in the Addon, which shows that it is relevant for general soviet reinforcements and victory conditions).
I see, thanks for the answer.

I finished the "tutorial" mission, and it seems like PP does carry over from those missions, which is strange, because in the original description it said that it doesn't.

Also, how come the "SE Infantry" got removed? I was honestly never quite sure what those units were supposed to be, it seemed like they might have been SS units? Without calling them as such.
Which makes me thing, and plans for adding SS units to the mod?

I've also noticed that some units, such as the Renault UE get a white pop-up box when you mouse over them in the purchase menu.
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Re: Locarnus Addon 2025-07, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Locarnus »

DONAR444 wrote: Thu Jul 24, 2025 11:04 am I see, thanks for the answer.

I finished the "tutorial" mission, and it seems like PP does carry over from those missions, which is strange, because in the original description it said that it doesn't.

Also, how come the "SE Infantry" got removed? I was honestly never quite sure what those units were supposed to be, it seemed like they might have been SS units? Without calling them as such.
Which makes me thing, and plans for adding SS units to the mod?

I've also noticed that some units, such as the Renault UE get a white pop-up box when you mouse over them in the purchase menu.
Oh, that prestige carry over should not happen.
I will correct it in the next Addon update. The main BE scenario should start with 300 prestige when coming from a campaign.
You could keep it as a bonus for your first Addon BE game, or use the cheat codes to adjust your prestige. Cheat console opens with Ctrl + Shift + Alt + C then type (prestige -3000) without the parenthesis if you eg want to deduct 3000 prestige. The extra prestige makes the first winter a lot less devastating, so it removes part of the challenge. But there are probably still several challenging aspects left (like the limited number of trains).

Back when the Addon development started (BE 2.3) there were no SE units in Battlefield Europe.
Heavy infantry (like the german Grenadiere) are stronger in the Addon than in BE 2.4. So they take a similar powerful infantry role to SE infantry in BE 2.4.

The white pop-up box in the purchase and upgrade screens is a UI function that triggers when the unit name does not fit. A bit annoying, but I prefer having the extra information in the long unit names (like showing the rate of fire of units, with eg the "r7" or "r9" and so on, while the standard r10 = 10 rate of fire is omitted).
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Re: Locarnus Addon 2025-04, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by goose_2 »

thejf wrote: Sat Apr 19, 2025 2:41 pm Was finally able to spend some time on this again and finish up my '43 campaign.
Overall it went quite well. I missed out on the DV in Kremenchug due to bad tactics but was able to DV everything else.
Prestige is looking good at 50k, mostly due to limited switching and a lot of prestige farming possibilities in the last 3 missions. Overall goal was to get to 4 stars and 60% second heroes, hit the first milestone but not the second (currently at 50%)
Heroes itself have been generally poor. No shortage of movement or initiative heroes. but good defense and especially good attack heroes have been missing.

Core going into '44 with some small notes. Am still thinking about which direction I should take this: the current mix or infantry heavy like eskuche.

Class........Unit..................Transport.......Hero.......Kills.....XP
SE.........Standard Infantry'43....................1D-1I.......1261...449
SE...........7.5 Pak 40..............RSO...........1M..........794....445
SE...........Kavallerie 43..........................1A-1S........921....432
SE.............Marder IIIH..........................1D-1I........492....399
SE...........SdKfz 10/5.............................1A...........550....437
SE...........7.62 Pak 36 (r).........RSO............1D..........174....270

Mostly used as flank cover units and bridge blockaders, in which they have rendered excellent service. Have to decide whether I want to keep the AT's or switch them to INF.

INF..........Grenadiere '43....SdKfz 251/1+.....1A-1A.......1045....415
INF...........Pioniere '43.......SdKfz 251/1+.....1I-1M.......1078....409
INF..........Wehrmacht '43....SdKfz 251/1+......3D-2D.......957....441
INF.......Fallschirmjager '43.......................1A-1A.......838......412
INF.........Gebirgsjager '43 ..........................1S.........970......461
INF..............Jager '43............................3D-2D........820.....432
INF.........Kradschutzen '43........................1S-1S........771.....418

Lot less action for these guys in the tankfest that is '43. Kradschutzen are now very feeble so might switch them to Recon depending on 2nd heroes I get there.

TA.............Pz III N+................................3D-1D......1127.....434
TA.............Pz IV G++...............................1I-1S........651.....500
TA.............Pz IV H..................................1A-1M......544.....479
TA.............StuG III G+..............................1D-1D......696.....476
TA.............Ferdinand...............................1M-1S......907.....413
TA.............T34-43 (r)..............................3A-1D......1096.....415
TA.............Tiger I E................................3A-2D.......1015....436
TA.............KV 85 (r)................................1A-1D......1157.....418
TA.............Marder IIIM..............................1A-1I.......643.....438
TA.............StuG III G................................1A-2D......866.....426
TA.............Panther A...............................3D-1M.....1077.....436
TA.............8.8 Pak 43............ Sd7.............1M-1I........786.....413

The big cats are still immune to everything except IS2's but all Pz 3 and 4 based units have been taking more and more hits. The units without DEF heroes will probably have to be switched.

REC...........SdKfz 233+................................1S...........668.....478
REC..........Pz II 5cm...................................1S...........667.....476
AA............Gepard...................................2A-1S.........866.....353
AA.............SdKfz 7/2+...............................2A............710.....437
AA.............SdKfz 7/1+...............................1D............880.....459
AA.............8.8 Flak 41..............................1A-1M.......1060.....388

No new heroes, which was disappointing. Might switch some units based on those 2nd heroes.

ART.............15 sFH 18.............SdKfz 7..........1M-1I........881.....411
ART..............17 K 18...............SdKfz 8..........1S............447.....472
ART............21 Nblwf 42...........Maultier..........1R...........556......509
ART...........105mm mle 1913 (f)..Opel Blitz........1A...........623......515
ART..............10.5 sK 18............SdKfz 7..........1M...........972......468
ART.............10.5 GebH 40........Kettenkrad.......1A...........438.....501
ART.............10.5 leFH 18/40......Maultier..........1M...........693.....515
ART..............StuIG 33B................................1R...........679.....472
ART..............Wespe ...................................2A-1S........947.....462
ART..............Brummbar...............................1A-1I.........947......437
ART..............StuH 42+.................................2A-3D.......1059.....416
ART..............SU 122 (r).................................1S...........330......408

That StuH 42 is of course going into the tank/AT class but the rest is a question mark. Have so far favored ammo count over hitting power for the towed units, so no rocket units outside of the 21 cm. Might change this.

FIG..............Bf 109 F-4................................3A-1A.......652......413
FIG..............Bf 109 G-6................................1A...........646......413
FIG..............Bf 109 G-6+...............................1A...........601......427
FIG..............Bf 109 F-4+...............................1A...........664......429
FIG..............Fw 190 A-3................................3D...........345......493
TAC..............Fw 190 F-3................................1A...........517......401
TAC..............HS 129 B-2+...............................1A...........791......459
TAC..............JU 87 G-2.................................2D...........274.......357
TAC..............Bf 110 G-2................................1D...........494.......411
TAC..............Bf 110 G-4.................................1S...........318.......337
TAC..............JU 88 R-2.................................1A...........566.......438
STR...............Do 217 M...............................................256.......482
STR..............He 111 H-16...............................1D..........214.......436
STR...............JU 88 A-4.................................1A...........460.......464

The hero misery continues. Am still ruling the skies but Kiev was the first mission where some of my fighters got attacked directly. For now I'm just going to fully overstrenght them and hope they can hold. The FW 190 fighter is a former strat bomber, mostly use it for bomber escort and bomber killing

I am taking a deep look again at thejf layout of his starting force into 44 to compare to mine as I am about to start Kiev 43.

Thejf has 10 units with 1000 kills or more at this point, most of them being tanks.

But 3 of his 1000 kills were on his inf units.
1 SE and the other the Grenadier and Pioniere.

The only inf unit I have close to 1000 kills is my SE Cavalry which I am considering changing to the Bruckenpioniere for defensive reasons, but please share thoughts.

I will be taking all my other inf in the Kiev battle, but they will have to get close to 200 kills to even come close to getting to 1000 kills, so no chance in 43, 44 will be lucrative for them, me thinks.

4 of my tanks currently have 1000 kills, and a few more are close, but I will not be bringing some of them into Kiev.
Rimski
Forestlaw
DoktorG
Night Phoenix

My thoughts are since there are so many soft units in the southern part of Kiev I want to use my less effective units to garner effective kills for them such as Rimski which has 1000 kills but again think this could be a chance to let him shine in the south along with Night Phoenix as the Pz3 Flamm with over 1000 kills, while leaving back ForestLaw and Doktor G with over 1000 kills. I will also leave back Festival and Temis, they are both super close to 1000 kills, but I believe I will need to lean heavily into them in 44 and beyond as they are my Big Big Dogs, so it is ok to leave them back. Gooseboy will also be left back for same reasons, but he has over 1000 kills.

I will also leave back Dneos and Michal as they have a high amount of kills and 2nd heroes.

Brodrick and Makorin are my highest numbered killers with over 1400 and almost 1200 respectively.

Arato Bela will be held back with over 1000 kills.

So it looks like 7 maybe 8 units will be at 1000 kolls.

The last 2 units left behind will be Couch and Jemhadarr.

10 units left behind for Kiev, with me attempting the usual attack pattern as laid out by Soren.

Hope to start this weekend.

Blessings
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Re: Locarnus Addon 2025-07, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Locarnus »

Your Kiev deployment plans look great for training.
I'm a bit worried about leaving so many of your big tanks out of the battle (and Jemhadar with the big 8.8 Flak).

Kiev 43 is the experience level step up. From previously 200 to then 300 base allied experience. Which not only brings the usual +1 attack and defense buffs, but also the initiative buff due to being an odd numbered XP level.

So all those enemy tanks and aircraft will be significantly stronger than they were before.


edit: In contrast, Korsun Pocket GC 44e01 has the soviets only at 100 experience, and the other early 44 battles have the soviets only at 200 experience. So early 44 is a lot more forgiving for kill farming and training up weaker units compared to Kiev 43.
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problem with your latest add-on ?

Post by RobertCL »

Hi Locarnus,

I just finished DLC 45 East.
Advantage at playing at sergeant level, the player discovers scenarios he would not have discovered otherwise.
I won in Berlin, then you have Berlin scenario again with the need to capture 3 Soviet officers, then you have a scenario named "Epilogue", you have to recapture German cities avoiding Allied bombers and fighters.

It is impossible to play the normal Panzer Corps campaign with your mod since it was already impossible with Mc Guba BE Mod. When I click on the image "original Pz Corps" campaign, I can select my level then black screen, the game freezes (need to use task manager to shut down the programme).
Standard campaign should be technically compatible. It is started from the top left picture of the campaign screen
Well, it doesn't work at all.
A problem with your latest add-on ?

But it was possible to play the Panzer General campaign (in honor of Goerg Treitler) converted for Panzer Corps : GTPG Grand Campaign v 1.16. Small bug is a town (located in south east, so below in the right corner) in "Low Countries scenario" with the Finnish flag, for the rest the scenario is fully playable.
At Sergeant level I just need to finish France then Sea Lion 40 the Moscow 41, then the "what if" war continuation.

Your mod is nice to play with this campaign.
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Re: problem with your latest add-on ?

Post by Locarnus »

RobertCL wrote: Sat Jul 26, 2025 12:13 pm Hi Locarnus,

I just finished DLC 45 East.
Advantage at playing at sergeant level, the player discovers scenarios he would not have discovered otherwise.
I won in Berlin, then you have Berlin scenario again with the need to capture 3 Soviet officers, then you have a scenario named "Epilogue", you have to recapture German cities avoiding Allied bombers and fighters.

It is impossible to play the normal Panzer Corps campaign with your mod since it was already impossible with Mc Guba BE Mod. When I click on the image "original Pz Corps" campaign, I can select my level then black screen, the game freezes (need to use task manager to shut down the programme).
Standard campaign should be technically compatible. It is started from the top left picture of the campaign screen
Well, it doesn't work at all.
A problem with your latest add-on ?

But it was possible to play the Panzer General campaign (in honor of Goerg Treitler) converted for Panzer Corps : GTPG Grand Campaign v 1.16. Small bug is a town (located in south east, so below in the right corner) in "Low Countries scenario" with the Finnish flag, for the rest the scenario is fully playable.
At Sergeant level I just need to finish France then Sea Lion 40 the Moscow 41, then the "what if" war continuation.

Your mod is nice to play with this campaign.
Ah, yep, those 45 bonus scenarios. To be fair, I did not even look at "Epilogue" for compatibility checks. Glad everything worked out.

Strange about the original PzC campaign. I just tested it and everything works as it should for me.
Hm, there were some reports about black screens when loading other scenarios.
1) One had to to with the language settings, though I think this one was fixed on my side with the language support.
2) The other one had to do with Panzer Corps 1.32 patch either not being installed at all or not being installed first (before installing BE 2.4, Addon base version and the Addon update). But I think if that were the case, then the DLC 45 would have resulted in a black screen as well.
I'm not sure how to get to the bottom of this, since I can not replicate the issue.
Do you use the steam version of PzC? And do you know if you purchased it before or after 2020?



Yep, Finland is a problem. Since BE mod is older than Finland being officially introduced to PzC.
Unfortunately there are bound to be other issues due to unit IDs being switched and so on.
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Re: Locarnus Addon 2025-07, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by RobertCL »

Hi Locarnus,

This is not the Steam version.
I was a beta tester so I am a user of Pz Corps right from the beginning so well before 2020.

I am using v 1.32 (installed first as requested) and everything else is working fine with your mod.
Locarnus
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Re: Locarnus Addon 2025-07, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Locarnus »

RobertCL wrote: Sat Jul 26, 2025 4:43 pm Hi Locarnus,

This is not the Steam version.
I was a beta tester so I am a user of Pz Corps right from the beginning so well before 2020.

I am using v 1.32 (installed first as requested) and everything else is working fine with your mod.
Hm, can't explain it then.
Can you start the other campaigns from the campaign pictures?
BE campaign from top right picture, Afrika Korps campaign from bottom left picture, Soviet Corps campaign from center picture?
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Re: Locarnus Addon 2025-07, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by RobertCL »

Hi Locarnus,

I reinstalled your mod, it works like a charm.

With Grand Campaign 1.16, the Washington scenario shows well that US units in 1945 need extra work (many original icons delivered when the game came out).

Pz Corps standard campaign works perfectly (excepted the Finnish flag in Low countries scenario). All other campaigns (AK, Soviet Corps, BE (including standalone scenarios)) are starting as intended.
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Re: Locarnus Addon 2025-07, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by AYM78 »

Hi,

I tried to install your Addon but but it seems to be bugged.

The installed mods show up correctly:
Mods.jpg
Mods.jpg (48.54 KiB) Viewed 103 times
Start.jpg
Start.jpg (180.51 KiB) Viewed 103 times
But the the pictures dont load(for example in the briefing window) and some of the units are invisible. If I want to move an invisible unit the game crashes.
InvisibleUnit.jpg
InvisibleUnit.jpg (87.32 KiB) Viewed 103 times
Any idea what could be the problem?

Best regards
HP
RobertCL
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Re: Locarnus Addon 2025-07, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by RobertCL »

Hi AYM78,

You must install pzcorps version 1.32 exe file first
Then BE
Then Locarnus base mod
Then Locarnus version 7

Only then, the game works.

Hi Locarnus,

I started the standard Pz Corps campaign.
Here again at Sea Lion, I see that British ground units are using standard Pz Corps icons. Maybe checking British and American icons should be useful since the ability to play the standard campaign is a great-added value your mod offers to players. The use of such old icons is strange because when you altered Mc Guba Europe mod, you must have change ground units of England and USA, why are old icons still in use in the standard Pz Corps campaign ? Because you have not modded this campaign yet ?

The scenario before Moscow should be named Barbarossa. But in game it is named France. Hopefully it does not interfere with the scenarios taking place in France!
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Re: Locarnus Addon 2025-07, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by AYM78 »

Hi Robert,

thanks for the response.
did it in this exact sequence as you said and as detailled in the installation instruction but still got those weird problem.

Heres the missing pictures:
NoPicture.jpg
NoPicture.jpg (63.44 KiB) Viewed 67 times
NoPictureUnit.jpg
NoPictureUnit.jpg (227.86 KiB) Viewed 67 times
Best regards
HP
Locarnus
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Re: Locarnus Addon 2025-07, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Locarnus »

AYM78 wrote: Sun Jul 27, 2025 6:31 am Hi,

I tried to install your Addon but but it seems to be bugged.

The installed mods show up correctly:
Mods.jpg
Start.jpg
But the the pictures dont load(for example in the briefing window) and some of the units are invisible. If I want to move an invisible unit the game crashes.
InvisibleUnit.jpg
Any idea what could be the problem?

Best regards
HP
Hi, thank you for trying the Addon mod.

In your generic mod enabler screenshot it shows "BattlefieldEurope24", while it should be "Battlefield Europe v2.4".
The "Battlefield Europe v2.4" folder is within the BattlefieldEurope24.zip file (along with other files and folder you do not need, like a "Save" folder). Only extract and activate that "Battlefield Europe v2.4" folder.

Sorry about that issue and thank you very much for the feedback! Different mods having different zip structures tripped me as well with other games, I unfortunately forgot to mention it in the post.
I will correct the install instructions accordingly!

RobertCL wrote: Sun Jul 27, 2025 12:01 am Hi Locarnus,

I reinstalled your mod, it works like a charm.

With Grand Campaign 1.16, the Washington scenario shows well that US units in 1945 need extra work (many original icons delivered when the game came out).

Pz Corps standard campaign works perfectly (excepted the Finnish flag in Low countries scenario). All other campaigns (AK, Soviet Corps, BE (including standalone scenarios)) are starting as intended.
Ah great!
Will correct that Finnish flag in Luxemburg, thank you for the bug report.

RobertCL wrote: Sun Jul 27, 2025 8:35 am Hi Locarnus,

I started the standard Pz Corps campaign.
Here again at Sea Lion, I see that British ground units are using standard Pz Corps icons. Maybe checking British and American icons should be useful since the ability to play the standard campaign is a great-added value your mod offers to players. The use of such old icons is strange because when you altered Mc Guba Europe mod, you must have change ground units of England and USA, why are old icons still in use in the standard Pz Corps campaign ? Because you have not modded this campaign yet ?

The scenario before Moscow should be named Barbarossa. But in game it is named France. Hopefully it does not interfere with the scenarios taking place in France!
I just checked several in SeaLion 40 and they all have the black and white flavor pictures. So I guess all of them were touched by McGuba? I'm unfortunately pretty underwhelming in the graphics aspect, and have not worked on western ally graphics so far.

Oh, Barbarossa being called France is odd. Must be a leftover from earlier workarounds for campaign screen issues (that have now been fixed). I just tested it and it seems to not interfere with the campaign tree. Will fix it in the next update, thank you very much for all that feedback!
Last edited by Locarnus on Sun Jul 27, 2025 1:45 pm, edited 1 time in total.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Re: Locarnus Addon 2025-07, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by AYM78 »

Great spot about the different zip file!
Now it works perfectly fine.
Thanks fpr the quick reply and all the work, Locarnus!
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