Battlefield: Europe MOD v2.4

A forum to discuss custom scenarios, campaigns and modding in general.

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McGuba
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Re: Battlefield: Europe MOD v1.0

Post by McGuba »

demyansk wrote:
Quick question, after I download the mod where is the exact spot i install the game into again?
There are two ways to install this mod IMO:

1.) locate your Panzer Corps folder -> create a new folder anywhere for this mod named e.g. Battlefield Europe -> copy the contents of the Panzer Corps folder to this new folder -> extract and copy (and overwrite) the contents of the "Battlefield Europe v10" folder to this new folder containing the copy of PzC while keeping the folder structure -> run the game with the PanzerCorps.exe from this new folder. Note, that you should make a new shortcut as well as described in the first post of this topic.

2.) extract the contents of the zip to a new folder and install the mod by using the JSGME (JohnSoft Generic Mod Enabler) program, this free software is included in the zip. There is a detailed step-by-step install guide in the readme.doc file (included in the zip, too) with screenshots and such, so it should not be hard. This method is the recommended one, as with the help of the JSGME program you will be able to install and uninstall the other custom mods as well, very easily.
So you only need to set up the JSGME program once, and then you can enjoy all the various high quality mods made by this great community. It really worth the effort, IMO! :D

Uhu wrote:
:D In true "world conquering" manner ;)
Maybe it's a wannabe-though: a dream (capturing Malta) I wished to fulfill.
Today Malta, tomorrow the World?! :wink:

Is it not possible to put the other aircrafts down in the next turn?
Unfortunately not, because there are more units on the map in turn 1 than the max allowed number.

I'm really curious: I have the appetite to play a hard game where I can stil make success with good strategy. I always liked the vanilla Defend the Reich campaing where the player have almost impossible tasks. Maybe the experienced and modified core can bring some extra help. Therefore I will leave the radius 4 also in the game.
We will see. :D

iceFlame wrote:
The Maginot line looks like a tough nut to crack!
Maybe you should look for an alternative route :wink:

Added historical wavy flags and a ribbon from the Knight's Cross as a unit marker. It's not really needed yet, but once they start to mix it up, I find it helps provide a quick visual ID, plus IMO it looks cool. :wink:
Sure it looks cool. :D
Please test my glowing victory flags as well - or think about a possible better alternative (otherwise you might have problems with certain stormtrooper units :wink: ):
victoryhex.png
victoryhex.png (6.7 KiB) Viewed 12442 times

I also moved the small wavy flags a bit to the left to work better with it:
flags.png
flags.png (63.89 KiB) Viewed 12442 times
Incidentally I wanted to ask about your thoughts on the Ardennes. Obviously the Allies considered it impenetrable to armor, (something the Germans quickly disproved), but how did you decide how many and which hexes would allow passage?
I did not really think about it, I just made it as it is on the real maps. I added some thick forest hexes as well, though. Not sure how correct it is, but I think gameplay wise it is OK: you can cross it with tanks and infantry, but not too fast. Chances are high that when your first units reach the Channel there will be still some units lagging behind in the forest.
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Uhu
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Re: Battlefield: Europe MOD v1.0

Post by Uhu »

iceFlame wrote: but how did you decide how many and which hexes would allow passage?
Ofcourse with googlemaps!! :P
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LandMarine47
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Re: Battlefield: Europe MOD v1.0

Post by LandMarine47 »

I think you should edit the armored trains stats, so they are still vulnerable to infantry attacks. Maybe if the AI blocks of the railroads, it will surrender...
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Re: Battlefield: Europe MOD v1.0

Post by AugustinMalar »

McGuba wrote:
demyansk wrote:
Quick question, after I download the mod where is the exact spot i install the game into again?
There are two ways to install this mod IMO:

1.) locate your Panzer Corps folder -> create a new folder anywhere for this mod named e.g. Battlefield Europe -> copy the contents of the Panzer Corps folder to this new folder -> extract and copy (and overwrite) the contents of the "Battlefield Europe v10" folder to this new folder containing the copy of PzC while keeping the folder structure -> run the game with the PanzerCorps.exe from this new folder. Note, that you should make a new shortcut as well as described in the first post of this topic.

2.) extract the contents of the zip to a new folder and install the mod by using the JSGME (JohnSoft Generic Mod Enabler) program, this free software is included in the zip. There is a detailed step-by-step install guide in the readme.doc file (included in the zip, too) with screenshots and such, so it should not be hard. This method is the recommended one, as with the help of the JSGME program you will be able to install and uninstall the other custom mods as well, very easily.
So you only need to set up the JSGME program once, and then you can enjoy all the various high quality mods made by this great community. It really worth the effort, IMO! :D

Uhu wrote:
:D In true "world conquering" manner ;)
Maybe it's a wannabe-though: a dream (capturing Malta) I wished to fulfill.
Today Malta, tomorrow the World?! :wink:

Is it not possible to put the other aircrafts down in the next turn?
Unfortunately not, because there are more units on the map in turn 1 than the max allowed number.

I'm really curious: I have the appetite to play a hard game where I can stil make success with good strategy. I always liked the vanilla Defend the Reich campaing where the player have almost impossible tasks. Maybe the experienced and modified core can bring some extra help. Therefore I will leave the radius 4 also in the game.
We will see. :D

iceFlame wrote:
The Maginot line looks like a tough nut to crack!
Maybe you should look for an alternative route :wink:

Added historical wavy flags and a ribbon from the Knight's Cross as a unit marker. It's not really needed yet, but once they start to mix it up, I find it helps provide a quick visual ID, plus IMO it looks cool. :wink:
Sure it looks cool. :D
Please test my glowing victory flags as well - or think about a possible better alternative (otherwise you might have problems with certain stormtrooper units :wink: ):
victoryhex.png

I also moved the small wavy flags a bit to the left to work better with it:
flags.png
Incidentally I wanted to ask about your thoughts on the Ardennes. Obviously the Allies considered it impenetrable to armor, (something the Germans quickly disproved), but how did you decide how many and which hexes would allow passage?
I did not really think about it, I just made it as it is on the real maps. I added some thick forest hexes as well, though. Not sure how correct it is, but I think gameplay wise it is OK: you can cross it with tanks and infantry, but not too fast. Chances are high that when your first units reach the Channel there will be still some units lagging behind in the forest.
Can you please release a wavy flags version for the vanilla game. :) RumpNissen's wavy flags for the vanilla game are too much to the right. Thanks.
iceFlame
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Re: Battlefield: Europe MOD v1.0

Post by iceFlame »

McGuba wrote:Please test my glowing victory flags as well - or think about a possible better alternative (otherwise you might have problems with certain stormtrooper units :wink: ):
Yeah, I'll test the glow and and see how it looks in-game. As a general rule it seems to me the victory hexes are pretty important so the graphic, whatever it ends up being, should reflect that. With that in mind, I'm not sure if the glow will deliver enough bang for the buck. Then again, this is all premature as I won't know for sure until I see it in action. :wink:
I did not really think about it, I just made it as it is on the real maps. I added some thick forest hexes as well, though. Not sure how correct it is, but I think gameplay wise it is OK: you can cross it with tanks and infantry, but not too fast. Chances are high that when your first units reach the Channel there will be still some units lagging behind in the forest.
At first glance I was concerned about the historicity of the choke points, but after a couple of play-tests I was quite pleased with the way the door to the channel opened after crossing the Meuse. So no issues there. Nice job! :D
Uhu wrote:
iceFlame wrote: but how did you decide how many and which hexes would allow passage?
Ofcourse with googlemaps!! :P
Doh! Now why didn't I think of that! :lol:
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iceFlame
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Re: Battlefield: Europe MOD v1.0

Post by iceFlame »

I tried about 10 or 12 different ideas, and so far this is the one I like most. I decided to go with the 'X' marks the spot idea. Buried treasure and all that... :P

I think it enhances the glow without being obtrusive. Kind of subtle, but the color seems to suit the map. (BTW, I like the new flag position. Very nice).

So here it is out in the country all by it's lonesome:

Image

And then again in downtown Paris:

Image

Let me know what you think... :)
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Uhu
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Re: Battlefield: Europe MOD v1.0

Post by Uhu »

I think the biggest challenge will be with this mode to learn to be...patient. :)
When I think about my strategy how I want to make success than the 99 turns seems to be soo looong. :)
Plus the good time setup is also important - I mean this mod is allowed only to be started in the weakend or with hollidays because you will not get out soon. Like with the Civilizations seriers: "just one more turn" :? :lol:
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McGuba
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Re: Battlefield: Europe MOD v1.0

Post by McGuba »

AugustinMalar wrote:
Can you please release a wavy flags version for the vanilla game. :) RumpNissen's wavy flags for the vanilla game are too much to the right. Thanks.

Yes, 2nd this! I want to have a version from the glowing wavy flags for the vanilla game too! :D
I just moved it like 2-3 pixels to the left and like 2 pixels down.

Here you go:
flags.png
flags.png (64.38 KiB) Viewed 12334 times
victoryhex.png
victoryhex.png (6.7 KiB) Viewed 12334 times



LandMarine47 wrote:
I think you should edit the armored trains stats, so they are still vulnerable to infantry attacks. Maybe if the AI blocks of the railroads, it will surrender...
Sure, but it needs further testing how it affects the balance of the campaign. But, then again, what is the point in adding an armoured train which is vulnerable to infantry attacks? Partisans have very low stats, so the armoured train would need to have correspondingly low stats. Currently, partisans can stop and cause some damage to unsuspecting trains running into them and I think it is just about fine.


iceFalme wrote:
I tried about 10 or 12 different ideas, and so far this is the one I like most. I decided to go with the 'X' marks the spot idea. Buried treasure and all that... :P
...

Let me know what you think... :)
Well, to be honest, if a psychiatrist showed me a paper with a large red "X" on it and asked me what is the first thing that comes into my mind I would probably say: "cancel" or someting like that. :oops:

It think it is a bit hard to associate it with "victory objective" or "capture me", as I for me it rather means "do NOT capture me" or simply "forget about me" So, I think it is a kind of diversive action made by those cunning partisans who want me to stay away from their important cities. :D

Thus I think a star or a crown or an iron cross (in case of an Axis campaign) would do better. Just my 2 cents. Other than that I like the idea to emphasize its importance with some additional small image or marking. I also agree that this colour fits well with the background.


Uhu wrote:
I think the biggest challenge will be with this mode to learn to be...patient. :)
When I think about my strategy how I want to make success than the 99 turns seems to be soo looong. :)
Plus the good time setup is also important - I mean this mod is allowed only to be started in the weakend or with hollidays because you will not get out soon. Like with the Civilizations seriers: "just one more turn" :? :lol:
I think this campaign is about as long as the vanilla German campaign (not the DLCs - that is much longer, I guess), or maybe a bit shorter. It also depends on how long you want to think in a turn. I think the 99 turn limit is just about enough.

So far I had time for two full play throughs: first I played in the historical way and achieved a draw, second time I regrouped and attacked the British and achieved a (Marginal) Victory. I took the last British objectives in about turn 85, in the rest of the turns I slowly retreated to the German border in front of the Soviet Steamroller. I will definitely make some more attempts, e.g. to see if I can defeat the Soviets as well, either by playing historically or by evacuating N Africa. I am also waiting for someone who might come up with an idea how to achieve Total Victory, which may or may not be possible.


-----------------

In my pursuit of historical accuracy, I decided to implement (or, as BNC would say, "steal" :D) the original idea of Chris10 to increase the "fog of war" by limiting the information the player can get about enemy units. http://slitherine.com/forum/viewtopic.p ... &start=400

From v1.1 it will not be possible to know how much ammo and fuel an enemy unit has, the player will only see the "low ammo" and "out of ammo" markers next to the unit strenght. But, the exact number of ammo and fuel will be hidden, and only the max ammo and fuel will be visible. As the AI does not make use of the knowledge of low enemy ammo or fuel, I think it is fair that the player is kept in the darkness as well in this regard:


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I think I am getting more and more evil. :twisted:
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Magic1111
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Re: Battlefield: Europe MOD v1.0

Post by Magic1111 »

McGuba wrote: I just moved it like 2-3 pixels to the left and like 2 pixels down.

Here you go:
flags.png
victoryhex.png
...both in regarding to THIS Post....

Are your flags the same as RumpNissen in the above link released?

And can I use your glowing "victoryhex.png" together with RumpNissen´s MOD from the above link?

Thx in forward!
McGuba
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Re: Battlefield: Europe MOD v1.0

Post by McGuba »

Are your flags the same as RumpNissen in the above link released?
Yes, I used that image.
And can I use your glowing "victoryhex.png" together with RumpNissen´s MOD from the above link?
The glowing image that I posted in my previous post should go well with the flags I posted next to it. It might not be the final version, though, iceFlame came up with a red "x" version, but there might be other addtions later.


-----------

I further revised the UI screen regarding the info about the unit hovered so it will look like this:

Image


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Arvidus
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Re: Battlefield: Europe MOD v1.0

Post by Arvidus »

Nice to see you're making use of my spheric flags. Are you using my purchase flags as well? ^^
Magic1111
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Re: Battlefield: Europe MOD v1.0

Post by Magic1111 »

McGuba wrote: Yes, I used that image.
The glowing image that I posted in my previous post should go well with the flags I posted next to it. It might not be the final version, though, iceFlame came up with a red "x" version, but there might be other addtions later.
Thx for clarify that! :)
McGuba
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Re: Battlefield: Europe MOD v1.0

Post by McGuba »

Nice to see you're making use of my spheric flags. Are you using my purchase flags as well? ^^
Sure. I just modified the Hungarian flag a bit, I made the coat of arms in the middle a bit bigger and more recognizable, to match that of the Italian.
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lsnoop
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Re: Battlefield: Europe MOD v1.0

Post by lsnoop »

Well, since there are several graphical mods featured here, why not add a speech sound mod? Most people pay too much attention to graphics but for me the most important thing is sound.

I would recommend Puma's Speech sound mod:



I tried improving it and eventually changed some Allied and Russian voices (which were unfortunately incorrect and poor in original Puma's mod). But I have no idea how to edit data files and add several random sounds for "move"/"attack" etc so I stopped. Anyway, I'd be glad to help you and share if you are interested.
McGuba
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Re: Battlefield: Europe MOD v1.0

Post by McGuba »

Haha, that was funny, I love it, thanks. :)

However, I have to state that I do pay attention to sound: this mod uses sound samples from VPaulus' excellent Sound Redux Mod to replace some vanilla movement and attack sounds where I felt it was needed. I might add a few more later if I have the time.

I also created a 9 minutes long "ambient" battlefield sounds mix to replace the boring vanilla music. I made it by mixing Darthpovel's free to use distant battle sounds (http://www.youtube.com/watch?v=9bvWrAis ... C147B702A6) with sound samples of real WWII weapons that I took from contemporary newsreels. So, instead of the repetative vanilla tune, the player can listen some distant battlefield sounds. After all the mod is named Battlefield: Europe, lol.

Regarding Puma's mod, I am afraid that after a while it would become a bit boring to hear the same voice shouting the same word, regardless of which tank or infantry unit I attack with. So if you want to make some variation you can have 3 attack and 3 movement sounds for each unit type, just like in the vanilla game. The referencies to these sound files have to be added to the Panzer Corps\Graphics\efx.pzdat file for each unit. E.g.:

West_Allied_Sub.png -30 (-30,0) (,) (,) Submarine1 Submarine2 Submarine3 sub1 sub2 sub3

The Submarine1-3 refers to the attack animation (and sound files) and the sub1-3 refers to the movement animations (and sounds).

But even then, I feel that it would become a bit boring after a while. I think human ear can get used to human voices and words easier than to artificial sounds such as gun shot sounds. I remember playing games like "Warcraft" or "Dune 2" - after a while I knew all the replies by heart and I can still remember a few such as "As you wish, Sire" "Aye aye, sir", which is not neccessarily good.

In this case it would be

"ANGRIFF!!!" "ANGRIFF!!!" "ANGRIFF!!!" :twisted:

I suppose...

Still, if you wish you can make an optional add-on that can be used with this mod or with the vanilla game, but I think I will leave the war speechless by default.

EDIT: And if you decide to modify his work I think you should ask for his approval before releasing it to the public, somewhere I read that he became a bit p#$$€Đ off when someone modified and released one or more of his unit icons...
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Uhu
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Re: Battlefield: Europe MOD v1.0

Post by Uhu »

There are some inconsistencies in the upgrade-family system of the minors (for example at the Italians) - I would suggest to make a check and fix it. Plus there are some german equipment left from the AK Campaign (Panther, Brummbär) for the Italians I think they shall be also taken out from the Italian roster. But maybe some other Italian units could be put in: see my Italian Campaign! ;)

I'm playing now the big scenario: so far so great - maybe the convoy (merchant) destroying system is not full clear: when I get the 50 prestige? If I destroy a merchant on the $ fields? Although it is not easy even in 1941 because my B-Boats gets spotted fast and then comes the fast retaliation... :)
I'm at turn 11: I fight a little in Russia without taking the objectives and focus all power to North Africa and maybe to the later occupation of Cyprus and ... hmm, that is secret! ;) I'm trying to build up strong naval and aerial presence - but the Brits are already very strong with their planes! :?
I made some errors because I forgot that at ouf-of-the family upgrade the overtstrenght points are gone... And because I play now with all of the new rules (just modified the dice to be with fever randomness) the overstrenghtening is really expensive so I only overstrenght to 11...
Oh, and the Kiel Canal is looking really strange...(but the winter version is correct) or it is in my side with some extra modified terrain? Please look for it.
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Uhu
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Re: Battlefield: Europe MOD v1.0

Post by Uhu »

Is is also really nice that you implemented this "what if": that Stalin thought in the first weeks of Barbarossa that with minor land-giving a major war could be with the Germans avoided...until 1943 when the Soviet Juggernaut is read! :twisted:
(I think this is symbolised that if you don't capture the major objectives the Russian Bear stays passive - mostly.)
I hope I will have the time until that... :oops:
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iceFlame
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Re: Battlefield: Europe MOD v1.0

Post by iceFlame »

McGuba wrote:Well, to be honest, if a psychiatrist showed me a paper with a large red "X" on it and asked me what is the first thing that comes into my mind I would probably say: "cancel" or someting like that. :oops:
Well I hope you won't have to see one anytime soon. :wink:
It think it is a bit hard to associate it with "victory objective" or "capture me", as I for me it rather means "do NOT capture me" or simply "forget about me" So, I think it is a kind of diversive action made by those cunning partisans who want me to stay away from their important cities. :D
Subterfuge, I like it. :mrgreen:
Thus I think a star or a crown or an iron cross (in case of an Axis campaign) would do better. Just my 2 cents. Other than that I like the idea to emphasize its importance with some additional small image or marking. I also agree that this colour fits well with the background.
I'm kind of resisting going with a star because of the usual identification with the Soviets. Same for the Iron Cross due to its German association. But yeah, I'll give it some more thought. In the meantime how do you feel about a good old fashioned military push pin? They used them for marking targets on real military maps so perhaps it might work here?

Just guessing, but it might look something like this:

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Or, the land version:

Image
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Uhu
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Re: Battlefield: Europe MOD v1.0

Post by Uhu »

Another suggestion: Schnellboote and Destroyers should have more fuel and because they cannot refuelled on the sea and they will be not useful. :(
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McGuba
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Re: Battlefield: Europe MOD v1.0

Post by McGuba »

Uhu wrote:
There are some inconsistencies in the upgrade-family system of the minors (for example at the Italians) - I would suggest to make a check and fix it.
Some of the family upgrade "inconsistencies" are intentional, e.g. the MC.200 is no longer in the same family with the MC.202 and 205 - it looks very different and had a completely different engine. If they were in the same family the player would just upgrade all MC.200 to the more formidable MC.202 as soon as it gets available and historically the two were being used together throughout 1941-42. So it makes more sense to upgrade the obsolete CR 42s to MC.202 and continue to use the MC.200 as it remains a potent fighter on the Eastern Front, at least for a while.

I also made the L/6 light tank "noupgrade" - historically the Italians only used these light tanks on the Eastern Front in 1941-42 and it would be just too easy to upgrade it a better medium tank in the first city. If the player really wants to use some of those M/13 tanks on the Eastern Front (unhistorically) he can transport there one or more any time from Italy. I will check the other entries though.


Plus there are some german equipment left from the AK Campaign (Panther, Brummbär) for the Italians I think they shall be also taken out from the Italian roster. But maybe some other Italian units could be put in: see my Italian Campaign! ;)
The Italian Brummbar is practically already unavailable for purchase (available form 01.01.1946.), and I only left the Panther in as I thought that the Italians would need a good late war panzer as well (Hungary gets the Tas). But I can remove it as it is not a big problem I guess.


I'm playing now the big scenario: so far so great - maybe the convoy (merchant) destroying system is not full clear: when I get the 50 prestige? If I destroy a merchant on the $ fields? Although it is not easy even in 1941 because my B-Boats gets spotted fast and then comes the fast retaliation... :)
The message says:
"You will get 50 prestige points (up to a maximum of 250) for every naval unit which ends its turn on these convoy routes. The U-boats of the Kriegsmarine are the most cost effective means of the blockade, but you can deploy some of the capital ships as well. However, in the latter case the British are expected to send some of their battleships to protect the convoys."

So you only need to keep as many Axis naval units on the convoy routes as you can and get 50 prestige for each in every turn. Easier said than done, as allied ASW will get more and more effective. U-boats are best used in groups a.k.a. Wolfpacks, this way they can sink enemy destroyers in one turn. Historically, the cooperation between the Kriegsmarine and the Luftwaffe was far from ideal, instead it was characterized by the childish jelousy between their rivaling commanders. In this mod you can make a difference by sending out one or more long range strategic bomber unit to support the U-boats and the Graf Zeppelin aircraft carrier will also become available later. Other than that, the U-boats are definitely fighting a losing war in the long run. It would be nice to add the Type XXI, though, for the late war. All I need is a nice icon for it in vanilla style...

I am also thinking about making U-boats multipurpose with a submerged and a surfaced mode. I am not sure how the AI would use its submarines, though, in this case.


I'm at turn 11: I fight a little in Russia without taking the objectives and focus all power to North Africa and maybe to the later occupation of Cyprus and ... hmm, that is secret! ;) I'm trying to build up strong naval and aerial presence - but the Brits are already very strong with their planes! :?
In case you are preparing for Opeartion Sealion all I can suggest is to prepare well (my first attempt was a complete failure so I had to restart), but do not wait for too long! Timing is also very important and winter weather may not be ideal for such an operation. The Fw-190 is a great tool to defeat RAF Spitfires. In fact, I think it is really interesting to think it over, what would have happened if the Germans "reloaded" the Battle of Brittain in mid 1941, this time attacking with this superior long range fighter. In 1940, one of the main factor of their failure was the limited range of the Bf-109E as it could only spend like 10-15 minutes over the target area. Historically, only a handful of Fw-190s could hold the RAF at bay in 1941-42, forcing it to change to night bombing, while the bulk of the Luftwaffe was deployed to the Eastern Front. Now, let's image what could have happened if they produced and deployed more Fw-190s against the UK in 1941, supported by the increased range Bf-109Fs...


Oh, and the Kiel Canal is looking really strange...(but the winter version is correct) or it is in my side with some extra modified terrain? Please look for it.
I should look like this:

Image

if not, the problem is with your files...


Is is also really nice that you implemented this "what if": that Stalin thought in the first weeks of Barbarossa that with minor land-giving a major war could be with the Germans avoided...until 1943 when the Soviet Juggernaut is read! :twisted:
(I think this is symbolised that if you don't capture the major objectives the Russian Bear stays passive - mostly.)
I hope I will have the time until that... :oops:
Sure, but Uncle Joe is not dumb. On the contrary, he is just waiting patiently for the Western Allies and Germany to weaken each other. But, even his patience is not endless, and sooner or later he will unleash his tanks to collect the prize: Eastern Europe :(

If you take just one Soviet victory objective it will ignite the Great Patriotic War feeling in the Russians and they would attack with more troops and earlier. But, since you decided to concentrate your efforts on the Brirish, in your alternative timeline it is them who are now begging the Soviets to do something in the east. So Stalin would send in a few divisions reluctantly from 1942, but the main crush would come some time later. Still, you should not neglect the defense of the eastern border of Germany and you should keep an eye on the Romanians: if the Soviet tanks get too close to their border they might decide to change side at some point. And since you are playing an alternative timeline, it can happen earlier than it happened historically.


Another suggestion: Schnellboote and Destroyers should have more fuel and because they cannot refuelled on the sea and they will be not useful. :(
Actually it is quite all right, I think, German Destroyers and Schnellboats were not ocean going vessels at all: the Bismarck and the Prinz Eugen went out without these, so did the Pocket Battleships, and the Channel dash was also done without destroyer support if I am right. Historically they were mostly confined to the Baltic Sea and the North Sea.


iceFlame wrote:
I'm kind of resisting going with a star because of the usual identification with the Soviets. Same for the Iron Cross due to its German association. But yeah, I'll give it some more thought. In the meantime how do you feel about a good old fashioned military push pin? They used them for marking targets on real military maps so perhaps it might work here?
Hm. In the meantime I added an experience star, but I like your pin better.

What I do not really like is the glowing flag, which makes the whole map a bit unreal. If I look at a section of the map with the normal flags it looks quite real, as if I was looking at a table model railway or something like that. But, those glowing flags ruin this feeling a bit, if you know what I mean. However, your pins would go well with it, I guess. On the other hand I do not think that only the pins would be enough to make victory flags stand out. Still, we are getting somewhere, and I think this is the good direction. What I would really like to have is some natural looking object next to or behind the flag which would make those flags stand out, but also go well with the roads, houses, bridges and the other terrain features of the map. I just do not know what it could be. Maybe some kind of HQ building or watch tower which really stands out? Dunno.

Anyway, I do not want you to spend the rest of your life making alternative graphics (do not forget that the Kremlin is waiting for you visit, and I heard they have a nice Mausoleum nearby :wink: ), so I think the pin with the glowing flag would do for now unless someone comes up with a really really great and original idea. :D
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