Battlefield: Europe MOD v2.4

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Uhu
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Re: Battlefield: Europe MOD v1.7

Post by Uhu »

Just a question to McGuba: what is the trigger for Bulgaria changing side?
I always encountered, that they change side after one turn of the side change of Romania. So, the Romanians changed side, as expected, but the Bulgarians are reluctant to do it. :roll: Maybe the cause is, that Odessa is still in Axis hand?
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McGuba
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Re: Battlefield: Europe MOD v1.7

Post by McGuba »

Uhu wrote:Just a question to McGuba: what is the trigger for Bulgaria changing side?
Bulgaria should change side one turn after Romania. However, if you manage to recapture several (I do not remember how many exactly) cities in Eastern Romania in the same turn when Romania changed side then you can prevent Bulgaria from changing side the next turn.
Uhu wrote:What I noticed the wast number of Soviet aircrafts! (With the turn 50 speed mode, I did not noticed the late war circumstances earlier.) I don't know, how it will turn out, when even these numbers will be raised in 1.8 Maybe it will be too much, creating an enviroment as in Wester Europe. As I know, ever the later war Soviet air power was not so dominant as the Anglo-American side. It is said, the huge area prevented also the intensive air dominancy.
Yeah, for a long time I thought the same, but then I found "Christos military and intelligence corner" and according to it the Soviets mangaged to gradually increase their frontline aircraft strength, while the Luftwaffe was unable to do the same. While Luftwaffe had around 2.000 aircraft in the East for most of the war, the Red Airfoce was increased from 4.000 (Dec. 1941) through 11.000 (Nov. 1942) to as much as 22.000 (Jan. 1945), which means a 1:10 ratio by the end of the war. He seemingly used reliable sources to come up with these numbers.

http://chris-intel-corner.blogspot.co.u ... h-and.html
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Uhu
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Re: Battlefield: Europe MOD v1.7

Post by Uhu »

Maybe it could be also a solution, that not all Soviet fighters are top level advanced models. I do not know exactly, but I remember so, that I read somewhere, older models were still used until the end of the war.
McGuba wrote: Yeah, for a long time I thought the same, but then I found "Christos military and intelligence corner" and according to it the Soviets mangaged to gradually increase their frontline aircraft strength, while the Luftwaffe was unable to do the same. While Luftwaffe had around 2.000 aircraft in the East for most of the war, the Red Airfoce was increased from 4.000 (Dec. 1941) through 11.000 (Nov. 1942) to as much as 22.000 (Jan. 1945), which means a 1:10 ratio by the end of the war. He seemingly used reliable sources to come up with these numbers.

http://chris-intel-corner.blogspot.co.u ... h-and.html
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Uhu
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Re: Battlefield: Europe MOD v1.7

Post by Uhu »

Well, than I had luck! Actually, it is better, if Bulgaria do not change site. The partisan-hungting Bulgarians ara a useful asset and also to not fighting the Bulgarian army is also a good advance. Plus the recapturable Bulgarian towns do not bring much prestige (max 200).
While there is a huge bonus, if the Romanians change side - I speak about the Normandy save only! - and the player could prepare for it: a powerful Hungarian army appears + the player can recapture a lot of objectives and towns, which brings a lot of prestige. While the Axis Romanian power is just a shadow of itself, so there is no big loss for it.
McGuba wrote:
Uhu wrote:Just a question to McGuba: what is the trigger for Bulgaria changing side?
Bulgaria should change side one turn after Romania. However, if you manage to recapture several (I do not remember how many exactly) cities in Eastern Romania in the same turn when Romania changed side then you can prevent Bulgaria from changing side the next turn.
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Brontoburguer
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Re: Battlefield: Europe MOD v1.7

Post by Brontoburguer »

Guys, I just bought Panzer Corps on Steam and when I saw the mod I was very interested, but I can't install it on my pc. I just followed the steps in the "readme" file but it didn't worked. I have to buy the DLCs as well to make it work?

If someone could help get this working I would be very gratefull.

My best regards.
McGuba
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Re: Battlefield: Europe MOD v1.7

Post by McGuba »

No, this mod only requires the basic Panzer Corps game with no DLCs or such. It should work with the steam version as well, however, I only tested it with an earlier verison on steam.

Soon I will upload a new version which was made with Panzer Corps v1.3, though.
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Brontoburguer
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Re: Battlefield: Europe MOD v1.7

Post by Brontoburguer »

oh, ok! I'm not an expert in computing, if you could made us a easy tutorial for noobs it would be awesome. I'll wait for the new version.

Thanks for the answer!
Brontoburguer
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Re: Battlefield: Europe MOD v1.7

Post by Brontoburguer »

McGuba, I got the mod working! I did something wrong in the installation process. Now is ok!
BlackSpiral
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Re: Battlefield: Europe MOD v1.7

Post by BlackSpiral »

Hello, McGuba

Thank you for this awesome mod! I have recently finished my first playthrough and couldn't wait to begin again and try a different approach.
It's rare to see something that creates this level of replayability in a game. Great, great work!

I noticed two small funny Things, both related to Portugal for some reason:
When looking at the minimap in the right side of the screen, on can see a lot of smal green dots, marking Allied cities, towns and units.
But at the end of my first game I noticed that a small group of dots to the west remained stubbornly green. It turned out to be the cities of neutral Portugal!
I don't know if it's on purpose and serves a function in the game. If so, no problem. :)

The second thing also happened at the end of the game. I had defeated the Soviet Union, and my troops were trying to reach the oilfields in Iraq.
There they met two or three indian infantry units (one in Bagdhad, one in Basra and one out in the desert). They behaved as expected, until one
of them retook Basra from me, and the city suddenly got a portuguese flag! I checked the unit stats, and there was also a portuguese flag there.
I then checked all three units, and all three were flying the portuguese colours on their "unit card".

Anyway, this is nitpicking at very small details. You have done an amazing job, and I love your mod! Looking forward to the next version...

Best regards
BlackSpiral
BiteNibbleChomp
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Re: Battlefield: Europe MOD v1.7

Post by BiteNibbleChomp »

BlackSpiral wrote: When looking at the minimap in the right side of the screen, on can see a lot of smal green dots, marking Allied cities, towns and units.
But at the end of my first game I noticed that a small group of dots to the west remained stubbornly green. It turned out to be the cities of neutral Portugal!
I don't know if it's on purpose and serves a function in the game. If so, no problem. :)
That has always been part of the game - neutrals are always green. Check the Swedish flag in the regular Norway scenario for proof.

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
DoctorHaider
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Re: Battlefield: Europe MOD v1.7

Post by DoctorHaider »

WOW. Such a map. What's the exact size of it in hexes and the hex scale in kms/miles? By the way, is there any limitation on the max map size in the Panzer Corps engine itself? How big a map can be?
McGuba
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Re: Battlefield: Europe MOD v1.7

Post by McGuba »

Brontoburguer wrote:oh, ok! I'm not an expert in computing, if you could made us a easy tutorial for noobs it would be awesome. I'll wait for the new version.
Brontoburguer wrote:McGuba, I got the mod working! I did something wrong in the installation process. Now is ok!
Great! :) I tried to make the step-by-step install guide in the readme files as simple as I could, but its installation does require some basic computer knowledge like folder structure and basic file operations. For steam users the real solution would be the support for workshop, but unfortunately the developers of PzC have so far refused to add it.
BlackSpiral wrote:Hello, McGuba

Thank you for this awesome mod! I have recently finished my first playthrough and couldn't wait to begin again and try a different approach.
It's rare to see something that creates this level of replayability in a game. Great, great work!

I noticed two small funny Things, both related to Portugal for some reason:
...
Hi, and thanks for your feedback. Yeah, that is a bug with Portugal, I will fix it in the next verison.
DoctorHaider wrote:WOW. Such a map. What's the exact size of it in hexes and the hex scale in kms/miles? By the way, is there any limitation on the max map size in the Panzer Corps engine itself? How big a map can be?
The scale in this mod is about 25 km/15 miles per hex. I do not know if there is a limitation on max map size in PzC. Some other modders made larger maps than mine and they seem to work.

However, as PzC was not designed for such huge maps I think the real limitation is more practical than technical. If the map is too large players cannot really use the in game mini- and strategic maps for planning which would negatively affect gameplay. Also, a bigger map normally means more units on the map which may result in long AI turns and lags, again negatively affecting gameplay. So I just tried to find a good balance when deciding the map scale.

To be fair, I was a bit surprised to see that the recently released official game "Strategic Command WWII: War in Europe" uses almost exactly the same scale as my mod so I think I got it quite right.
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McGuba
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Re: Battlefield: Europe MOD v1.8

Post by McGuba »

Changes in v1.8


- in-family unit upgrade charts added to the library section
- Rate of Fire information added to the library section
- partisan war in Yugoslavia improved with pro-Axis Chetniks and Tito's Communist Partisans fighting each other
- some weak understrength partisan and commando units now have the camo trait (can only be spotted by a ground unit next to them)
- number of Fallschirmjager units on the map at the start is reduced to 1
- to compensate the above a Brandenburger unit is added in turn 4 (understrength elite infiltrators/scouts/paratroopers/commandos with camo trait)
- ground unit movement ranges fine tuned (mostly slowed down in bad weather)
- hills, mountains and forests now have the lowsup trait meaning these terrain types will provide less ammo and fuel to ground units when resupplying
- number of Allied recon units increased
- Middle East terrain improved, also probably harder to capture this area
- number of Soviet air units increased by approximately 50% to better reflect historical ratios
- late model upgrades added for Tiger I and Tiger II with better reliablility (more movement range/max fuel)
- late war Italian fighters more expensive
- a few new units added
- overall difficulty increased...


Major naval overhaul:
- naval units rebalanced: now each battleship/battlecruiser unit represents one actual battleship/battlecruiser, each heavy cruiser unit represents 2 heavy cruisers, each light cruiser unit represents a flotilla of 4 light cruisers, each destroyer unit represents a flotilla of 8 destroyers/torpedo boats and each U-boat/submarine unit represents 20 subs. The number of naval units on the map are mostly rebalanced according to this by using historical ship availability charts.
- some naval unit values are revised, most notably destroyers have better naval attack (they are better against submarines) and the difference between light and heavy cruisers is less significant.
- fuel oil crisis added: due to the severe lack of fuel oil Italian and German heavy ships were mostly confined to their ports from early/mid 1942, only going out for short range missions occasionally. This historical situation is simulated by a gradually reduced maximum fuel of Axis battleships and battlecruisers. Players have to capture at least two oil fields to get rid of this restriction.
- some Allied naval actions and fleet movements are modified by adding more historical maneuvers
- Trondheim, Norway is added to the list of valuable cities which generate 50 prestige per turn as long as owned by the Axis. (As a compensation the amount of prestige in turn 1 is reduced.) As historically, the battleship Tirpitz should be deployed there as a deterrent otherwise the Allies might attempt to invade Norway. The more time the Tripitz spends elsewhere, the higher the chance of a British invasion of Norway which may result in the loss of an important prestige generating city. However, if the Axis manage to capture at least one victory objective city in England, the British give up their invasion plans for good and only concentrate on defense, wheter or not the Tirpitz is in Trondheim.
- if Axis does not own any oil fields (after the possible loss of Romania) all Axis ground units will lose 5 fuel points in each turn, unless at least one oil field is recaptured.



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Download the latest version from here:

https://www.dropbox.com/s/troam8dw47s3y ... 8.zip?dl=0

IMPORTANT! To get all the changes in v1.8 you MUST start a new campaign after installing it. Loading and continuing a campaign started in any previous version will result in having erroneous movements for some units.
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Intenso82
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Re: Battlefield: Europe MOD v1.8

Post by Intenso82 »

Its very intresting new features.

Especially camo trait.
And there is a similar trait for terrain ?
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Ceek
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Re: Battlefield: Europe MOD v1.8

Post by Ceek »

Who needs Black Friday when Christmas presents like these come for free!

Thank you so much for your work on this, McGuba. It sounds like you've once again upped the ante on all counts. I can't wait to try it out and will, of course, give you feedback.
Brontoburguer
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Re: Battlefield: Europe MOD v1.8

Post by Brontoburguer »

Guys, could you give some hints to get better results in my campaign? I'm trying to take Malta, but it's very hard to do it, I manage to get the entire Italian fleet there for bombardment, but the island stills holding on.

I started the game at Barbarossa, I'm trying to send all my forces right into the enemy oil fields in Caucasus, I changed the army group center main trust to the southern front. I'll ignore Leningrad, Moscow and some other cities and focus only in advancing southwards, but I'll make a defensive line from Riga through Smolesnk using the Pripet marshes as part of the defense.
I'm in the end of october now and I'm a bit late in my task. Kiev has just been capture now and I'm on my way to Stalino. I don't know if my plan will work out.
Ceek
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Re: Battlefield: Europe MOD v1.8

Post by Ceek »

The quick and dirty reply is to read the AARs included in the mod for advice on strategies.

Specific to Malta, you'll want to transfer your Stuka w/ Rudel down to the Med during the winter months along w/ enough air support to protect his bombing runs. W/ him there I am usually able to reduce the fortifications and capture the island by Summer '42.

I've never tried your "southern strategy" as you describe it, but I believe one of the AARs I mentioned above describes that strategy. For me, I focus on Moscow by Christmas, Leningrad in '42, and the Caucausus (and Soviet surrender) by the end of '43. I could manage all that on General in 1.7 but it sounds like McGuba has upped his game in 1.8 so I'm eager to see if the approach still holds.

The scenario is a monster and requires multiple playthroughs to figure out what does/n't work. Be patient w/ yourself and enjoy the challenge!
Uhu
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Re: Battlefield: Europe MOD v1.8

Post by Uhu »

Please read through, there is a detalied Tipps and Tricks section to this mod.
On the other hand, it is tempting, but you cannot really fast take the Caucasus oil fields - you can, but only sacrificing all other fronts, which, summarized do not earn the achivement. First the fast eliminating the Pockets (Kiev, etc.) paralell advancing to Leningrad to start the siege and capture Moscow before snow hits the fan (if you do it smart enough, you can even transport out your most valuable units to Europe to avoide the strenght loss for them). And also prepare in the meantime to initiate the landing in the winter of 41 to Britain (and Cyprus, but I do not want to tell the whole story, try it ;) ).
Brontoburguer wrote:Guys, could you give some hints to get better results in my campaign? I'm trying to take Malta, but it's very hard to do it, I manage to get the entire Italian fleet there for bombardment, but the island stills holding on.

I started the game at Barbarossa, I'm trying to send all my forces right into the enemy oil fields in Caucasus, I changed the army group center main trust to the southern front. I'll ignore Leningrad, Moscow and some other cities and focus only in advancing southwards, but I'll make a defensive line from Riga through Smolesnk using the Pripet marshes as part of the defense.
I'm in the end of october now and I'm a bit late in my task. Kiev has just been capture now and I'm on my way to Stalino. I don't know if my plan will work out.
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uzbek2012
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Re: Battlefield: Europe MOD v1.8

Post by uzbek2012 »

McGuba wrote:Changes in v1.8
Thank you so much ! Glad you're back in business )
http://uniforma-army.ru/germany-kav-vermaht.php
Last edited by uzbek2012 on Sun Nov 27, 2016 10:46 pm, edited 1 time in total.
Brontoburguer
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Re: Battlefield: Europe MOD v1.8

Post by Brontoburguer »

But I want to pick the oil fields first to see what happens, Uhu. I'll sacrifice the other fronts.
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