Battlefield: Europe MOD v2.5.1

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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
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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
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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 )))
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Screenshot_2026-05-31-13-20-23-174_org.telegram.messenger_1.jpg
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Last edited by bondjamesbond on Sun May 31, 2026 8:26 am, edited 5 times in total.
https://mynickname.com/id73473
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Uhu
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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.
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menu_wide_bg_Pz IVH's attacking!.jpg
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Locarnus
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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
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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?
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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
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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
2nd Lieutenant - Panzer IVF/2
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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.
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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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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 »

Does JG1 ever go to full strength? Im on turn 15 now and still doesnt let me go above 5 strength.
JimmyC
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Re: Battlefield: Europe MOD v2.5

Post by JimmyC »

Just got to turn 16 and got the notification you can now put it to to full strength. :)
Locarnus
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Re: Battlefield: Europe MOD v2.5

Post by Locarnus »

JimmyC wrote: Mon Jun 01, 2026 3:34 am Does JG1 ever go to full strength? Im on turn 15 now and still doesnt let me go above 5 strength.
Curious about the utility of a 5 strength fighter unit.
Isn't it too dangerous to use it in that state?
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
PeteMitchell
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Re: Battlefield: Europe MOD v2.5

Post by PeteMitchell »

McGuba wrote: Mon May 25, 2026 2:26 pm
Slartibartfast wrote: Mon May 25, 2026 11:34 am Thanks again McGuba! Gonna start on the updated single player today!! :D
Nice! :D
Please let us informed about your progress and experience, every feedback helps to improve the mod in the future, which is good for everyone.

JimmyC wrote: Mon May 25, 2026 5:30 am Its fantastic that you are still supporting this mod and i cant wait to give it another go.
And we can't wait to learn how you are doing in your next attempt! :D

I recently did the Kursk scenario in 1.4 and lost :cry: due to underestimating Operation Dragoon (they advanced all the way into southern Germany where i had not put any defenses. I was doing well on all other fronts too and had the Normandy troops boxed in, plus was holding out in the East. The quick rush of the Dragoon forces really took me by surprise!
Ah, yeah, apparently in 2.5 I have also made the Dragoon invasion a little stronger than in 2.4 and before. I mean now it is a bit stronger than earlier. It is one of those smaller changes that I forgot to add to the list. As I remember I added like 2 extra infantry and 2 extra tank units or something like that. But the Normandy landing force and the Italian invasion force was reduced by the same amount. So basically I just moved a few Allied units to Dragoon from these.

Mainly because I had a feeling that most other players could deal with Dragoon fairly easily, or at least that was the general feedback from most other recent AARs. Oh well... 8)

I plan to do the following this time round:
1. Aim for a minor victory by defeating the Soviets, but this time i will ignore the Soviet oilfields/Caucuses and focus on Moscow, Leningrad + Stalin's bunker.
2. Focus on destroying the Allied forces in North Africa/Middle East and aim to take the Iraq oilfields by crossing the desert. I will put a lot of effort early in this theatre as I will need the oil. But how to break through the Allied defensive line at El Alamein before i get Panthers...?
3. Hold against the Normandy landings west of Paris. I have much experience doing this, but its going to be much more difficult considering the nerfs to AA. But do the Luftwaffe dare to contest this theatre?
Interesting approach. Coincidentally, I just watched a very interesting video on youtube last night about pretty much the same thing:


What if Hitler took the Mediterranean & Middle East? ‘Game over’ for the Soviet Union….
On this episode of History Undone, Fergus Macphee is joined by Rear Admiral Dr Chris Parry and Dr Klaus Schmider to discuss a plan that Nazi Germany never went through with. At the end of 1940, Hitler faced a choice of where to head next and Admiral Raeder's thoughts were clear: head south through the Mediterranean, capture British Empire strongholds and push through to the oil fields. Yet that never happened and Barbarossa was launched in 1941. Yet what if the Germans had taken that other option? This is History Undone.
https://www.youtube.com/watch?v=McB55QAWB6E

It is a really interesting video, I highly recommend to every player of this mod. In general, this yt channel looks quite interesting with some other similar "what if" scenarios discussed by real experts. :idea:

Many of what they are discussing is actually relevant to this mod as well. At some point they also argue that instead of going towards the Donbas and the Caucasus from the north, the Germans should have only gone for Leningrad and Moscow, and then reach Baku from the south through the Middle East, which would have been KO for the Soviet Union. Which is very similar to your plan, with the only difference of going towards Baku with the Afrika Korps instead of southeast for the Iraq oilfields. But I think if the Afrika Korps is reinforced enough, it can even do both. Luckily, all of this can be tested in practice with this mod.

As for how to break through at Alamein, I think Uhu is the best to ask, he has a lot of experience in this. But now things have changed quite a bit with the newly added British bottom mines around Tobruk and Alexandria. These prevent the Italian navy from bombarding the British coastal defenses for the most part.

So I would say now it requires at least two 3 range German artillery units being transferred to North Africa, perhaps even one of these could be a 4 range one, but then that would be missed very badly in the east. And then also some more air units, preferably some extra strat bombers, these with the extra artillery can compensate for the lack of Italian naval units and bombard the defenses to submission. And of course perhaps 1-2 extra fighter for air superiority. But again, these would be missed elsewhere.

In my last multiplayer match I almost managed to break through at Alamein by using 2 extra German tank and 1 extra German artillery and 1 extra 88mm AA gun unit. And this was against a very talented human player, not against the silly AI. (Even if the AI has in general more units in the single player versions, it is easier to beat it.) The main reason for my failure was some extremely unlucky dice rolls. But it was really close:


turn 29:
29.03.jpg


turn 32:
32.02.jpg


turn 33:
33.09.jpg



After that I had to withdraw because of the Torch landing and also because of new British forces arriving in the Suez canal area. I did not have enough units in the area to stop both of these. In retrospect, I do believe that if I had yet another 3 range German artillery in the area, it could have made the difference, allowing me to break through and capture Alexandria and Cairo before the arrival of the British Suez landing force. If that happens, then those British units spawn in the Persian Gulf instead.


EDIT:

Ah, I just see it that in the screenshots I posted there is still a British battleship moored at Alexandria, which could provide defensive fire, reducing the attackers. But this was the pre-release beta version of the BE 2.5. Now in the current version this battleship also disappears following the historical Italian frogmen attack in late 1941, thanks to such a script I added after that. So in fact now it is a bit easier to break through there in both single and multiplayer versions.

Has anyone ever tried reaching Baku through the Mediterranean Sea? I know about various attempts through the Black Sea.
Also General Werner's naval invasions into Syria.

I wonder what would be the fastest route.
Comprehensive Battlefield Europe AAR:
https://forum.slitherine.com/viewtopic.php?t=86481
JimmyC
2nd Lieutenant - Panzer IVF/2
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Re: Battlefield: Europe MOD v2.5

Post by JimmyC »

I did the conversion from strat bomber to fighter for around 3 or 4 aircraft.
The first one that came out on turn 16 had strength 15for some reason? Thereafter, the remaining fighters came out at strength 10 each turn. Not that im complaining, but i guess the strength 15 one is a bug.
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