Battlefield: Europe MOD v2.4

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

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Uhu
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Re: Battlefield: Europe MOD v1.6

Post by Uhu »

JimmyC wrote: Thanks. Hmm, maybe it is too late for me to keep Romania on my side as the Russians are just about to break through. i just focused on strong defenses on the rivers and also of the oilfield.
No mercy, you need to reload, learning from the earlier try. :) The Axis are so weak, that as later you face new enemies (Romania, Bulgaria) and as later you need to recapture the oil fields, so is it better. We need to buy time!
JimmyC wrote:I had a bad experience in Barbarossa of defending Paris, so i planned to abandon it. But I now see it is useful for V-rockets.
It is a brutal close-fight, with heavy casualties, but still it had to be defended. One cause, for holding as a defense bastion, and second, for let place for the V's.
JimmyC wrote:Is it possible to hold Orleans with the Allied surface fleet so nearby though?
Orleans is far from the range of Allied ships.
JimmyC wrote:Can i ask - why should you care about Baulkans and Greece? Why not abandon it and move the troops to the key areas?
You can leave it. It was for me just for a good feeling. :) And because, after "liberating" Romania with the Hungarian troops, they had anyway no other task, I used them for it.
JimmyC wrote: Lastly - what troops should you focus on repairing? There are so many that you have to prioritise. I decided not to repair any bombers. Only fighters and only if i have already repaired all ground units first. Also, i always use green replacements on everything!
Sorry, but I do not remember exactly (I already played since the 50 turn timerun, the Kursk-save and the Stalingrad-save - several times...). I would say: concentrate on the key units: armor, AA, arty, fighters. And always priorities, what is more important in the given turn. Yes, bomber replacement is not a must, only if you want to neutralize the really disturbing capital ships at Italy. Yes, always just green replacements. Maybe there are a few cases, where not.
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JimmyC
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Re: Battlefield: Europe MOD v1.6

Post by JimmyC »

Sorry, for some reason i was thinking of Brussels when i typed Orleans!
melnibonian
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Re: Battlefield: Europe MOD v1.6

Post by melnibonian »

JimmyC wrote: That display looks different than mine as the tab headers display different wording. The top right tab should read "scenarios". You should be able to select it from there if its installed properly.
Thanks a lot.

It worked.

For the life of me I did not even noticed the tabs on the top :oops:

I'm off to see how much better (or worse) than Guderian I can perform :D

Thanks again I really appreciate it
melnibonian
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Re: Battlefield: Europe MOD v1.6

Post by melnibonian »

Hello again

One more question. When I use the strategic map the icons are really small and very difficult to see. Can someone please if this can be corrected somehow?

Alternatively can someone please inform me which files contain the icons and I can replace them from the vanilla game where they are bigger?

Thanks a lot in advance

EDIT: I found it - please ignore the message
Uhu
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Re: Battlefield: Europe MOD v1.6

Post by Uhu »

JimmyC wrote:Sorry, for some reason i was thinking of Brussels when i typed Orleans!
Brussels? What do you want to do in Brussels? :) The Paris-defense line is far from it. If you mean the AA-chain, it has to be out of the range of the ships: Köln-Duisburg-Essen triangle is the best location for ALL of the AA guns.
Concentrate them has the bonus, that, when one will be attacked, another 2-3 will make casualties for the attacker. Which will still make 1 point loss for you (if it was on full strength before), but the Allied bomber will loose 3-4 points instead of 1. My new strategy is anyway to focus on weakening the bombers to strength 5. With that strength, it can: 1., no more cause loss for an AA gun 2., It is easier destroyable for Axis aircraft. If there are many weakened bomber, even, when they fly home, there will be not enough airfield to repair them all. Of course, this tactics is if bombers already swarmed the sky AND you cannot counter them with planes. If you can, than I think, it is better to concentrate the AA fire on fighters and destroy the bombers with your planes. Other way, your planes will be butchered by the Allied fighters.
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JimmyC
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Re: Battlefield: Europe MOD v1.6

Post by JimmyC »

From the Normandy/Bagration save i think it is impossible to stop Romania from switching sides. I then thought to take advantage of it, by recapturing the Romanian cities for prestige. But McGuba seems to have thought of that, as you don't get prestige for recapturing it. And it really screws you around a lot, as i found a lot of my forces cut off. And the drone of the Allied bombers in the AI turn is never-ending. So unfortunately i gave up on this one. Will give BNC's mod a go now and jump back into Battlefield Europe once v1.07 is released.
BiteNibbleChomp
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Re: Battlefield: Europe MOD v1.6

Post by BiteNibbleChomp »

JimmyC wrote:From the Normandy/Bagration save i think it is impossible to stop Romania from switching sides. I then thought to take advantage of it, by recapturing the Romanian cities for prestige. But McGuba seems to have thought of that, as you don't get prestige for recapturing it. And it really screws you around a lot, as i found a lot of my forces cut off. And the drone of the Allied bombers in the AI turn is never-ending. So unfortunately i gave up on this one. Will give BNC's mod a go now and jump back into Battlefield Europe once v1.07 is released.
The Imperial Staff are ready for you to lead Japan to greatness :D

I think you giving up 1944 is kind of realistic though: even with the Me 262 and King Tiger, Germany was pretty much helpless. :(

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
JimmyC
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Re: Battlefield: Europe MOD v1.6

Post by JimmyC »

BiteNibbleChomp wrote: The Imperial Staff are ready for you to lead Japan to greatness :D

I think you giving up 1944 is kind of realistic though: even with the Me 262 and King Tiger, Germany was pretty much helpless. :(

- BNC
Yes. I think this save game is probably the best reflection of the actual state of the war for Germany and her allies - hopeless. Its just a shame that there wasn't sensible leadership in place that could have negotiated some sort of peace settlement that would have prevented the destruction of Germany. But then i suppose the German leadership had no incentive to surrender as Roosevelt would only accept unconditional surrender and the leadership knew they would hang for the war crimes they had committed...
BiteNibbleChomp
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Re: Battlefield: Europe MOD v1.6

Post by BiteNibbleChomp »

Was unconditional surrender decided on by Normandy? I thought it was agreed later (ie. the Bulge)

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
JimmyC
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Re: Battlefield: Europe MOD v1.6

Post by JimmyC »

BiteNibbleChomp wrote:Was unconditional surrender decided on by Normandy? I thought it was agreed later (ie. the Bulge)

- BNC
Jan'43 at the Casablanca conference.
https://en.wikipedia.org/wiki/Unconditi ... rld_War_II

It makes a very interesting read, saying that the war was prolonged because of it as it encouraged resistance. It also resulted in Central Europe falling under Russia's control.
McGuba
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Re: Battlefield: Europe MOD v1.6

Post by McGuba »

JimmyC wrote:From the Normandy/Bagration save i think it is impossible to stop Romania from switching sides.
I thought the same, but Uhu somehow managed to make it. I guess he needed several attempts and restarts and a bit of luck, though.
And it really screws you around a lot, as i found a lot of my forces cut off.
Yes, historically the whole German Army Group South was cut off and the large majority was destroyed. Only the mobilization of the rest of Hungarian Army made it possible to stabilize the situation until German reinforcements arrived. Even though it was the most catastrophic German defeat in the war it is not very well known in the west. Probably because in the wake of the allied landings public attention had shifted to the events in France.
Its just a shame that there wasn't sensible leadership in place that could have negotiated some sort of peace settlement that would have prevented the destruction of Germany.
It was not possible as the Allied nations had agreed that they would only accept unconditional surrender as early as in Jan 1943 at the Casablanca conference. In fact it just fueled German resistance until the end as they knew that if they lose, they lose everything. Still, by 1944 there was clearly no chance to win, so they started to believe in miracles: the arrival of the new wonder weapons that would turn the tide. Another more realistic chance was a possible clash between the Western Allies and the Soviets in which Germany would join the west. And actually it did happen, but only after conclusion of the war.
Great, i can't wait to give it another shot once you release v1.7. I am currently playing the Normandy/Bagration save, but am mostly just banging my head against a wall as unit after unit of Axis troops gets annihilated! Do you have an ETA yet? I want to give BNC's WotW mod a go first, so no rush. Just wondering.
Yeah, sure it will definitely take some more time. First I am waiting for the release of Soviet Corps so that I can add some of the new units which will hopefully come with the new patch and check compatibility with it. Sometimes they change the file structure with the a new patch a bit which necessitates a change in the mod as well. I also work on a new version for the Hungarian campaign and probably that one will be first.

In the meantime I managed to make some cool attack animations for the 20 and 37/40 mm autocannons which can be used for the different AA guns and some vehichles equipped with them such as the Pz.II or the armoured cars. So there will be no more cannons firing like light machine guns, but rather some pom-pom-pom-pom-poms :D . I also made modified animation for the late war Soviet infantry so that finally they will fire that AT rifle in anger, too. :twisted: Probably I will add some more audio files from Paulus' sound mod and many AA guns will be multipurpose which needs some testing and stuff. There is always something to do. :wink:
Having used a few of the construction units in my last playthrough, i found them to generally not be worth the cost. Tanks seemed to crush them easily, even when attacking from a river. And infantry does the same (although only when it attacks from land). Also you can't repair them. The indirect fire trait you gave them means its now actually worth attacking with them in your own turn, but they rarely cause more than 1 point of damage (and usually 0 vs armour). However, i'm wondering now whether the indirect fire trait is actually a bad thing, as they seem to cause less damage against troops both when attacked and attacking. It seems now their only real usefulness is during the players turn, to bombard the enemy (for suppression) and then attack that unit with some other of your troop. In that sense normal artillery is so much more better, as it can defend troops in the AI's turn and move and repair. As it is, they just dont seem to have much use.

Can you think about increasing their stats a bit to make them worth it? Or maybe turn the indirect fire trait off, so that they cause more damage against troops attacking them?
Ok I will look into it. I also felt them a bit too weak. Maybe German strongpoints should have sligthly better stats.
A totally unrelated question, but in my last playthrough i was expecting the Finnish troops to switch sides during '44. As a result i never upgraded them. But even though i didnt defeat Russia, the Finns stayed on my side until the end. What is the trigger for the Finns to switch to Russia? I'm guessing maybe its dependent on whether you hold Leningrad?
Finland would only change sides if Leningrad AND Moscow is owned by the Soviets in Aug 1944 or later. It would not make sense for Finland to change side if Leningrad is owned by the Axis and the Soviets are still fighting for their survival.
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JimmyC
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Re: Battlefield: Europe MOD v1.6

Post by JimmyC »

McGuba wrote:
JimmyC wrote:From the Normandy/Bagration save i think it is impossible to stop Romania from switching sides.
I thought the same, but Uhu somehow managed to make it. I guess he needed several attempts and restarts and a bit of luck, though.
From reading his post i think he may have only done that from the earlier Kursk save, although i am not sure.
Uhu
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Re: Battlefield: Europe MOD v1.6

Post by Uhu »

JimmyC, what I linked for you, it is the Normandy-save endresults-AAR! :)
JimmyC wrote:
McGuba wrote:
JimmyC wrote:From the Normandy/Bagration save i think it is impossible to stop Romania from switching sides.
I thought the same, but Uhu somehow managed to make it. I guess he needed several attempts and restarts and a bit of luck, though.
From reading his post i think he may have only done that from the earlier Kursk save, although i am not sure.
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Uhu
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Re: Battlefield: Europe MOD v1.6

Post by Uhu »

OK, I made the last achievement, what I wanted to earn:
Decisive Victory from McGuba's Stalingrad save (on Rommel difficulty, of course). Finally, I could made it - at turn 95.
It was not easy, but somewhat easier than the Kursk save, or the Normandy save. If you are smart enough, you can save a lot of units, so you have a bigger, experienced army and avoid the Kursk salient. Of course, conquering everything needs quite a work, but even more patience, until all investments finally starts to grew.
Hopefully, I find a suitable video capture software and I can upload the replays on youtube.
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JimmyC
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Re: Battlefield: Europe MOD v1.6

Post by JimmyC »

Following the latest patch i found that a lot of the animations no longer work and some of the sounds too. The mod itself can still be played fine, but due to this, you lose some of the aesthetic. I hope that you can make it all work again for v1.07.
McGuba
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Re: Battlefield: Europe MOD v1.6

Post by McGuba »

Uhu wrote: OK, I made the last achievement, what I wanted to earn:
Decisive Victory from McGuba's Stalingrad save (on Rommel difficulty, of course). Finally, I could made it - at turn 95.


Grteat! Congrats, I knew you would not disappoint us and finally make it, whatever it takes! :wink:
JimmyC wrote:Following the latest patch i found that a lot of the animations no longer work and some of the sounds too. The mod itself can still be played fine, but due to this, you lose some of the aesthetic. I hope that you can make it all work again for v1.07.
Unfortunately currently I have a bit unstable connection so I could not download the 1 Gig :shock: patch. And this weekend I am still busy at work so I can only attempt to download and install it sometime next week. Seriously, I do not really understand why it has to be so big. :?: It is just a patch after all not a completely new game. And what about those who have limited data, like 3 Gig a month or something? I guess it is a patch for all previous versions from PzC 1.0, but still it is a lot of data and I do not think it is necessary.

Anyway, thanks for reporting it, I think they have re-encoded the sound files ones again and that's why the custom wav files do not work. This mod mostly uses VPaulus' unit sounds and as I see he has just released a new version of his mod which is supposedly compatible with this new patch so hopefully I just need to use those and overwrite the old ones. Or you can attempt to do it yourself: overwrite the sound files in the Audio\AttackSfx and MoveSfx folder of the Mod with the ones with the same name form VPaulus' mod and that should do the trick.
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McGuba
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Re: Battlefield: Europe MOD v1.6

Post by McGuba »

JimmyC wrote:Following the latest patch i found that a lot of the animations no longer work and some of the sounds too. The mod itself can still be played fine, but due to this, you lose some of the aesthetic. I hope that you can make it all work again for v1.07.
So I have just installed the v1.25 patch of the base game and I have no issues with the unit movement and attack sounds - they all seem to work so far. I also have no problem with the animations. Could you specify with a few examples which units you had a problem with? Then I could possibly have a look.

The only thing I have noticed is the missing of the custom intro - but it can be solved easily as the vanilla intro was moved to another folder. (from ...\Panzer Corps\Video to ...\Panzer Corps\Expansion\pc\Video) and that's what is played.
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JimmyC
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Re: Battlefield: Europe MOD v1.6

Post by JimmyC »

All i can think is that the steam version may be slightly different from the non-Steam?

Alternatively, perhaps because i was playing a saved game?

Anyway, i will fire it up again tonight and see if i am still having the problem. It could be that my computer just crapped out as i was playing some other resource intensive games just before i started playing PzC...
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Re: Battlefield: Europe MOD v1.6

Post by StefanDK »

I am experiencing an annoying problem with this mod which seems great by the way! It seems you have put a LOT of work into it!

I am (for the first time for this MOD which I just discovered recently) playing a multiplayer game with the Barbarossa scenario (the longest one, anyway). The problem might be related specifically to this setup, I do not know.

When I move units to certain hexes on the map, they disappear. This is most annoying since 1) I do not remember any local black holes during WW2 and 2) I actually wanted my units to stay in the game.

Any info as to why this happens and how to prevent it? Maybe a list of hexes not to go to...? I'd appreciate any answers that can help me not spend 15 minutes playing a game, then experience this, then force the game to crash (by stopping the process), then start over the turn feeling 1) annoyed that I wasted my time and 2) guilty that I - the second time around - have a lot of knowledge of unit positions and combat outcomes so I can take a different approach.

Also, the replay stops working at turn 2 or 3, but that seems to be an issue with mods/demanding scenarios in general.
McGuba
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Re: Battlefield: Europe MOD v1.6

Post by McGuba »

Hi, and welcome!

1. This mod is not a multiplayer game. It was never intended to be one. As it promises, the player should take command of the Axis side and try to beat the AI controlled Allies. It is like that because it is greatly unbalanced with the Allies having 4-5 times more units than the Axis. However, it is historically mostly accurate as the Allies outproduced the Axis in a similar ratio and had a lot more soldiers. But they made a lot of mistakes, especially in the first half of the war, and had the Axis followed a different strategy they might have won before the war had turned into a war of attrition. And the AI is dumb enough to simulate the inept Allied command early on. At least this is the theory behind the concept. But, if played against a human controlled Allied side it just sinks as any human with a little experience would play better than the AI and then the Axis player has no chance against such odds.

And yet still, it can be played in multiplayer if you really want to, but only do it at your own risk. You might want to use some house rules for instance.

2. Indeed, there are a few hexes where the units of the Allied side would "disappear" but since the Allied side is supposed to be controlled by the AI it would only happen under certain circumstances, when the AI is told to move some of its units there. These are scripted events, for example when the AI controlled Allied side surrenders some units. If you are playing the Allied side and want to avoid it, just do not move your units to these hexes. But then it would be unfair as at the same time the Axis player is told to encirle a Soviet army to force its surrender, and when he does so it does not happen as you do not move your units to the "surrender" ("black hole") hexes. :twisted: This is another reason why this mod is not recommended for multiplayer games.

Anyaway, at a first glance the hexes are:
101, 36
114, 42
117, 44
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