Locarnus Addon 2026-09 DE, RU, FR & SPANISH translations

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bondjamesbond
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Re: Locarnus Addon 2026-09 DE, RU, FR & SPANISH translations

Post by bondjamesbond »

Image
The transportation of a massive armored dome, which were installed on the tops of German anti‑aircraft towers during World War II
Image.
An armored column feeding 128mm anti-aircraft shells to paired 128mm anti-aircraft installations on top of an anti-aircraft turret =Flakturm=. built of concrete in Berlin. Vienna and Hamburg.
Image

Hi ! Will such towers be added to the purchase for prestige?After all, the Allies’ bomber aircraft are strong, while the German fighters are weak!
Image
https://mihalchuk-1974.livejournal.com/168281.html
https://realt.onliner.by/2018/10/25/flakturm
https://mynickname.com/id73473
Image
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Re: Locarnus Addon 2026-09 DE, RU, FR & SPANISH translations

Post by Locarnus »

bondjamesbond wrote: Tue Sep 29, 2026 2:34 pm Hi ! Will such towers be added to the purchase for prestige?After all, the Allies’ bomber aircraft are strong, while the German fighters are weak!
I thought about those fixed installations but found them very hard to implement.
Those Flaktowers were built in major cities, but there they would block the train transports. Eg for shuffling those 1 movement Flak units around that are usually towed, but which do not have transports to be cheaper.
I guess that implementation issue is also a reason why I do not know of any graphic for them. Such a graphic would also require a custom animation file as well.
Which is a shame, because they would add quite a bit to the scenery.

Even the Pantherturm is not easy to work with, despite historically not being placed in cities.
I'm slowly making progress for the Pantherturm implementation, every few updates. :wink:
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 2026-09 DE, RU, FR & SPANISH translations

Post by Anderkav »

Locarnus wrote: Thu Oct 01, 2026 6:40 pm
bondjamesbond wrote: Tue Sep 29, 2026 2:34 pm Hi ! Will such towers be added to the purchase for prestige?After all, the Allies’ bomber aircraft are strong, while the German fighters are weak!
I thought about those fixed installations but found them very hard to implement.
Those Flaktowers were built in major cities, but there they would block the train transports. Eg for shuffling those 1 movement Flak units around that are usually towed, but which do not have transports to be cheaper.
I guess that implementation issue is also a reason why I do not know of any graphic for them. Such a graphic would also require a custom animation file as well.
Which is a shame, because they would add quite a bit to the scenery.

Even the Pantherturm is not easy to work with, despite historically not being placed in cities.
I'm slowly making progress for the Pantherturm implementation, every few updates. :wink:
Hello again, Locarnus) It's terrible how fast time flies, but I'm glad that you continue to keep Panzer corps afloat!
I read the latest reports, as a variant of the T-35, you can give 1 unit of soft attack and 1 unit more protection in melee (still, it's not so easy to destroy it). Anyway, this machine is unlikely to be used by anyone.
Yesterday I downloaded your addon again, and saw the Soviet campaign in the menu (thanks – beautiful poster). I’ve completed the first two missions, and to be honest, they’re terrible (( (the developers were extremely sloppy in their approach to this DLC, in my opinion). Neither the maps, nor the briefings, nor the missions themselves stand up to scrutiny. I’d like to see a full‑scale reimagining (but no one will do it). PC modding has already advanced very far beyond the vanilla game.
But at the same time, with your updates, it’s probably worth giving it a chance. I liked your unit upgrade lines for the USSR — they look tempting (especially since there isn’t much content for the USSR in PC games).
If there’s a need to test something, I’m in.)
Also, I’d like to know whether your translation of the BE scenario, without your add‑on, will be suitable for online play. And is it worth playing with your add‑on online?
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Re: Locarnus Addon 2026-09 DE, RU, FR & SPANISH translations

Post by Locarnus »

Anderkav wrote: Mon Oct 05, 2026 11:39 am Hello again, Locarnus) It's terrible how fast time flies, but I'm glad that you continue to keep Panzer corps afloat!
I read the latest reports, as a variant of the T-35, you can give 1 unit of soft attack and 1 unit more protection in melee (still, it's not so easy to destroy it). Anyway, this machine is unlikely to be used by anyone.
Yesterday I downloaded your addon again, and saw the Soviet campaign in the menu (thanks – beautiful poster). I’ve completed the first two missions, and to be honest, they’re terrible (( (the developers were extremely sloppy in their approach to this DLC, in my opinion). Neither the maps, nor the briefings, nor the missions themselves stand up to scrutiny. I’d like to see a full‑scale reimagining (but no one will do it). PC modding has already advanced very far beyond the vanilla game.
But at the same time, with your updates, it’s probably worth giving it a chance. I liked your unit upgrade lines for the USSR — they look tempting (especially since there isn’t much content for the USSR in PC games).
If there’s a need to test something, I’m in.)
Also, I’d like to know whether your translation of the BE scenario, without your add‑on, will be suitable for online play. And is it worth playing with your add‑on online?
Welcome back Anderkav!
:arrow: I will try out those T-35 changes in the next update, which will probably be released in the next few days.
Thank you, glad you liked it! Implementing that poster was quite a bit of work, I'm just not proficient graphics editing. :wink:

Yeah, unfortunately most of the DLCs seem to be rushed. I'm sure they would have turned out much better if the designer had more time.
Eg for the Africa Corps DLC I saw many indicators that a better version was in the works. I guess it got trimmed down due to not having enough time for balancing that better version.
I started modding the Africa Corps scenarios, but after working on the Caucasus and India maps I realized that it was just too time consuming. And then instead spent my modding time on slowly making the Grand Campaign compatible with my Addon mod.

While those unit upgrade lines are not historical, I hope that they make it a bit less costly to use more unit variety.
For me personally the recognizable unit variety is a big factor why USSR and western Allies are not played as much as the Axis. Extreme unit variety might be bad for actually winning a war, but it certainly makes a game more enticing. :)

Also playing the historically inferior force is often more interesting than playing the historical winner, especially when a rather weak game AI has to be compensated by enemy unit numbers. Similar to the USA in Hearts of Iron or Britain in Victoria or France in Europa Universalis. Which further shrinks the already tiny audience for Allied PzC campaigns. :wink:


:arrow: My Addon mod is unfortunately not compatible with Battlefield Europe multiplayer.
I had to sacrifice that compatibility in order to go as far as I did with the Addon mod. Too many changes to replicate and balance for multiplayer as well.

:arrow: My integrated translation is also only compatible with my Addon mod, since I changed so much in the Battlefield Europe scenario itself.

:arrow: But for multiplayer you could try out this quick translation I made for Battlefield Europe without my Addon mod.
Google translate often messes up formatting and pictures and so on, as well as terms that have different meanings in different contexts like player and AI "turn" instead of car turning or 0:0 "draw" instead of drawing with a pencil. But it is perhaps better than nothing (the much better deepl website only allows one file per month even when registered).

This RU translation in the zip file is incompatible with my Addon mod. It works only with BE 2.5.1 itself and has to overwrite the BE files. It translates the general strings, the multiplayer scenario as well as the Realistic+ scenario. I only quickly test loaded that Realistic+ scenario from the bottom right picture of the campaign screen. No briefings translated, just the scenario itself.
Battlefield Europe v2.5.1 RU 26-10.zip
(160.67 KiB) Downloaded 9 times
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 2026-09 DE, RU, FR & SPANISH translations

Post by Anderkav »

Locarnus wrote: Mon Oct 05, 2026 6:12 pm
Welcome back Anderkav!
:arrow: I will try out those T-35 changes in the next update, which will probably be released in the next few days.
Thank you, glad you liked it! Implementing that poster was quite a bit of work, I'm just not proficient graphics editing. :wink:
Yeah, I also like it when there’s diversity in the military (though in the USSR, it was historically quite limited). Germany has too many strengths: its iconic blitzkrieg, brilliant victories in the early stages of the war, missions that are mostly offensive, and a ton of different vehicle variants. So it’s no surprise that the game is called *Panzer*.
As I mentioned before, I’ve made it to Mission 3, and here’s the first problem:
1. We’re given a squad of engineers (and in the vanilla game, you can also buy them). But in the USSR mod, you get them later, and the entire mission there consists of minefields, bunkers, and troops in trenches. You can’t get anywhere without them.
2. The army expands from 12 to 17 units (which is quite a lot overall), but I’m not sure if you can buy enough of them on normal difficulty to reach that total.
3. You can assign an STD unit to this mission (but then you’ll really have to add the STD unit type).
Thanks for sending the translation; at least I can double-check it and make corrections.)
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Re: Locarnus Addon 2026-09 DE, RU, FR & SPANISH translations

Post by Locarnus »

Anderkav wrote: Mon Oct 05, 2026 7:10 pm Yeah, I also like it when there’s diversity in the military (though in the USSR, it was historically quite limited). Germany has too many strengths: its iconic blitzkrieg, brilliant victories in the early stages of the war, missions that are mostly offensive, and a ton of different vehicle variants. So it’s no surprise that the game is called *Panzer*.
As I mentioned before, I’ve made it to Mission 3, and here’s the first problem:
1. We’re given a squad of engineers (and in the vanilla game, you can also buy them). But in the USSR mod, you get them later, and the entire mission there consists of minefields, bunkers, and troops in trenches. You can’t get anywhere without them.
2. The army expands from 12 to 17 units (which is quite a lot overall), but I’m not sure if you can buy enough of them on normal difficulty to reach that total.
3. You can assign an STD unit to this mission (but then you’ll really have to add the STD unit type).
Thanks for sending the translation; at least I can double-check it and make corrections.)
Ah, yeah, that Finland map. :shock:
I think I was so focused on that flag compatibility issue that I forgot to implement the balancing changes.

Due to Battlefield Europe mod being older than Soviet Corps DLC, Finland has a different country code. And since it appeared impossible to search through all the Battlefield Europe events, I rather tried to change all the Finland references in the Soviet Corps DLC, including each unit and flag on the map... :roll:

1. I can make an engineer 1939 version available in the coming Addon update?
2. Hm, yeah, units tend to be more expensive with the Addon mod compared to unmodded PzC. Which makes the initial core development harder. Goose_2 had the same issue in Grand Campaign 1939. If I remember correctly there are some reinforcement halfway through the scenario.
But I could also gift 1-2 units, which would make them independent of the difficulty level. Arty could be very useful, or some unit which the player would not purchase due to limited upgrade potential?
3. Std bonus unit is a good idea. If I remember correctly the first random bonus unit can join in some 1941 scenario in Soviet Corps. Providing it for Winter War would avoid the randomness later. Unfortunately the Std bonus unit roster is at the moment very limited for Soviet side.

As far as I know, McGuba spoke of another update for Battlefield Europe itself. Which then could make this translation obsolete.
For the totally separate and incompatible Addon mod BE translations the corrections were a pain. Would not recommend taking the time to do so. :wink: And I just readded the missing images and fixed some of the city names and so on. Google translate seems to not like French and Russian when translating documents. Spanish and German had probably only half the number of issues. Anyway, those translation fixes will also come in the next update.
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 2026-09 DE, RU, FR & SPANISH translations

Post by bondjamesbond »

Locarnus wrote: Mon Oct 05, 2026 10:03 pm
Anderkav wrote: Mon Oct 05, 2026 7:10 pm Yeah, I also like it when there’s diversity in the military (though in the USSR, it was historically quite limited). Germany has too many strengths: its iconic blitzkrieg, brilliant victories in the early stages of the war, missions that are mostly offensive, and a ton of different vehicle variants. So it’s no surprise that the game is called *Panzer*.
As I mentioned before, I’ve made it to Mission 3, and here’s the first problem:
1. We’re given a squad of engineers (and in the vanilla game, you can also buy them). But in the USSR mod, you get them later, and the entire mission there consists of minefields, bunkers, and troops in trenches. You can’t get anywhere without them.
2. The army expands from 12 to 17 units (which is quite a lot overall), but I’m not sure if you can buy enough of them on normal difficulty to reach that total.
3. You can assign an STD unit to this mission (but then you’ll really have to add the STD unit type).
Thanks for sending the translation; at least I can double-check it and make corrections.)
Ah, yeah, that Finland map. :shock:
I think I was so focused on that flag compatibility issue that I forgot to implement the balancing changes.

Due to Battlefield Europe mod being older than Soviet Corps DLC, Finland has a different country code. And since it appeared impossible to search through all the Battlefield Europe events, I rather tried to change all the Finland references in the Soviet Corps DLC, including each unit and flag on the map... :roll:

1. I can make an engineer 1939 version available in the coming Addon update?
2. Hm, yeah, units tend to be more expensive with the Addon mod compared to unmodded PzC. Which makes the initial core development harder. Goose_2 had the same issue in Grand Campaign 1939. If I remember correctly there are some reinforcement halfway through the scenario.
But I could also gift 1-2 units, which would make them independent of the difficulty level. Arty could be very useful, or some unit which the player would not purchase due to limited upgrade potential?
3. Std bonus unit is a good idea. If I remember correctly the first random bonus unit can join in some 1941 scenario in Soviet Corps. Providing it for Winter War would avoid the randomness later. Unfortunately the Std bonus unit roster is at the moment very limited for Soviet side.

In Finland, you can issue T-100 and SMK tanks to the Soviet corps; these can later be replaced with KV tanks.
https://bronetehnika.narod.ru/t100/t100.html
https://www.bronetehnika.narod.ru/smk/smk.html
Well, the T-28 E would be the most accurate :wink:
https://bronetehnika.narod.ru/t29/t29.html
https://mynickname.com/id73473
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Re: Locarnus Addon 2026-09 DE, RU, FR & SPANISH translations

Post by Anderkav »

Locarnus wrote: Mon Oct 05, 2026 10:03 pm
Ah, yeah, that Finland map. :shock:
I think I was so focused on that flag compatibility issue that I forgot to implement the balancing changes.

Due to Battlefield Europe mod being older than Soviet Corps DLC, Finland has a different country code. And since it appeared impossible to search through all the Battlefield Europe events, I rather tried to change all the Finland references in the Soviet Corps DLC, including each unit and flag on the map... :roll:

1. I can make an engineer 1939 version available in the coming Addon update?
2. Hm, yeah, units tend to be more expensive with the Addon mod compared to unmodded PzC. Which makes the initial core development harder. Goose_2 had the same issue in Grand Campaign 1939. If I remember correctly there are some reinforcement halfway through the scenario.
But I could also gift 1-2 units, which would make them independent of the difficulty level. Arty could be very useful, or some unit which the player would not purchase due to limited upgrade potential?
3. Std bonus unit is a good idea. If I remember correctly the first random bonus unit can join in some 1941 scenario in Soviet Corps. Providing it for Winter War would avoid the randomness later. Unfortunately the Std bonus unit roster is at the moment very limited for Soviet side.

As far as I know, McGuba spoke of another update for Battlefield Europe itself. Which then could make this translation obsolete.
For the totally separate and incompatible Addon mod BE translations the corrections were a pain. Would not recommend taking the time to do so. :wink: And I just readded the missing images and fixed some of the city names and so on. Google translate seems to not like French and Russian when translating documents. Spanish and German had probably only half the number of issues. Anyway, those translation fixes will also come in the next update.
The mod works, and that's already a good thing.) You did everything right.
1. Yes, engineers are definitely needed here.
2. Probably yes—as an option for units that are useful but expensive to upgrade, such as the T-28 and 122mm artillery.
3. Yeah, I like your idea of using auxiliary bonus units instead of elite units. It really adds a lot to the game itself.
A long time ago, I translated BE 2.4 for myself—or something like that—but this time I took a simpler approach. I ran one of the files through DeepSeek, and overall, the results are very good. It handles the given context well; I’ll just need to test it. Google Translate would probably take an insane amount of time.
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Re: Locarnus Addon 2026-09 DE, RU, FR & SPANISH translations

Post by Anderkav »

bondjamesbond wrote: Mon Oct 05, 2026 11:34 pm
[/quote]

The SMK seems a bit overpowered, especially since it’s a prototype (more like a temporary unit). But the T-28E and the possibility of upgrading to it sound interesting. We’ll have to see, though, if it appears early or midway through the scenario.
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Re: Locarnus Addon 2026-09 DE, RU, FR & SPANISH translations

Post by bondjamesbond »

Anderkav wrote: Tue Oct 06, 2026 5:22 am
bondjamesbond wrote: Mon Oct 05, 2026 11:34 pm

The SMK seems a bit overpowered, especially since it’s a prototype (more like a temporary unit). But the T-28E and the possibility of upgrading to it sound interesting. We’ll have to see, though, if it appears early or midway through the scenario.
We could even add a mission to rescue him ) If a player manages to bring him back to Soviet lines from behind Finnish lines, I suggest we even give him as a reward to that hero )))
https://telegra.ph/Svetskij-tyazhyolyj- ... y868958849

That’s entirely up to the author! But the SMК did take part in the Finnish War, albeit not very successfully, which effectively sealed its fate. I reckon the armoured T-28 will do the job, as the T-35 is only for parades )))
http://www.dogswar.ru/stat-o-wow/6563-t ... nier-.html

:lol:
https://tanki.su/ru/tankopedia/61441-R118_T28_F30/
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https://alternathistory.ru/ekranirovann ... noj-vojny/
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Re: Locarnus Addon 2026-09 DE, RU, FR & SPANISH translations

Post by goose_2 »

Locarnus wrote: Tue Sep 29, 2026 11:16 am

Wtf 200 Prestige? :shock:
That is extreme.
Imho with enemy unit and especially fighter experience between 4 and 5 stars, that could very well be the end of the campaign within a few scenarios!
Good Morning Locarnus,

I have started Goldap. Oh Boy! You are going to like the tension and excitement my friend. This is crazy crazy tight with starting out with only 200 prestige in my pocket. I am back to sweating each prestige expenditure and each point of damage causes major heartache. My son who used to play does not know how I will be able to continue as the other scenarios increase the difficulty. He thinks I will need to cheat myself some prestige, but I am adamant to keep it as is. I am looking forward to showing you what I came up with and how it is going. Hopefully 1 week from today.

It will be recorded in 3 broadcasts.
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Re: Locarnus Addon 2026-09 DE, RU, FR & SPANISH translations

Post by Locarnus »

goose_2 wrote: Tue Oct 06, 2026 2:13 pm Good Morning Locarnus,

I have started Goldap. Oh Boy! You are going to like the tension and excitement my friend. This is crazy crazy tight with starting out with only 200 prestige in my pocket. I am back to sweating each prestige expenditure and each point of damage causes major heartache. My son who used to play does not know how I will be able to continue as the other scenarios increase the difficulty. He thinks I will need to cheat myself some prestige, but I am adamant to keep it as is. I am looking forward to showing you what I came up with and how it is going. Hopefully 1 week from today.

It will be recorded in 3 broadcasts.
I agree with your son, since I also do not see a way to sustain the campaign, with 200 Prestige at the start of the now much more difficult Grand Campaign 45 East.
But I'm very much looking forward to your attempt to prove us wrong. 8)


bondjamesbond wrote: Tue Oct 06, 2026 12:34 pm
Anderkav wrote: Tue Oct 06, 2026 5:22 am The SMK seems a bit overpowered, especially since it’s a prototype (more like a temporary unit). But the T-28E and the possibility of upgrading to it sound interesting. We’ll have to see, though, if it appears early or midway through the scenario.
We could even add a mission to rescue him ) If a player manages to bring him back to Soviet lines from behind Finnish lines, I suggest we even give him as a reward to that hero )))

That’s entirely up to the author! But the SMК did take part in the Finnish War, albeit not very successfully, which effectively sealed its fate. I reckon the armoured T-28 will do the job, as the T-35 is only for parades )))
SMK seems a bit too special for just a single scenario. I also do not have a graphic for it.
The Winter War scenario already provides a KV-1 tank from turn 8, which is probably necessary for the next mission. Speaking about it, this very early KV-1 could be nerfed to 8 strength similar to the early german heavy tanks.

I very much like the T-28E as an upgrade option for that lineup, making an early T-28 more viable as well. Though I guess that armor upgrade should only be available after the Winter War scenario.
:arrow: The T-28E will certainly be added in the coming updatem, thank you!

I could gift the player a T-28 for the invasion of Poland scenario, which could then help fill the ranks in Winter War and get the T-28E armor upgrade for Barbarossa. Would also fit nicely as I think that was the historical combat debut for the T-28.

Anderkav wrote: Tue Oct 06, 2026 5:15 am The mod works, and that's already a good thing.) You did everything right.
1. Yes, engineers are definitely needed here.
2. Probably yes—as an option for units that are useful but expensive to upgrade, such as the T-28 and 122mm artillery.
3. Yeah, I like your idea of using auxiliary bonus units instead of elite units. It really adds a lot to the game itself.
A long time ago, I translated BE 2.4 for myself—or something like that—but this time I took a simpler approach. I ran one of the files through DeepSeek, and overall, the results are very good. It handles the given context well; I’ll just need to test it. Google Translate would probably take an insane amount of time.
Hm, the stats on those BA-6/10/64 scout units make them not very desireable as a core unit.
Perhaps I should add those BA units to the Std bonus unit roster, with reconmove ability but in tank class purely for upgrade reasons.
Then change the starting BA unit in the Khalkin Gol scenario to be such a Std bonus unit.
That means that the player has one more unit on the map for the early scenarios, which slightly compensates the tougher unit stats from BE.

And then consider either an arty or one of those scout tanks like T-38 as an additional gift for Winter War.

Yeah, google translate takes several minutes per file, since it only accepts xlxs files. And the Panzer Corps files need to be converted and partly pruned to avoid further issues. Then the translations need to be reconverted to Panzer Corps files... :roll: A lot of work when the result still has formatting issues.
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 2026-09 DE, RU, FR & SPANISH translations

Post by Anderkav »

Locarnus wrote: Tue Oct 06, 2026 2:58 pm Hm, the stats on those BA-6/10/64 scout units make them not very desireable as a core unit.
Perhaps I should add those BA units to the Std bonus unit roster, with reconmove ability but in tank class purely for upgrade reasons.
Then change the starting BA unit in the Khalkin Gol scenario to be such a Std bonus unit.
That means that the player has one more unit on the map for the early scenarios, which slightly compensates the tougher unit stats from BE.

And then consider either an arty or one of those scout tanks like T-38 as an additional gift for Winter War.

Yeah, google translate takes several minutes per file, since it only accepts xlxs files. And the Panzer Corps files need to be converted and partly pruned to avoid further issues. Then the translations need to be reconverted to Panzer Corps files... :roll: A lot of work when the result still has formatting issues.
I agree the SMK is redundant, and the T-28E really should be available later than this scenario.
8 forces for the KV-1 is probably a good idea (as well as for the early T-34)
I also like the idea of giving the player a t-28 in the Polish campaign, although the problem here is that the Poles are already weak. Perhaps it is worth reducing the USSR forces by 1 slot (1 unit) in the 1st and 2nd missions. Give the same T-28 on a 3-4 turn, and in the first mission, also delay the ba-6 a little for a couple of turns.
The T-38 is also an interesting unit as a gift, it has a rather long progression. And as STD units, Lend-lease is directly suggested, conditionally a branch of British armored vehicles, and similarly for Americans. But the British and American fighters are more like gifts (they are still good).
In terms of expanding the army in the third mission, the problem here is a strong contrast - the first two missions are elementary (too much) and suddenly a much more difficult task and you need to have a much larger army.
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Re: Locarnus Addon 2026-09 DE, RU, FR & SPANISH translations

Post by Locarnus »

Anderkav wrote: Tue Oct 06, 2026 5:53 pm I agree the SMK is redundant, and the T-28E really should be available later than this scenario.
8 forces for the KV-1 is probably a good idea (as well as for the early T-34)
I also like the idea of giving the player a t-28 in the Polish campaign, although the problem here is that the Poles are already weak. Perhaps it is worth reducing the USSR forces by 1 slot (1 unit) in the 1st and 2nd missions. Give the same T-28 on a 3-4 turn, and in the first mission, also delay the ba-6 a little for a couple of turns.
The T-38 is also an interesting unit as a gift, it has a rather long progression. And as STD units, Lend-lease is directly suggested, conditionally a branch of British armored vehicles, and similarly for Americans. But the British and American fighters are more like gifts (they are still good).
In terms of expanding the army in the third mission, the problem here is a strong contrast - the first two missions are elementary (too much) and suddenly a much more difficult task and you need to have a much larger army.
Yeah, first two scenarios are more like tutorial difficulty. Then Finnland is a normal siege scenario and the first Barbarossa scenario is overwhelming and special when playing it the first time. :D
I like delaying gift units for a few turns. But that could result in the player purchasing such a unit from the start, due to not knowing about the coming gift unit. I could add a message, but I guess that would now require translations. :wink:
Or I could give Japan and Poland a few more units?
Hm, another option would be to make the T-28 available only after Poland scenario. Then the player could not purchase one before being gifted one in turn 3-4?

STD bonus unit lineup for tanks starts with time delayed T-26, T-28 non E, then several Valentine versions and ends with T-34. Though the STD T-34 are usually one generation older than the ones available for normal core units. So the player has to bring some older equipment as well. However even those older STD tanks are still more useful than BA recons.
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 2026-09 DE, RU, FR & SPANISH translations

Post by Anderkav »

Locarnus wrote: Tue Oct 06, 2026 6:53 pm
[/quote]

The problem with the Soviet campaign is that there are obviously better tanks in the face of the Kv and t-34, in the STD units they should not be at all. But the auxiliary units of the t-38 and t-70 line are likely to be well-equipped, as well as armored vehicles. I really don't know if it's possible to make separate branches of improvements in STD units (I've already forgotten everything). It seems that this is achieved by different countries in the AXIS.
If so, it is better to allocate it mainly for armored vehicles according to landlise (the Soviets made the Matilda 2 with the f-32, just in early 1942). The icon was exactly made for it.
The option with a message at the beginning is probably optimal so that the player does not score slots, especially in Finland they give out KV
I quickly looked at what was in the 4 missions
Mini-note, is it possible to replace Brest fortress with a new unit in 4 missions?
Also, Marines appear on sale, which is much better than regular infantry, besides, it is not particularly appropriate for the place and time. However, then the USSR did not have at least some infantry.
And the B-4 203mm, which looks like an excellent gift (not for sale), rather for the Battle for Moscow mission.
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Re: Locarnus Addon 2026-09 DE, RU, FR & SPANISH translations

Post by Anderkav »

bondjamesbond wrote: Tue Oct 06, 2026 12:34 pm
It's terrible to write in Russian, to translate into English, so that then you do the same thing)
In general, this whole topic of upgrading the t-28 is a terrible dilettantism, I used to read such articles myself, but the potential of the t-28 was already exhausted with the t-28E.
But it's quite interesting for a change.
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Re: Locarnus Addon 2026-09 DE, RU, FR & SPANISH translations

Post by Anderkav »

Soviet_Matilda_III_F96.png
Soviet_Matilda_III_F96.png (23.44 KiB) Viewed 79 times
As an option, there are still these captured cars.
SU-76D.png
SU-76D.png (21.91 KiB) Viewed 79 times
SU-57B.png
SU-57B.png (19.28 KiB) Viewed 79 times
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Re: Locarnus Addon 2026-09 DE, RU, FR & SPANISH translations

Post by goose_2 »

Locarnus wrote: Tue Oct 06, 2026 2:58 pm

I agree with your son, since I also do not see a way to sustain the campaign, with 200 Prestige at the start of the now much more difficult Grand Campaign 45 East.
But I'm very much looking forward to your attempt to prove us wrong. 8)



Oh yeah, another question I noticed something extremely odd that has a real effect on gameplay that you may not be aware of. Thick forest acts like clear terrain as it provides no entrenchment and no close defense for infantry units and other tank units pass threw it like it is nothing. That breaks the game and am not sure what happened there. Do you know about this?
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Re: Locarnus Addon 2026-09 DE, RU, FR & SPANISH translations

Post by Locarnus »

goose_2 wrote: Tue Oct 06, 2026 7:50 pm Oh yeah, another question I noticed something extremely odd that has a real effect on gameplay that you may not be aware of. Thick forest acts like clear terrain as it provides no entrenchment and no close defense for infantry units and other tank units pass threw it like it is nothing. That breaks the game and am not sure what happened there. Do you know about this?
That is only possible if you forgot to install the 2026 base version of the Addon, between BE 2.5.1 and the latest Addon update.

I'm afraid that this results in other issues that can not be fixed during a campaign, like a wrong movement file. The BE 2.5.1 movement file is incompatible with my Addon mod. It totally and unfixably messes up wheeled unit movement.

Unfortunately this requires a full restart of GC 45 East, including a reimport of the end of GC 44 East core, after the install is fixed.

Perhaps a full reinstall of Panzer Corps from the ground up would be worth it. Would also fix those victory screens.
And then in that order:
1) Panzer Corps patch 1.32, the bugfixed version of this patch from the link in the first post of this thread.
2) Battlefield Europe 2.5.1
3) Battlefield Europe 2.5.1 Locarnus 2026 base <- This one is missing from your install if thick forest acts like clear terrain
4) Battlefield Europe 2.5.1 Locarnus 2026-10 <- I hope to release this update tomorrow

:arrow: I try to release 2026-10 tomorrow, including those Ar 234 changes and so on.
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 2026-09 DE, RU, FR & SPANISH translations

Post by Anderkav »

Border_Guards.png
Border_Guards.png (17.27 KiB) Viewed 53 times
as an option for the 4th mission, you can add border guards (they are probably suitable for the scale of the mission)
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