Battlefield: Europe MOD v2.4

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Uhu
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Re: Battlefield: Europe MOD v1.3

Post by Uhu »

FINALLY!!! I could beat the mod in the *historical* version! Boy, that was so HARD! :shock:
I made almost no mistakes in the entire game (of course, I do not reload, if I make any). The extreme strong Soviet counterattack in late 1943 was defeated only with big luck and Tunis was almost captured, when the battle for it was long over, but two brave US units made a dare attack... :shock: and I only had a single, inexperienced Italian inf unit there...but help came in the very last minute... :P
I don't know, with the Bomber War in v1.5 things get harder or not - this time, I could relatively easily contain it -, but I would say, with more harder settings, with this historical version cannot be beaten. I could take the last objective in turn 98.
So, after - so many............. - hours of fight and fun, finally I can have some rest. :lol:

Replay will be uploaded, and maybe some day AAR and tactical guide will follow.
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McGuba
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Re: Battlefield: Europe MOD v1.3

Post by McGuba »

hugh2711 wrote:An example of the fine balancing is e.g taking iceland and interdicting shipping makes the computer divert resources from N Africa and over the channel and lessens the pressure on those two theatres.
So the fine balancing and lots of space makes this an awesome mod.
Yeah, I also find balancing the hardest part of scenario design. For some players this mod is way too hard, while others find it rather easy, and try to increase difficulty by using some home rules.

Uhu wrote:Well, it's a huge difference! It' good, that you placed also units on it to see the real picture. And what about the lakes?
I think the new sea tiles are not very good for smaller, 1-2 hex lakes. So these should continue to use the vanilla tiles. It goes well with larger lakes like Lake Ladoga, though.
And what about the hex contours? Or they are just completely hidden in your setup? I need hex contours in zoom-out view.
Yes, I always play with hex sides off. When set to strong they are still visible over the new sea tiles.


BiteNibbleChomp wrote:And just a random idea from WWI Gold (literally!): Add some hypothetical attacks with 25% chances of occuring to stop people from thinking "The Russians never attacked near Moscow in late 1942. Therefore I won't bother defending that line!" I'm using that to catch people off guard (and some of those offensives are REALLY brutal!)
There are some randomly appearing units already and I keep increasing the randomness in this mod. However, I do not want to add completely unhistorical Allied offensives. However, the Soviets did attack near Moscow in 1942, mainly in the series of attacks also known as the Rzhev Meat-Grinder:
http://en.wikipedia.org/wiki/Battles_of_Rzhev

lsnoop wrote:Modding tiles can cause dmp-style visual extravaganza
This is exactly what I would like to avoid. The look of the terrain should not distract the attention from the tactical situation. Actually I think the new tiles are a bit too detailed, especially when compared to the vanilla ground tiles. So I am thinking about slightly reducing its detail, but for now you can test the current version and make feedback.
captainjack wrote:I was going to say how realistic your sea was, but I just looked out of my window and the sea is a much lighter blue and has scarcely a wave in sight!
While you're recolouring your tile set to match my late evening sunshine, could you add a few seagulls and a yacht or two?
Don't even go there! I hate seagulls, they always wake me up with their annoying whining noise! :evil: No way that I will ever add them to any of my mods. I think they are more annoying than a company of stormtroopers could be.
But seriously, the look of the sea largely depends on the prevailing weather: if there are no clouds it is more blue as it reflects the blue sky, whereas if it is overcast, the sea is much more gray as well. Since in the North Sea/North Atlantic it is more often then not overcast I think this grayish look is all right. However, it would be fair to make another set for the Mediterranean which would be more blue.

But then again, the units in the game should not disappear over the sea tiles so their color should be taken into consideration as well. Some of bebro's German air icons such as Bf 109 or Fw 190 are currently blue, so they would possibly become even harder to see over blue sea tiles. Thus it is not as easy as it seems.

Magic1111 wrote: Yes, good idea! Can we have a download link for the tiles as a separate MOD please?
Install with GME:

http://www.mediafire.com/download/idj5z ... _Tiles.zip

Note that it might not be the final version and I have to adjust a few more things such as those tiles where the rivers meet the sea as currently they look weird. Also, as I wrote these tiles might not be good for smaller lakes in the game so some retouch of the existing maps is necessary.

FINALLY!!! I could beat the mod in the *historical* version! Boy, that was so HARD! :shock:
Nice! :lol:
I don't know, with the Bomber War in v1.5 things get harder or not
I think it will, but only from 1943/44. And if the player can take England by then it does not happen at all. However, it will be partially compensated by the newly added "gift" bomber destroyers. And there will be some other changes like more Allied counter attacks aimed to retake major objectives captured by the player.
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Magic1111
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Re: Battlefield: Europe MOD v1.3

Post by Magic1111 »

McGuba wrote: Install with GME:

http://www.mediafire.com/download/idj5z ... _Tiles.zip

Note that it might not be the final version and I have to adjust a few more things such as those tiles where the rivers meet the sea as currently they look weird. Also, as I wrote these tiles might not be good for smaller lakes in the game so some retouch of the existing maps is necessary.
Many thx, I´ll test the sea tiles in my game! :D

Can you please upload new versions / the final version from the tiles MOD as a separate download too? Thx in advance!

Best regards,
Magic
Longshanks
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Re: Battlefield: Europe MOD v1.3

Post by Longshanks »

Game Anomalies, Part Deux

In late 1943, I slacked off my assaults (having already defeated the S.U. and taken the Middle East and wiped out Torch), so that I could see what the DDay invasion looked like. I lined up on France's shores only to discover the "navy bombards you heavily" technique, which I understand was added to entice the German player to move units off the shore so that the invasion could even occur. I have no problem with that, except I had lined many of the coastal sea hexes with the Regia Marina and the Kriegsmarine ships - which of course the bombardment ignored. I suggest that there be no shore bombardment in any shore hex with an adjacent Axis ship, if that's possible.

In related play, I dropped the Iceland invasion in favor of hitting Northern Ireland from the West after the S.U. and Africa was controlled. There are not enough Allied ships over there to worry about (the subs took them out), and the Allies don't react. The odd thing is, having lost N. Ireland, the Brits start moving units south in early 1944, leaving Glasgow undefended. On a whim, I invaded Scotland from N. Ireland and ended up taking most of Scotland while the shore bombardment was going on.

I know that the scenario is not built to address such non-historical play, but I thought I'd mention it anyway just in case you see an easy fix. I'm enjoying the heck out of your mod!
grombit
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Re: Battlefield: Europe MOD v1.3

Post by grombit »

McGuba
BATTLEFIELD EUROPE EXTENDED 1.0
i have made an extended version of scenario 4 the large map.
now all of FINLAND & NORWAY are on the map.
map extends to the arctic sea.
places like MURMANSK,PETSAMO & KIRKENAS are in the game.
so all of europe is now covered.
with the nocache switch,the engine can handle this just fine.
another difference is my map has INDUSTRY, FARMS & VILLAGES.
how could you have a strategic bombing campaign without INDUSTRY.
i found this a bit silly.
INDUSTRY is in,represented by factory icons next to cities.
as minor flag hexes.
stalin himself said that MURMANSK was one of 10 key cities he could not afford to lose.
so that goes in
also the pq convoy route from britain to MURMANSK can now be used.
how can the ukraine be the bread basket of the ussr with no farms !!
i have used a customised tile set to improve lanscape.
land & sea.
i also needed this to edit in the new features.
roads,rivers & railways are now easier to see.
this is done in pzc vanilla style & causes no colour extravaganser.
FARMS & VILLAGES are just tile background to show that they are there.
to play the EXTENDED EDITION.
just replace pzloc & pzscn files with the 2 new ones of scenario 4.
also add new tile set fiel to graphics
i will be asking youre permission to release & publish EXTENDED VERSION.
regards
grombit
greetings
from HASTINGS,ENGLAND
BiteNibbleChomp
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Re: Battlefield: Europe MOD v1.3

Post by BiteNibbleChomp »

McGuba wrote:
BiteNibbleChomp wrote:And just a random idea from WWI Gold (literally!): Add some hypothetical attacks with 25% chances of occuring to stop people from thinking "The Russians never attacked near Moscow in late 1942. Therefore I won't bother defending that line!" I'm using that to catch people off guard (and some of those offensives are REALLY brutal!)
There are some randomly appearing units already and I keep increasing the randomness in this mod. However, I do not want to add completely unhistorical Allied offensives. However, the Soviets did attack near Moscow in 1942, mainly in the series of attacks also known as the Rzhev Meat-Grinder:
http://en.wikipedia.org/wiki/Battles_of_Rzhev
captainjack wrote:I was going to say how realistic your sea was, but I just looked out of my window and the sea is a much lighter blue and has scarcely a wave in sight!
While you're recolouring your tile set to match my late evening sunshine, could you add a few seagulls and a yacht or two?
Don't even go there! I hate seagulls, they always wake me up with their annoying whining noise! :evil: No way that I will ever add them to any of my mods. I think they are more annoying than a company of stormtroopers could be.
But seriously, the look of the sea largely depends on the prevailing weather: if there are no clouds it is more blue as it reflects the blue sky, whereas if it is overcast, the sea is much more gray as well. Since in the North Sea/North Atlantic it is more often then not overcast I think this grayish look is all right. However, it would be fair to make another set for the Mediterranean which would be more blue.
1/ I'd actually never heard of that Rzhev battle. However you could add a command in the scripts like Turn [xx,xx] (the same one for both), and dice roll successful (prob. 25%) = add tag 'Sledgehammer' and then make a bunch of units be triggered by this, seeing as the Allies seriously considered Slegdehammer in 1943.

2/ Seagulls are more annoying than stormtroopers? Maybe I should recruit some...

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
grombit
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Re: Battlefield: Europe MOD v1.3

Post by grombit »

UHU
can you please upload your latest saved replay file.
for b.f.e 1.4 on youre pzcs wordpress site.
i need to see it to give me some idea,
how master players like you might tackle
the the new EXTENDED EDITION of b.f.e
grombit
hugh2711
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Re: Battlefield: Europe MOD v1.3

Post by hugh2711 »

Has anyone taken gibraltar in this mod and what did you use to do it?. thanks for info.
McGuba
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Re: Battlefield: Europe MOD v1.3

Post by McGuba »

(double post)
Last edited by McGuba on Mon Nov 03, 2014 5:36 pm, edited 2 times in total.
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McGuba
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Re: Battlefield: Europe MOD v1.3

Post by McGuba »

Magic1111 wrote: Can you please upload new versions / the final version from the tiles MOD as a separate download too? Thx in advance!
When finished, yes.
Longshanks wrote:I had lined many of the coastal sea hexes with the Regia Marina and the Kriegsmarine ships - which of course the bombardment ignored. I suggest that there be no shore bombardment in any shore hex with an adjacent Axis ship, if that's possible.
I am afraid it is not. :(
What I can do is to place a few allied naval minefields near the beaches to appear at around the landing. These would "attack" any Axis ships near the beaches and thus would have the same effect as the "bombardment" of the ground units: reduce the strenght of the Axis naval units blocking the beaches.

In related play, I dropped the Iceland invasion in favor of hitting Northern Ireland from the West after the S.U. and Africa was controlled. There are not enough Allied ships over there to worry about (the subs took them out), and the Allies don't react.
Again, I can only play with the minefields here a bit to make it more difficult. And possibly a few more British ships/subs. Landing in N England should be harder than any langing in the south, IMO. I do not think that the Germans would have ever realistically considered a landing in North England.
The odd thing is, having lost N. Ireland, the Brits start moving units south in early 1944, leaving Glasgow undefended.
The problem is that British units in English victory objecive cities are using the same AI zone as the Soviets near Kursk due to the lack of enough AI zones. While it is good for the Soviets to go to the offensive in 1944, the British in England should not do the same in case of a German invasion. I will change this script so that these units would only go on the offensive if the USSR is not beaten. This would keep them at home.
I know that the scenario is not built to address such non-historical play, but I thought I'd mention it anyway just in case you see an easy fix. I'm enjoying the heck out of your mod!
Many thanks for it! Now it seems that the possibilities are virtually endless, and obviously I could not prepare the AI for everything players can come up with. But I am trying hard. :wink:

grombit wrote:McGuba
BATTLEFIELD EUROPE EXTENDED 1.0
i have made an extended version of scenario 4 the large map.
Cool. :)
how could you have a strategic bombing campaign without INDUSTRY.
i found this a bit silly.
INDUSTRY is in,represented by factory icons next to cities.
Well, silly or not, on many occasions both sides attacked non-industrial targets as well. The British area bombing campaign was mainly aimed at the demolition of people's houses, or a bit more euphemistically the "dehousing" of the German workforce as the most effective way of reducing their morale and affecting enemy war production. So the targets were the cities and not only the factories in them.

http://en.wikipedia.org/wiki/Dehousing
i will be asking youre permission to release & publish EXTENDED VERSION.
Yes, you can release it under the following conditions:

1. You make it for free.
2. You make it clear in the title for which version of Battlefield: Euope you made the EXTENDED EDTION. For example: "Battlefield: Europe v1.4 EXTENDED EDITION". It is very important as the mod is still being developed and players have to be aware which version's EXTENDED EDITION they are downloading.
3. Since you made the EXTENDED EDITION without consulting me I cannot take any responsibility for any issues in it and players have to be aware of it - they can use it at their own risk. Without even seeing your EXTENDED EDITION I can think of the following possible issues:
now all of FINLAND & NORWAY are on the map.
map extends to the arctic sea.
places like MURMANSK,PETSAMO & KIRKENAS are in the game.
1. Since some of the scripts are hex coordinate based, if you extend the map to the north these coordinates will change and thus these scripts will not work properly, unless corrected by the number of hex lines you added to the map.

2. The reason why I did not add the northernmost theatre was mainly the lack of AI zones. For the existing North Atlantic convoy routes I used 6 AI zones, and I think the Arctic convoys would also need at least 3 AI zones to work properly. These Arctic convoy routes should not use the same AI zones as the North Atlantic ones as they were much less busy with only 78 convoys between 1941-45 (+1 AI zone). Also they should give less prestige to the player as they were less important (+1 AI zone). Also, if the player attempts to block it with capital ships (like the Germans did with the Scharnhorst) it should attract a number of British war ships as a result (+1 AI zone for the "danger" area).
stalin himself said that MURMANSK was one of 10 key cities he could not afford to lose.
If he said that, it was probably like that. For example if the player captures Murmansk, the Arctic convoys should stop (disappear). And the Soviets should try to retake the city. Which means it should get +1 AI zone as well so that these events can be triggered.

However, currently all the available 32 AI zones are being used, some of them for multiple tasks. And if I had 4-5 extra AI zones I would use them for more important objectives such as Stalingrad or Gibraltar, which currently do not even have AI zones. Also, the D-day landing zones and Tunis currently share the same AI zone which means any Axis unit in Tunis loses strenght as well as a result of the Allied bombardment of the D-day beaches.
roads,rivers & railways are now easier to see.
I never really had a problem seeing these. I can accept that others might had, though.
i have used a customised tile set to improve lanscape.
land & sea.
On the other hand I am very interested in this part of the EXTENDED EDITION. I have also started to upgrade the look of the map a bit, now trying to add a better looking sea. I wonder how yours look like. I was also thinking about adding some more settlements to the map only as a visual bonus, villages and farms and stuff. I added these in my previous Hungarian campaign, so I might add some to this mod as well.[/quote]
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Longshanks
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Re: Battlefield: Europe MOD v1.3

Post by Longshanks »

McGuba wrote: "Also, the D-day landing zones and Tunis currently share the same AI zone which means any Axis unit in Tunis loses strenght as well as a result of the Allied bombardment of the D-day beaches. "

Ah, I thought that might be the case. I figured you wouldn't have done that unless you were forced to. Still, it's impressive how you've "stretched the balloon" beyond its operational limits.
Delta66
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Re: Battlefield: Europe MOD v1.3

Post by Delta66 »

BiteNibbleChomp wrote:[
1/ I'd actually never heard of that Rzhev battle. However you could add a command in the scripts like Turn [xx,xx] (the same one for both), and dice roll successful (prob. 25%) = add tag 'Sledgehammer' and then make a bunch of units be triggered by this, seeing as the Allies seriously considered Slegdehammer in 1943.

- BNC
The battle(s) were such a disaster the Soviets more or less concealed, or censored, those operations. Especially as Zhukov was in charge. They rather advertised the more successful operations in the South around Stalingrad. However it seems that operation Mars the northern counterpart to operation Uranus had stronger forces and assets assigned to it

On the subject, "Zhukov's Greatest Defeat" by David M. Glantz fro Kansas University Press is a good book. A good illustration of the intensity of the battle on the eastern front. Model mobile defense for the Germans was impressive under very unfavorable conditions.
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Re: Battlefield: Europe MOD v1.3

Post by captainjack »

BiteNibbleChomp wrote:2/ Seagulls are more annoying than stormtroopers? Maybe I should recruit some...
The seagulls here are about as vicious as stormtroopers. One (seagull) whacked me on the head a few years ago while I was visiting an old antiaircraft position. It didn't do any real harm, so probably SA1 is appropriate. If they'd kept the AA in working order I don't think the seagull would have dared get that close.

And McGuba - The revised tiles really do look very convincingly sea-like and having lived by the sea for most of my life I am suitable impressed.
I wasn't being serious when I said you should recolour your sea tiles to suit my evening sunset view. I had hoped the reference to late evening, yachts and seagulls would have been enough of a giveaway that I wasn't really expecting an alternative "Fine evening" tile set. But then again, this morning the sea was completely mirror flat and orange from the sunrise, so maybe an alternative set for fine mornings would be nice.....
Magic1111
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Re: Battlefield: Europe MOD v1.3

Post by Magic1111 »

McGuba wrote:
Magic1111 wrote: Can you please upload new versions / the final version from the tiles MOD as a separate download too? Thx in advance!
When finished, yes.
Yes, that was what I meant, upload when the Tiles-MOD is complete finished!

Again many thx!
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Re: Battlefield: Europe MOD v1.3

Post by grombit »

McGuba
EXTENDED VERSION
thank you for your positive word's & understanding.
this demonstrates that we are not so far apart & want the same thing,more or less.
arthur harris & his bombing campaign.
the terror bombing of DRESDEN & other german cities.
was his primary objective the destruction of german heavy industry in places like the ruhr.
or did he have genocide in mind.
a very CONTROVERSIAL subject in this day & age.
as a matter of fact my father was in the british RAF.
a hurricane pilot based in MALTA 1943-45
yes iam older than some think.
mind you,he was only 17 when he joined the RAF.
so iam not a OAP.
he told me that,back then the issue was more simple.
they had blitzed LONDON & bombed our cities.
so now now they would get some of their own medicine.
anyway that's that.lets get down to the tech stuff.
your map is 170x110
i increased hexes to north by 5.
so the map in EXTENDED VERSION is 170x115
i make number of hexes in re-calculation 19250
if the re-calculation is added to your scripts that are hex-based coordinated,
then these script's should again work as intended.
yes of course the main problem as you say is the limitation of ai zones,only 32.
so to make it simple the northern flank can have no ai zones or new scripts.
the arctic sea channel is still open & MURMANSK can still be fought for.
there is a railway line that connect's OSLO to KIRKENAS.
also axis has possibility of invasion of ussr from north.land & sea now.
i did have a long & carefull read of your files.
i reasoned that the ai zones & scripts were the web that hold's all of the mod together.
brake any of these & the mod will not work as intended.
so taking all this into consideration the best thing to do is,
i will send you the 2 pzloc pzscn files.with the graphic set file.
by attachment or email.
then you can put them in & tell me what you think.
by the the way,your files are a 1st class job & very neat.
grombit
McGuba
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Re: Battlefield: Europe MOD v1.3

Post by McGuba »

Delta66 wrote:
BiteNibbleChomp wrote:[
1/ I'd actually never heard of that Rzhev battle. However you could add a command in the scripts like Turn [xx,xx] (the same one for both), and dice roll successful (prob. 25%) = add tag 'Sledgehammer' and then make a bunch of units be triggered by this, seeing as the Allies seriously considered Slegdehammer in 1943.

- BNC
The battle(s) were such a disaster the Soviets more or less concealed, or censored, those operations. Especially as Zhukov was in charge. They rather advertised the more successful operations in the South around Stalingrad. However it seems that operation Mars the northern counterpart to operation Uranus had stronger forces and assets assigned to it

On the subject, "Zhukov's Greatest Defeat" by David M. Glantz fro Kansas University Press is a good book. A good illustration of the intensity of the battle on the eastern front. Model mobile defense for the Germans was impressive under very unfavorable conditions.
Which makes me think I should add some more Soviet units attacking in the Moscow area in 1942. This would force the player to leave a few more units for the defense of the centre.
captainjack wrote: The seagulls here are about as vicious as stormtroopers. One (seagull) whacked me on the head a few years ago while I was visiting an old antiaircraft position. It didn't do any real harm, so probably SA1 is appropriate. If they'd kept the AA in working order I don't think the seagull would have dared get that close.
Haha, yeah, since the rearmamanet after end of the cold war they definintely gained back the air superiority just about everywhere... which is not fair...
And McGuba - The revised tiles really do look very convincingly sea-like and having lived by the sea for most of my life I am suitable impressed.
I wasn't being serious when I said you should recolour your sea tiles to suit my evening sunset view. I had hoped the reference to late evening, yachts and seagulls would have been enough of a giveaway that I wasn't really expecting an alternative "Fine evening" tile set. But then again, this morning the sea was completely mirror flat and orange from the sunrise, so maybe an alternative set for fine mornings would be nice.....
OK, in that case I will make a special selection of tiles only for you so that you can always use the one which best suits your current mood. 8)
grombit wrote:arthur harris & his bombing campaign.
the terror bombing of DRESDEN & other german cities.
was his primary objective the destruction of german heavy industry in places like the ruhr.
or did he have genocide in mind.
Probably he just wanted to win the war for his country, whatever the cost. I think the British bombing campaign was more out of necessity than a way of avange. More and more bombers rolled out from the factories so they had to do something with them. The public also demanded some kind of striking back. So first they tried to attack the military targets and factories at broad daylight. But the losses were unsustainable, so they had to switch to night attacks to minimize the losses. So far, so good. However, in the early 1940's they did not have the navigational aids to find their targets at night and the technology to hit them with precision so they had to use area bombing.

yes of course the main problem as you say is the limitation of ai zones,only 32.
so to make it simple the northern flank can have no ai zones or new scripts.
Which would make it a bit flat, I guess. For example the capture of Murmansk should reduce the number of Soviet Land Lease units, but then it would require an AI zone for sure. :(
i did have a long & carefull read of your files.
i reasoned that the ai zones & scripts were the web that hold's all of the mod together.
Thanks for doing so, and you are very right in this.
also axis has possibility of invasion of ussr from north.land & sea now.
Which raises a few questions, though. The guys at German High Command were not stupid and possibly they had a good reason to attack the USSR through the Ukraine and Belarus and not through the Arctic Sea. The environment is very unhospitable up north, but it cannot be modelled in the current game engine. Thus it would be just as easy to circumnavigate Scandinavia, cross the Arctic Sea and land a party of units near Archangelsk and to attack the Soviet flank from there as crossing the mild Mediterranean. Historically the Gemans used some of their best divisions at Murmansk and they achieved very little. Their operations were mainly hampered by the extremely harsh weather and the lack of supplies, none of which can be modelled in the game. Thus Soviet resistance should be made very very strong to somewhat simulate the difficulties. But even then, 99 turns are more than enough to break any passive point defence, the best example is Leningrad, which I failed to make strong enough to last for more than 20-30 turns if the player really wants to take it. Which means Murmansk and possibly the whole north would ultimately be easy prey and too great of a temptation not to take it. Which would take the mod to an unhistorical path of invading the USSR from the north.

In any event, I am not completely against the extension of the map, I just do not want to break the existing balance and create a scenario in which the mod can be easily beaten in an unhistorical way largely due to the fact that there is a universal weather in the game. And I think the north could not be made harsh enough to make such a strategy hard enough. So this has to be well thought about.

I would be happy to hear others' opinion on this topic as well.
:?:
so taking all this into consideration the best thing to do is,
i will send you the 2 pzloc pzscn files.with the graphic set file.
by attachment or email.
then you can put them in & tell me what you think.
Anyway, I send you an e-mail adress in a private message where you can send your files and I will see what I could possibly implement.
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Altermann
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 8
Joined: Tue Sep 27, 2011 12:09 am

Re: Battlefield: Europe MOD v1.3

Post by Altermann »

Hi, I've been playing your Mod for Panzer Corps for several weeks now and finding it very enjoyable. Thanks for all your work on it!
I have been playing a Grand Campaign using the downloaded DLC Grand Campaigns '39 through '43 East and have run across a small problem where an Artillery unit is not visible. I have included a screen shot of this. The game locks up after this happens and I have to restart it.
If this is a case of the Mod only being able to use the original game and not able to use the DLC, just let me know.
I did do a search of this post for "invisible" and did not find anything pertaining to this. If this has been brought to your attention previously I apologize for the repost
invisible arty.jpg
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Longshanks
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 12
Joined: Thu Jun 27, 2013 7:59 pm

Re: Battlefield: Europe MOD v1.3

Post by Longshanks »

Double Attacks?

I my current game I saw something I've not seen before: two attacks in one turn from the same unit. The Soviet paratroops that land between Vyazma and Smolensk landed as normal, this time next to Vyazma. The next turn it attacked an AT in Vyazma, doing damage to it. It then moved down the railline and hit Smolensk too, damaging a unit there! In the same turn! No mistaking what happened, as that was the only paratroop AND the only Soviet unit around (so, no arty, no air).

A few turns later (turn 14), a T34/41 did the same thing. First it hit an adjacent unit in the entrenchments south of Vyazma, and then move West and hit a panzer unit (for no effect though). There were two tank units in the vicinity, but the other one was a different type.

In both cases in had fog of war off, which is probably the only reason I could see what happened.

I mention this for two reasons: 1) I've not seen this before, and 2) I wanted you to know in case there's been an unwanted mod that made this possible.

Continued best wishes!
McGuba
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1555
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v1.3

Post by McGuba »

Altermann wrote:Hi, I've been playing your Mod for Panzer Corps for several weeks now and finding it very enjoyable. Thanks for all your work on it!
I have been playing a Grand Campaign using the downloaded DLC Grand Campaigns '39 through '43 East
Hi,

This mod is currently not compatible with the official DLCs, I am afraid. This is a stand-alone mod which is supposed to be played on its own, with its own campaign and scenarios. The reason why it is not compatible with the DLCs is that the two use a different equipment file, i.e. the list that tells which units can be present in the game. The lock up happened in your gameplay because that scenario of the official DLC contained a unit which is not present in the equipment file of my mod. Most likely it would happen on other occasions as well. :(

It might be possible to make the two compatible, but to do so me or someone else would need to check/compare the official equipment file and the equipment file of the mod and add any missing units to it. :|

Longshanks wrote:Double Attacks?

I my current game I saw something I've not seen before: two attacks in one turn from the same unit.
All I can think of is that the second "attack" was in fact an ambush - after the first attack the AI unit moved forward to unseen territory and accidentally bumped into one of your units which intiated the ambush sequence in which both units fire at each other, even though your units get a bonus to their defence due to the ambush. During my test plays it happened to me quite often especially during these Soviet winter counter offensives when the visibility is limited by the snowing and the enemy units are attacking like crazy berserkers. Actually you can make use of it with what I call "forced ambush": move your units a bit back so that it will be out of the AI unit's spotting range which is usually only one hex during snowing. And position your unit between the attacking AI unit and the nearest Axis owned victory objective city. As AI units on offensive always move towards the nearest enemy victory objective flag, the AI unit will bump into your units and suffer the ambush which is always favourable to the defender. This can simulate the superior German tactics and how they could eventually stop many of those Soviet offensives against overwhelming odds.
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Longshanks
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 12
Joined: Thu Jun 27, 2013 7:59 pm

Re: Battlefield: Europe MOD v1.3

Post by Longshanks »

Bet that was it. Should've thought of that!
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