Battlefield: Europe MOD v2.5

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PeteMitchell
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Re: Battlefield: Europe MOD v2.5

Post by PeteMitchell »

Herunterladen means Download
Comprehensive Battlefield Europe AAR:
https://forum.slitherine.com/viewtopic.php?t=86481
PeteMitchell
Major-General - Elite Tiger I
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Joined: Tue Jul 10, 2018 1:18 pm

Re: Battlefield: Europe MOD v2.5

Post by PeteMitchell »

Probably just press it and the zip file will start downloading
Comprehensive Battlefield Europe AAR:
https://forum.slitherine.com/viewtopic.php?t=86481
PeteMitchell
Major-General - Elite Tiger I
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Re: Battlefield: Europe MOD v2.5

Post by PeteMitchell »

Anyone up for a MP match? I am happy to play Soviet side. Please DM me and we can set it up.
Comprehensive Battlefield Europe AAR:
https://forum.slitherine.com/viewtopic.php?t=86481
Bailorg
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Re: Battlefield: Europe MOD v2.5

Post by Bailorg »

Acer6920 wrote: Thu May 28, 2026 8:39 am
Bailorg wrote: Thu May 28, 2026 8:22 am Hi there, I really like all the mods around PC 1 and I'm very very happy with the BE mod too. Thanks to you and the other modders such a great game still keep alive. I would like try the 2.5 but I can't download the .zip-file from the given dropbox link. Is there a restriction or do I something wrong?
Did you see this but instead of Herunterladen maybe Download?
Screenshot 2026-05-28 103454.png

in the upper right should be a download symbol too
Now it ist solved. Reason was the dropbox app on my Smartphone which was automatically linked. After removing the app the browser did the job and it finally worked. Thanks you for the fast Support.
bondjamesbond
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Re: Battlefield: Europe MOD v2.5

Post by bondjamesbond »

Image
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Before embarking on a long and epic battle, I decided to change the gloomy main image )))
Last edited by bondjamesbond on Fri May 29, 2026 11:08 am, edited 4 times in total.
https://mynickname.com/id73473
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Uhu
Colonel - Fallschirmjäger
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Re: Battlefield: Europe MOD v2.5

Post by Uhu »

I'm renegade ("kuruc" ! 8) ), so I use my custom startscreens - which I change, related to the actual era of the War.
Also I use some custom skins.
menu_wide_bg-Don crossing-42.jpg
menu_wide_bg-Don crossing-42.jpg (437.2 KiB) Viewed 286 times
menu_wide_bg_Pz IVH's attacking!.jpg
menu_wide_bg_Pz IVH's attacking!.jpg (223.47 KiB) Viewed 286 times
menu_wide_bg_Panther G.jpg
menu_wide_bg_Panther G.jpg (643.81 KiB) Viewed 286 times
Image
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Locarnus
Major - 8.8 cm FlaK 36
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Re: Battlefield: Europe MOD v2.5

Post by Locarnus »

Great work on all the changes!
From scripts to graphics!


bondjamesbond wrote: Thu May 28, 2026 12:37 pm Image
Before embarking on a long and epic battle, I decided to change the gloomy main image )))

That is a really atmospheric revision of the splash screen!
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
Uhu
Colonel - Fallschirmjäger
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Re: Battlefield: Europe MOD v2.5

Post by Uhu »

I did not find the description where it is written in the game in the message-windows that we can decide to not make a full blown invasion of the CCCP (not capturing major objectives). What will be the difference? I remember that about mid 1943 the Soviets will anyway attack but until that they get less units. How much exactly?
Image
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eskuche
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Re: Battlefield: Europe MOD v2.5

Post by eskuche »

PeteMitchell wrote: Thu May 28, 2026 11:30 am Anyone up for a MP match? I am happy to play Soviet side. Please DM me and we can set it up.
Could be interested starting next weekend. Though I also like to play Allies :lol:
Battlefield Europe 2.4 + Locarnus 2026-01 Text AAR
tinyurl.com/y8euym2r
PeteMitchell
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Re: Battlefield: Europe MOD v2.5

Post by PeteMitchell »

I guess total victory is not possible in MP since Sealion will be impossible?
Comprehensive Battlefield Europe AAR:
https://forum.slitherine.com/viewtopic.php?t=86481
caesar67
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Re: Battlefield: Europe MOD v2.5

Post by caesar67 »

I haven't played this for a long time. Seems, I forgot anything :-)
Can it be, that i can not fill up my planes on just captured airfields?
In France I only can refill directly on the airfield, not on the neighbour hexes as usual.
Is this a temporary effect and when do I see that this effect is done?
McGuba
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Re: Battlefield: Europe MOD v2.5

Post by McGuba »

Acer6920 wrote: Thu May 28, 2026 7:44 am Hey,

thanks for your answer McGuba to be honest i had found it with the help of shazam and Siri but in some kind of human brain missfunction i forgot to save it. and now shazam and siri show me montage me from waytoowhat from cinematic something.

if this bother you i would extract the sound file to mp3 and put it into the audio file.
Yeah, why not, if you want to...


PeteMitchell wrote: Thu May 28, 2026 8:36 am What are the recommended difficulty settings for multi player games?

multi.jpg
multi.jpg (250.12 KiB) Viewed 203 times


Handicap slider should be in the middle of course since it is supposedly balanced. The main thing is to uncheck "Show opponent's moves", as shown by the red arrow. Unfortunately it is a must, due to a confirmed game bug which results in scripts running twice in a turn in multiplayer for some reason, instead of just once as intended. For example the per turn prestige allocation is given twice in a turn, instead of just once as it should, effectively resulting in twice the prestige given. And the same goes to penalties for example for Allied bombing raids. And then some of the scripts would also "run out of ammo" prematurely since many scripts are for example set to run 99 times (for the 99 turns of the scenario), but if these run twice in a turn then they would expire by turn 50. But the same is true for scripts set to run like 4 or 10 times or whatever. So it would cause a lot of problems.

But nevertheless, even if it is not unchecked, the game disables it on its own after only a few random number of turns due to another (potentially related) bug and then it continues without showing the opponent's moves anyway. So it cannot be played like that for too long. We tested it a couple of times back in the day and could not really make more than 10 turns before it happened. So it seems to be unavoidable.

It seems to be an old problem, unrelated to this mod, but it might be more likely to happen with large maps like this:
viewtopic.php?t=63828

"Undo" can be unchecked as well as it can be exploited. But probably it is more annoying not be able to undo real mistakes so it may be better to agree on not using the "undo exploit".

PeteMitchell wrote: Thu May 28, 2026 6:25 pm I guess total victory is not possible in MP since Sealion will be impossible?
I think so. Unless the Allied player is much weaker.
But the victory conditions are a bit different: while in single player games the Axis lose even if the the Allies capture just one victory objective city in Germany, in multiplayer the Allies have to fully conquer Germany for an Allied victory.

Uhu wrote: Thu May 28, 2026 3:31 pm I did not find the description where it is written in the game in the message-windows that we can decide to not make a full blown invasion of the CCCP (not capturing major objectives). What will be the difference? I remember that about mid 1943 the Soviets will anyway attack but until that they get less units. How much exactly?
Yes, some of the Soviet units will not spawn if the Axis does not capture any of the Soviet victory objective cities. As for how many, I have not idea, I never counted this. Perhaps a few dozen? Up to a hundred or so? I don't know, but my wild guess is that something at this scale.

bondjamesbond wrote: Thu May 28, 2026 12:37 pm Before embarking on a long and epic battle, I decided to change the gloomy main image )))
Yes, it is indeed nice! But I think I just prefer the original gloomy image. After all, a world at war is not full of fun and laughter.

eskuche wrote: Thu May 28, 2026 4:53 pm Could be interested starting next weekend. Though I also like to play Allies
Maybe you can play a paired game. So that you both have an Axis and an Allied game. Then both of you can play the Allies.

caesar67 wrote: Thu May 28, 2026 7:16 pm I haven't played this for a long time. Seems, I forgot anything :-)
Can it be, that i can not fill up my planes on just captured airfields?
In France I only can refill directly on the airfield, not on the neighbour hexes as usual.
Is this a temporary effect and when do I see that this effect is done?
Without seeing the details, I think the problem is there are enemy ground units next to the freshly occupied airfield. In that case those ground units can block some or most of the resupplies that are normally given to the friendly air units.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
JimmyC
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Re: Battlefield: Europe MOD v2.5

Post by JimmyC »

caesar67 wrote: Thu May 28, 2026 7:16 pm I haven't played this for a long time. Seems, I forgot anything :-)
Can it be, that i can not fill up my planes on just captured airfields?
In France I only can refill directly on the airfield, not on the neighbour hexes as usual.
Is this a temporary effect and when do I see that this effect is done?
As McGuba said it can be blocked if there is adjacent enemy ground forces. Otherwise you should be able to refuel.
Uhu wrote: Thu May 28, 2026 6:35 am IMHO the capital ships are extreme valuable assets as naval artillery. Especially at the early stage of the landings when you do not have much support artillery on the British soil while you need to make some room for you other landing units and therefore you need to eliminate the blocking enemy units in your way as soon as possible. If you care about your capital ships and they are mostly intact, they can even give a valuable support in the fast capture of the last major British city and defense line in the North.
Also they are useful - if smartly used - to destroy the Royal Navy especially their destroyers.

On the other hand without reloading to change some decisions, they can sustain heavy losses by the RAF or by the RN. In that situation maybe they are really not so useful. But than with what do you replace the needed artillery power? Because the land based ones are scarce and badly needed everywhere else.
Yes, i fully agree that if you are attempting Sealion you will need all ships fully repaired. I was thinking more of the fact where you dont do Sealion that its not worth repairing them. In my last full playthrough i repaired them and left them in Southern France to inderdict the Normandy landings. But they are very exposed even pre-Normandy due to Allied bombers. Even having them in ports defended by 2 flak they would get attacked and lose 1-2 strength points (and they cost a lot of prestige to repair - 40 prestige per strength point!). So its just not worth it IMHO and better to do the channel dash as recommended.
Uhu
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Re: Battlefield: Europe MOD v2.5

Post by Uhu »

Oh I understand, yes, in that situation I agree with you.
I think, I used them without repair in the D-Day save as minor landing craft destroyers. But even for that you need to hide them before action can be initiated.
JimmyC wrote: Fri May 29, 2026 12:21 am
Yes, i fully agree that if you are attempting Sealion you will need all ships fully repaired. I was thinking more of the fact where you dont do Sealion that its not worth repairing them. In my last full playthrough i repaired them and left them in Southern France to inderdict the Normandy landings. But they are very exposed even pre-Normandy due to Allied bombers. Even having them in ports defended by 2 flak they would get attacked and lose 1-2 strength points (and they cost a lot of prestige to repair - 40 prestige per strength point!). So its just not worth it IMHO and better to do the channel dash as recommended.
Image
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McGuba
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Re: Battlefield: Europe MOD v2.5

Post by McGuba »

eskuche wrote: Thu May 28, 2026 4:53 pm
PeteMitchell wrote: Thu May 28, 2026 11:30 am Anyone up for a MP match? I am happy to play Soviet side. Please DM me and we can set it up.
Could be interested starting next weekend. Though I also like to play Allies :lol:
Ah, I forgot to mention that I also included a text file named "Multiplayer info" within the main zip of this latest release. As the name suggests, it contains some useful information mainly aimed at those who try a multiplayer game. Things like when how certain units spawn and invasions happen, when can certain Minor Axis nations change sides or when can the Allies make successful bombing raids. And much more. Most of these surfaced during my latest multiplayer match vs. Duedman. He had a lot of questions, and to be fair, even I did not know the answer to all of them, so I had to do some research of the game files since many of these were made years ago and were long forgotten.

Some of that also apply to the single player versions, but not entirely so it should be taken with a pinch of salt because there are quite a lot of differences between them. In fact it is not really recommended for those who only play single player games as it may contain spoilers. And that's why I did not add it to the in-game Library in the end. But I think it is just fair that both players of a multiplayer match can use it as reference to better understand the game mechanics which may affect their strategic decisions.

I have also updated the events information file now named "BE25_Events.txt". It was originally compiled by Uhu for an earlier version of the mod, now I just updated it to include the latest changes. It is also within the main zip of the mod. I was also thinking to add it to the in-game Library, but in the end decided not to for the same reason: it may contain spoilers, especially for new players and thus may ruin some of the experience. But anyway, it is there as well and can serve as a useful reference for anyone who wants to max out his success in the mod.

Other than that, I did add a few new entries to the in-game Library as well and updated and extended some of the existing ones (e.g. the one about rate of fire) so those should be checked out. There are no big spoilers in those, only suggestions and loads of useful information.
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