Battlefield: Europe MOD v2.4

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McGuba
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

Locarnus wrote: Fri Apr 10, 2026 2:40 pm Perhaps those conversions could be triggered by the Axis player?
Eg the trigger could be that the coastal fortification next to such a port does not exist, either due to being destroyed by the enemy or deleted by the Axis player (using a zone for that would be nice, but is not necessary). Then the specific port hex next to that destroyed/deleted coastal fortification is changed, also not requiring a zone.
In some cases the AI (or even a human opponent) would capture the port city BEFORE destroying the nearby fort unit. Then it is all for nothing or even worse, since it would change flag anyway AND become useless as well after that.


Just noticed that in the screenshot the right side info panel "unit_name" as well as the "unit_type" formatting is different for the selected unit and the hovered over unit. Eg for the hovered over unit the 2nd line of the "unit_type" is cut off.
Ah, yes, indeed. I wanted to fix that as well before the release. Better now?

Italian4.jpg
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I slightly increased the font size for that info panel (imho makes it a tad more readable), increased the maximum allowed unit name length (from 20 to 25, fits into 2 lines if no long word is in the middle of the unit name) and made some other minor tweaks to that info panel.
The problem with increased font size is that of course less characters would fit in the given space. Meaning shorter unit type names. In the "old" version of your screenshot the unit name "28 cm Kanone 5 r4" fits in one line, but in the "new" it requires two lines because of the larger font size. And also less characters can fit in the right "hover" window: while in the "old" there is "MaxAmmo" and "MaxFuel" in the "new" there is only "max".
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McGuba
Colonel - Ju 88A
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

Defense of the Reich (and air war in general) reworked


Following GeneralWerner's earlier suggestion, and also my experience with single and multiplayer games, Allied bombing of the German cities now results in 150 prestige for each per turn, up to a maximum of 450. But this deduction still happens at the end of the turn, and some of the prestige is added at the begining, so this system can still be hacked to some extent, if the player empties the "treasury" at the end of the turn, by leaving just a few unspent prestige points. Nevertheless, the potential loss is still higher than before, and I made some other changes so that the Allied strategic bombers pose a higher threat in both single and multiplayer games.

For example, the appearance and overall presence of the Allied bombers have been changed a bit as well, while their absolute numbers are basically the same, some of them may appear earlier in 1942. Until now, there was a big wave in early 1942 (depicting the so-called "Thousand-bomber raids") followed by mostly silence for the rest of that year, but now their flow is more steady after the initial big wave.

Another change is that British strat bombers also have their air and ground defense increased by 1-2 points to better represent their predominantly night-time use during the time span of the scenario. (Watching the great TV show "Masters of the Air" gave me this rather obvious idea. There is a scene in which the US bomber pilots contemplate that their British comrades had an easier time since they bombed during the cover of the night and wished they could do the same. It is somewhat silly I did not do it earlier since other night-time bombers like the Soviet U-2 or the German bi-plane nuisance bombers already got such a bonus for their predominantly night time use.)

JG 1, the German fighter unit which is in Berlin in turn 1 is now initially at maximum strength 5. Historically JG 1 had only one Gruppe with 3 squadrons in June 1941, so basically it had only a third of the strength of an average full strength Jagdgeschwader, and the 2nd and 3rd Gruppe were only added in early 1942. And thus it will only become a full strength unit in turn 16. The reason for this is part historical accuracy and part to prevent this unit from being transferred to Africa or the east as soon as turn 1. While it is still possible to transfer it, using such an understrength fighter unit at the frontline is of course very risky, even in single player against the silly AI, so not really recommended.

On the other hand, JG 27, the figher unit that starts in North Africa is now already there in turn 1, whereas earlier it only appeared in turn 6 or something. However, initially this unit is also understrength with max strength 7 and can only be full strength from turn 6. Now it is also a Bf 109E trop and not as a F version (as historically at that time), so it has to be upgraded as well.

AA guns in general are also weakened a bit since now they get only +1 bonus to their anti-air attack after each experience star, while earlier they got 2. The cheapest 2 cm AA (and its derivatives) is now a bit more expensive.

All this is of course to make the player pay more attention to the air defense of Germany in both single and multiplayer. Or face the consequence in the form of more prestige losses than before.

But, as always, there is a little compensation: now an additional bomber destroyer unit appears in turn 17.

BE 25_3.jpg
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It is of course a Ju 88C, another new unit addition with somewhat mediocre stats, but still OK when appears. However, the better Me 110G and Ju 88G bomber destroyer units now become available a bit later. And a new bomber destroyer version of the Fw 190A-8 will also arrive.

And there are a number of other changes, like minor stat changes to most fighters, most notably better balanced Italian fighters, more sub-types for German and Italian bombers, and others, like one starting He 111 unit in the east was replaced by a Ju 88, since it looks like there were twice as many Ju 88 available for Barbarossa than He 111s. Actually, there are quite a lot of other smaller changes here and there, some are less obvious or "under the hood" or which I just forgot to make a note.
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McGuba
Colonel - Ju 88A
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

New or modified units, part 3.


Using the original (early war) P-38 icon by Bebro, I made a new version for the later war "silver" P-38J, basically just a reskin. But it looks so cool, isn't it? 8)

P-38J.jpg
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The US Naval Air Forces now also make a (very) brief appearance at the start of the Torch landings to support the ground forces. It is only for flavor really, since these air units and their carriers soon disappear anyway as historically they were also withdrawn after a few days.

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Another new addition I made for this release is the US 37 mm M6 Gun Motor Carriage. Basically a US portee gun: a 37mm AT gun mounted on a Dodge light truck. It was used in the early stages of the Tunisian campaign. Of course it was already obsolete when first used, but it was there, so why not have it? Placing a weak AT gun on an unarmoured truck does not sound like a great idea, but for some reason US planners sent it to the frontline to face the veteran German forces in late 1942. :o

M6.jpg
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PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

Do you think it is still possible to win version 2.5?
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

Also, when playing through the pre-scenarios, do people prefer to come out with:

1. 3 tanks and 2 fighters OR
2. 2 tanks and 3 fighters OR
3. any other compositions?
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

Somehow I am still a big fan of this one: viewtopic.php?t=82546 :-)
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 »

McGuba wrote: Sat Apr 11, 2026 11:49 pm
Locarnus wrote: Fri Apr 10, 2026 2:40 pm Perhaps those conversions could be triggered by the Axis player?
Eg the trigger could be that the coastal fortification next to such a port does not exist, either due to being destroyed by the enemy or deleted by the Axis player (using a zone for that would be nice, but is not necessary). Then the specific port hex next to that destroyed/deleted coastal fortification is changed, also not requiring a zone.
In some cases the AI (or even a human opponent) would capture the port city BEFORE destroying the nearby fort unit. Then it is all for nothing or even worse, since it would change flag anyway AND become useless as well after that.
Hm, yep. I guess flag change can be solved, but having an enemy unit sitting there could not (without using zones, and even then it would be messy).
I'm still thinking that the frustration of an Axis player not being able to use those ports when the invasion goes ahistorical outweighs the prevented flag change if the invasion goes historically?

McGuba wrote: Sat Apr 11, 2026 11:49 pm
Just noticed that in the screenshot the right side info panel "unit_name" as well as the "unit_type" formatting is different for the selected unit and the hovered over unit. Eg for the hovered over unit the 2nd line of the "unit_type" is cut off.
Ah, yes, indeed. I wanted to fix that as well before the release. Better now?

Italian4.jpg
I slightly increased the font size for that info panel (imho makes it a tad more readable), increased the maximum allowed unit name length (from 20 to 25, fits into 2 lines if no long word is in the middle of the unit name) and made some other minor tweaks to that info panel.
The problem with increased font size is that of course less characters would fit in the given space. Meaning shorter unit type names. In the "old" version of your screenshot the unit name "28 cm Kanone 5 r4" fits in one line, but in the "new" it requires two lines because of the larger font size. And also less characters can fit in the right "hover" window: while in the "old" there is "MaxAmmo" and "MaxFuel" in the "new" there is only "max".
Yep, imho much better. :)

True, fewer characters fit with the 1px bigger font size.
Though unit type length is already more restricted by the purchase/upgrade screen. And custom unit name could even be increased to the 25 characters (conservative increase, due to long word in the middle of the unit name being problematic).
I considered moving those little heart, fuel, ammo and entrenchment symbols, but I'm not good with graphics editing, especially with a background like the one of the statbase.png file.
Imho the icons for fuel and ammo are known enough from the low fuel and low ammo indicators near the strength plate and the heart for strength from the purchase and upgrade screens.

Even without the font increase, that "UnitStr:" line probably gets messy when the hovered over unit is suppressed, especially for two digit suppression numbers like -10?

Speaking of that suppression number, I also wanted to change the font color. Dark blue on dark grey is such a terrible choice for readability. Especially when that is the only place where that number is displayed.
I remember being unsure of what color to change it to, since dark grey background is not kind to anything but bright colors, and I was hesitant to introduce a much brighter blue or red for that one element. Perhaps I should simply use the yellow-ish from the unit name (which is also bold). Not great as a contrast to the white text color, but at least it is readable against the grey background?
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
Uhu
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Re: Battlefield: Europe MOD v2.4

Post by Uhu »

Hmm, I don't know the historical results, but should not do British night bombers less damage as they are that time not so accurate? This would balance the stronger defense stats.
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McGuba
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

PeteMitchell wrote: Sun Apr 12, 2026 7:22 am Do you think it is still possible to win version 2.5?
Absolutely! But of course it mainly depends on the chosen difficulty level. Playing with the default random dice rolls also makes it harder to win with the Axis (but I still prefer and recommend that one) than limited dice chess or even chess mode. By the way, I have also reworked the difficulty screen for single player games, not recommended difficulties (Guderian and Manstein) are removed and replaced with ones that actually make sense for the mod and provide even more challenge for experienced players. The easier difficulties are also reworked a bit with recommended settings to make the mod more accessible to those who are just seeking some fun. More information is given in the pop-up boxes to help players to choose the right difficulty:

diff.jpg
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These are only recommended difficulties, these can still be changed anyhow with the "Advanced" settings.

Other than that, I think the overall difficulty is more or less the same as before. The Axis side also has several advantages that it did not have before. The main difference is there are less ways to exploit the game mechanics and the weaknesses of the AI while being more accurate historically. Which is certainly good. It may be more difficult to achieve a total victory than before, though.

My previous multiplayer match vs. Duedman was very inspirational. Based on that experience, I tried to replicate the thrill and tension of playing against a human player as much as possible when playing against the rather silly AI. Multiplayer is still the best way to experience this mod, but it requires a lot of time and commitment to finish such a playthrough. So single player is the next best thing, especially at the higher difficulty levels.




Locarnus wrote: Sun Apr 12, 2026 11:34 am I'm still thinking that the frustration of an Axis player not being able to use those ports when the invasion goes ahistorical outweighs the prevented flag change if the invasion goes historically?
As I wrote earlier, not all the ports are affected so this frustration will be hopefully limited.

I considered moving those little heart, fuel, ammo and entrenchment symbols, but I'm not good with graphics editing, especially with a background like the one of the statbase.png file.
Just did that:

statbase.png
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Speaking of that suppression number, I also wanted to change the font color. Dark blue on dark grey is such a terrible choice for readability. Especially when that is the only place where that number is displayed.
I think having a red color works well. After all, if a unit is heavily or fully suppressed, the strength number under the unit icon also turns red to indicate that, so I guess it would even make more sense than the default dark blue (which is indeed somewhat hard to read):

sample001.jpg
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Uhu wrote: Sun Apr 12, 2026 2:57 pm Hmm, I don't know the historical results, but should not do British night bombers less damage as they are that time not so accurate? This would balance the stronger defense stats.
They already do. I have vastly reduced their soft and hard attack stats some time ago exactly for that reason. I just did not increase their defense stats back than. I don't remember in which previous BE version, but it is like that for quite some time now. On average, the British heavies do about half the bombing damage to enemy units as the US heavy bombers, while they often carried a heavier bomb load.
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Uhu
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Re: Battlefield: Europe MOD v2.4

Post by Uhu »

Yes, I know that. I meant maybe the British night bombing - because of less so accuracy - could have less than 150 prestige per hex, let say 100. In that way, the player could be make different strategies to counter the Allied bombers.
McGuba wrote: Sun Apr 12, 2026 7:05 pm
Uhu wrote: Sun Apr 12, 2026 2:57 pm Hmm, I don't know the historical results, but should not do British night bombers less damage as they are that time not so accurate? This would balance the stronger defense stats.
They already do. I have vastly reduced their soft and hard attack stats some time ago exactly for that reason. I just did not increase their defense stats back than. I don't remember in which previous BE version, but it is like that for quite some time now. On average, the British heavies do about half the bombing damage to enemy units as the US heavy bombers, while they often carried a heavier bomb load.
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McGuba
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

Uhu wrote: Mon Apr 13, 2026 7:26 pm I meant maybe the British night bombing - because of less so accuracy - could have less than 150 prestige per hex, let say 100. In that way, the player could be make different strategies to counter the Allied bombers.
I don't think it is possible to differentiate between the overall effectiveness of the British and US strategic bombing campaigns. While it is possibly true that British bombers were often less accurate, they still did a lot of damage to houses, infrastructure and the morale of the population. But let's just ask the AI, shall we? :D

Question:
"British area bombing vs. US carpet bombing in WW2"

Answer:
British area bombing (RAF) and US carpet bombing (USAAF) during WWII were complementary strategies targeting different aspects of Germany, with the RAF attacking civilian morale and industrial centers at night, and the USAAF targeting specific infrastructure in daylight. While the USAAF focused on precision bombing to degrade industrial capacity, its inability to maintain high accuracy led to significant carpet bombing, especially in the later stages of the war.
Facebook

British Area Bombing (RAF)
Strategy: Developed from the lack of navigation tools, the RAF shifted to bombing entire urban areas, specifically targeting industrial workers' housing to undermine morale, known as "area bombing".
Timing: Primarily night raids to avoid heavy losses from German fighter aircraft.
Goal: Destroy industrial cities and break civilian morale.
Wikipedia

US Carpet/Precision Bombing (USAAF)
Strategy: The US initially targeted military-industrial sites in daylight, such as oil installations, ball-bearing factories, and aircraft plants.
Timing: Daylight raids, aiming to use the Norden Bombsight for high precision.
Reality: While aiming for precision, poor weather, smoke screens, and enemy action frequently forced the USAAF into "carpet bombing"—saturating a large area with bombs—to ensure destruction of a target.

Comparison
Effectiveness: Evidence suggests the US strategy of targeting infrastructure (oil and transportation) was more effective at directly damaging Germany's war machine, whereas RAF area bombing caused more massive damage to civilian infrastructure.
Development: RAF Bomber Command, as explained by Imperial War Museums, started with limited capacity, while the US became increasingly effective at gaining air superiority.
Morale/Casualties: Both campaigns produced massive destruction, with millions of civilians made homeless.

Since Panzer Corps has only one currency: prestige, in my opinion it has to represent both industrial capacity and civilian morale in this mod (and pretty much everything else like finances, raw materials, available workforce, diplomatic influence, etc. etc.). So I just do not see the point in making such a distinction. If there was another resource in the game, like morale, then yes, probably British bombers should do more damage to that, but since there is no such a thing...

Other than that, from a gameplay perspective, I also do not think it is a good idea to make British bombers do less prestige damage as it would result it players prioritizing the US bombers to minimize the potential prestige loss, when in reality it seems like there was no such a thing. Great emphasis was put on the build up of the night fighter force as well as on that of the daylight fighters.

Ah, and did I mention that "Masters of the Air" is a great series to watch? 8)
https://www.youtube.com/watch?v=CXFvdvG1JJs


EDIT:

And if we are here, I also made a new "P-51C" unit, by combining the canopy of the existing P-51B with the "silver" P-51D. Another enemy to worry about:

P-51C.jpg
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tactical22
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Re: Battlefield: Europe MOD v2.4

Post by tactical22 »

Dear McGuba, when are you going to release the new version 2.5 of the mod? When are you going to end this agony? We're suffering!! :wink:
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