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 v1.8

Post by Uhu »

Played Normandy Save 1.8 with Dice Chess and on preset level (no manual Rommel-prestige calculation).

If somebody is interested, here is the replay file:
https://panzercorps.wordpress.com/2016/ ... -1-8-draw/

- Goals achived (Leningrad, Moscow, Malta, Italy re/taken, Paris held, most of France retaken, Allied Normandy force contained, Balkan mostly cleared)
- I found this version a little easier, because Army Group Middle have more armor at the start, most important, a Panther is present, so the defense of the first turns - until reinforcements could brought in - is somewhat easier.
- Soviet Airforce is terroristic, probably with an earlier capture of Moscow, Leningrad and Caucasus, probably there would be less swarms of Red Flying Devils. :)
- I couldn't use well the Branderburgers, because Sardinia was shockingly occupied, so they were trapped on the island, after parachuted. :shock:
- I just let the NW Europe air theater to the Alllied - resistance would be futile and I used my airforce much better in Southern France and Italy. Still the AA gun contentration at the "triangle" was there to retaliate at least and make the Allied planes weaker.

* I like all the new units! I missed the OT-85, now it is here and is the biggest badass in the game! Even more brutal, as the IS-2, because it do not bother about close combat encounters...
* The new types of partisans are also welcome! The weak, but effectively support-, and transport breaker units are more close to historical reality. On the other hand, partisan-war at the Balkans are now a real challenge! At least in Normandy save. I also welcomed the Italian partisans - I missed them too. :)
* Also the Allied warships in the Mediterrean are no more idle, but very active (or they were set to the new, nothern location - I just saw them at the beginning of the Normandy save). They are not decisive, but they can be still harmful and greatly influence the battles in Italy and in the Balkans.
* The western coast of France are now also more guarded by Allied warships - no more raid possible against the naval transport units. I could barely smuggle out of my remaining naval crafts from the region.
* Late-convoy war is almost impossible. As I reported earlier playing 1.7 Normandy save, I could make a lot of needed prestige to order my entire German fleet to this suicide but worthy mission. Now, there are not many capital ships left at the start... I could make a few houndred prestige, but it was even a painfully job to reload so many times to find a few save spots on the convoy route for a few turns. After that, the fleet was always overrun. Still, I think, it's the best use of them, because no else can it be effectivel used. (Of course, if the Russian territories will be given up, then they can be useful to assist at the defense at Königsberg.)
* It was a bitter surprise that the prestige-gift were reduced from 1500 to 1000. Probably because of Trondheim's 50 p/turn, right?
* Why was the Lancia 3Ro taken away from the Italian 105mm gun? It was the only potent and relative fast combination from the Italian gun arsenal...

And finally a frustrating issue: while the 1.30 pach brings some new nice features, it made also to freeze the game many times (without error message). Earlier was not this the cause (of course Nocache is on) - did anybody else encounter this?
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GeneralWerner
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Re: Battlefield: Europe MOD v1.8

Post by GeneralWerner »

Some remarks concerning my current AAR of version V1.8. I am trying to replay my very first AAR where I also focused on the Caucasus oil fields and ended with a tightly loss. Now with more experience of many victories against the AI I want to do it better than in the past.

But in the end I have to confess, it is again not working. I am now in round 50 and have already suffered lethal damage of IIIer tanks, anti tanks and artillery due to the retreat from the Voronezh beach head. This game will end also in a very historical way. I have to draw back the troops from the Caucasus or the whole frontline in the north will collapse already in 1943.

Focusing on the Caucasus and not on Moscow, Leningrad leaves Russia so many resources for a long time. I have sent more than 20 (good) troops to the Caucasus but they are really missing in the defense lines in the center and in the north.

So I claim that (at least for me) the “Focus on the Caucasus” strategy is a failure. But maybe somebody else can proof the opposite?!

Getting the oil fields “quickly” could be done by landing troops in Palestine or sending troops over the Black Sea. But McGuba wrote he made Palestine more difficult and he removed the Axis sub in the Black Sea what makes it also much more difficult to clean the way to the eastern shores (with bombers only).

So my conclusion finally is that going for Moscow+Leningrad is a must if you are not attacking the British first.

Some technical issues.

This time I was hit often very hard by extreme bad luck results in fight. Killing/forcing to retreat an important German troop opening the Allies to attack the covering artillery. So I also like Uhu will prefer “chess dice” in the future.

As we have now much more planes in the east the drawback that a fighter squad is protecting a neighboring bomber squad only once and not multiple times gets even greater (I know that restriction is coming from the main game).

My Italian battleships ran out of fuel between Tobruk and Crete. When the yellow fuel warning came they already could not reach any harbor. Maybe this could be retuned to get the fuel warning earlier or to have some more fuel to move around 20 hex fields if the warning is coming.

For the first time I skipped Tunisia and defend Sicily (like JimmyC has done it already in the past). I had a well equipped fleet – even without the two battleships - and already defeated the incoming American destroyers and subs. So I wanted to concentrate on the powerful three American battleships. In that moment Tunis was lost and the Torch invasion fleet appeared out of nothing in the same sea area (!) there my own fleet was operating. Of course the Allied heavy cruisers, destroyers and subs attacked immediately and as they seem much stronger than my ships and subs they made a real massacre while my Italian ships could not even flee because they were stuck in the appeared American transporter fleet. I suggest that the Torch invasion fleet should also spawn more in the west and move to Sicily at least if there are so many Axis ships operating in the sea between Sicily, Tunisia and Malta.

With kind regards
Werner
McGuba
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Re: Battlefield: Europe MOD v1.8

Post by McGuba »

Uhu wrote:* It was a bitter surprise that the prestige-gift were reduced from 1500 to 1000. Probably because of Trondheim's 50 p/turn, right?
Yes. 50 prestige per turn multiplied by 99 is almost 5000 extra prestige for the whole campaign. That's why I added the prestige penalty at the end of turn one and that's why I reduced the prestige awards for the capure of the main objective cities/areas. They can still come handy, just not that decisive.
* Why was the Lancia 3Ro taken away from the Italian 105mm gun? It was the only potent and relative fast combination from the Italian gun arsenal...
I realised that the Lancia 3Ro was not used to tow or carry the 105 mm gun. It could not tow it, as it could not be towed at high speeds due to its WWI era wheels and suspension, and although they did make tests to load it onto the platform of a Lancia Ro by using ramps, they found it too time consuming. (Artillery guns should be made ready for relocation as fast as possible to avoid counter-fire by enemy artillery.)
I found that photo earlier (when they load the cannon onto the platform of a Lancia) and thought that it was a common form of transportation, but in fact it was only a failed test. It is all explained here (in French, but Google translator works well in this case):

Originally designed for horse-drawn traction and thus deprived of suspensions, the 105/28 cannon could not be towed by a motor vehicle at high speed (for the time ...), under penalty of being exposed to significant deterioration. To remedy this, the army decided to equip all parts of the wheel trains for mechanized traction in the late 1920s. The wheel train consisted of two metal wheels with rubber tread connected by an axle with suspensions with metallic blades. The upper part of the wheel train was fixed under the barrel, so that its wheels did not touch the ground. For off-road traction, since the speed was very limited, the wheel train was placed between the gun arrow and the tractor, thus serving as a front end. The tractor retained for towing the 105/28 was the Pavesi P4.

Despite its undeniable utility, the roller train had the disadvantage of lengthening the time of deployment of the cannon and limited the traction speed to 18 km/h. In 1937, the Army decided to launch various experiments to try to increase the speed of displacement of the canon to 40 km/h. Three solutions were proposed and tested in Libya: the transport on the platform of a Lancia Ro truck, the adoption of wheels equipped with Pirelli semi-penile wraps and the adoption of a new tire wheel train. For the first solution, the truck carried two ramps to load and unload the gun. This method was discarded because the time to load the cannon was considered too long.
http://www.italie1935-45.com/regio-eser ... -de-105-28

On nearly all pictures that I could find the 105/28 is towed by the Pavesi P4. However, somewhere I read that the SPA TM 40 (the "big brother" of the TL 37) was also used to tow this gun and it had a higher speed, but according to the same site, historically only a small portion of the guns were upgraded to the semi-pneumatic wheels which allowed high speed traction:
By April 1942, 839 guns of 105/28 were still in service, of which only 108 were equipped with semi-pneumatic tires.
Still, I might add the TM 40 later, but then I need to make a new icon for this tractor first. And it should only be available later, in 42/43 to allow time to produce enough tractors and for the wheel upgrade.


GeneralWerner wrote:Some remarks concerning my current AAR of version V1.8. I am trying to replay my very first AAR where I also focused on the Caucasus oil fields and ended with a tightly loss. Now with more experience of many victories against the AI I want to do it better than in the past.
You might be more experienced, but the mod has also become harder in the meantime. :evil:
So I claim that (at least for me) the “Focus on the Caucasus” strategy is a failure. But maybe somebody else can proof the opposite?!
Maybe with a shorter, straight frontline in the middle it is possible. But holding Rostov is indeed a big issue. Historically, the biggest problem was the over-extension of the frontline. There were just not enough Axis troops to hold a 2-3000 km long frontline and to provide them with modern weapons and supplies. The Soviets could assamble a strong force anywhere and break through this long frontline with ease.
My Italian battleships ran out of fuel between Tobruk and Crete. When the yellow fuel warning came they already could not reach any harbor. Maybe this could be retuned to get the fuel warning earlier or to have some more fuel to move around 20 hex fields if the warning is coming.
Unfortunately it is hard coded and cannot be changed. Naval units in general can easily run out of fuel as the warning does not come up when it should (when they have to turn back to reach a friendly port), as it happens with the air units, but when fuel level reaches a certain low amount. :( Therefore I just added several messages to warn players to stay near friendly ports with the heavy ships.
I suggest that the Torch invasion fleet should also spawn more in the west and move to Sicily at least if there are so many Axis ships operating in the sea between Sicily, Tunisia and Malta.
Yes, it would make sense, but it should not be too far as historically the Sicily landing (ealry July) came soon after the fall of Tunisia (mid May), which in this mod is only 3 turns (6 weeks). That's why they are so close. But I will look into it. However,
Of course the Allied heavy cruisers, destroyers and subs attacked immediately and as they seem much stronger than my ships and subs they made a real massacre
In fact the Allies did have a massive naval force and air superiority and the (remants of the) Italian fleet did not even dare to intervene for fear of suffering heavy losses and gaining nothing. Also they were lacking fuel, so this outcome is not that far from reality. :(
But McGuba wrote he made Palestine more difficult and he removed the Axis sub in the Black Sea
I wrote taking Palestina might be more difficult, but mainly because of the terrain and not because of increased resistance. I took out the Romanian submarine at the start as the Axis had only one submarine (the Romanian Delfinul) in 1941 in the Black Sea, and from v1.8 each naval unit should represent a certain amount of actual ships or submarines. The single Axis submarine in 1941-late 1942, the Delfinul only sank one Soviet merchant ship in nine patrols and suffered from mechanical problems so it did not make a huge contribution to war efforts. By fall 1942 six small coastal German Type II U-boats were transfered to the Black Sea via land and later two new Romanian submarines were comissinoned. That's why the only (understrength) u-boat unit in the area appears later.

Also, I did not really like the relatively easy shortcut to the Caucasus provided by the Black Sea. There was a reason why the Axis did not attempt major landing operations in that area. The Soviet navy outnumbered the Axis several times.
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P210
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Re: Battlefield: Europe MOD v1.8

Post by P210 »

V1.8 campaign on Field Marshal level completed.

This was rough.

After Allied landed in Normandy I was rally close totally losing force cohesion. Just in the last minute reasonable Inf defense lines formed in bocage backed up with Art and Flak. Stalemate lasted up to turn 99.

East. Enemy was really aggressive. Stukas got attacked time after the time despite fighter escort. Attack was going nowhere. At some point I lost two original core, two star, strength 7, PzKw IV's in single shot kills by SU-100 and T34/85 in a single turn. Then I decided to go on defensive in all fronts. In order to save prestige. NA advance stopped just east of Suez Canal. During winter '44/'45 pulled back all Tac. bombers and Figters. Then slowly upgraded all Tac. bombers to FW190 F and G and all Messerschmitts to K standard.

East spring '45. Payback time. Full strength BF109K's came with supercharged DB 605's screaming and 30mm cannons blazing and FW190's fully loaded with bombs and rockets. :twisted:

After two months of fighting the air over key advance routes was mine. Panzer march.

SU surrendered on turn 96 when stalin was blown up with his bunker.

Conclusion. SU exists no more. Air superiority achieved over NW Europe by close cooperation with radar network, Flak and Fighters. Not forgetting NJG units after Mustangs were chased back to their stable. Normandy landing was contained but not defeated. Allied still enjoyed unquestioned air supremacy over beaches. NA was in Axis control from Casablanca to Jerusalem. Not able to reach oilfields in Caucasus or ME. Had to leave western Mediterranean totally under Allied control. Small presence in eastern parts, but only because RN did not choose to advance there.

I believe the 50% experience plays a big part in making game tougher. In late war my units more often than not had lower exp. than enemy. Especially for PzKw IV the missing 3 star initiative point is crucial. They just do not have a change against late SU armor without it. Same applies, to a lesser extent, also for BF109G types.

I probably have to swallow my pride and play the next game in default General difficulty. :D


Minor tech. notes,

- Pavesi tractor issues with forests and hills.
- Sd. Kfz. 232 (8-Rad) ignores bocage totally.
- One airfield in mid Europe does not work. Near Prague, if I remember correctly.
- ME410 icon is corrupted.


Thank you very much McGuba! This was/is a real challenge.
Last edited by P210 on Mon Dec 12, 2016 10:56 am, edited 1 time in total.
P210
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Re: Battlefield: Europe MOD v1.8

Post by P210 »

Uhu wrote: And finally a frustrating issue: while the 1.30 pach brings some new nice features, it made also to freeze the game many times (without error message). Earlier was not this the cause (of course Nocache is on) - did anybody else encounter this?
No freezing of the game except the usual crash on turn 8 in France scenario. Though that has always been there regardless of the game version. Just need to load the save and play it again.
Hassanka
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Re: Battlefield: Europe MOD v1.8

Post by Hassanka »

Brief reports:
I played 1.6 version twice (recomended diff.). I consider myself above average tactical player, and i try to not use save scumming too much. /only for malta bombardment :)/

First time i was defeated by turn 88 :)
Seccond time i was able to win total victory, by turn 94. Hardest part for me was invading Britain, because i lost alot transport ships before, and with only 5 of them its rly hard :)

Nowadays, Iam playing version 1,8:
I have defeated Soviets by turn 51, but i wasnt able to stop US army from taking TUNIS, and now they are marching towards ROME.
I am not sure, but i think dificulty went up in northern africa
I am planning to repel US army and sink all ships the US thrown on mediterranean.
But, i wont be able to invade britain before they launch their attack, so i will probably get minor victory.

I have one question: Do the US forces get reinforcement all the time after they invade Italy, or it is possible to defeat them?
(moving all the planes from the soviet to the italy to sink those ships)
McGuba
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Re: Battlefield: Europe MOD v1.8

Post by McGuba »

P210 wrote:I probably have to swallow my pride and play the next game in default General difficulty.
General is the recommended difficulty level, and it is for a reason. :wink:
- Pavesi tractor issues with forests and hills.
Ok, thanks, will fix it.
- Sd. Kfz. 232 (8-Rad) ignores bocage totally.
What do you mean by "ignores"? Currently it has All Terrain movement:
Bocage 3 -100 3
which means it uses 3 movement points when clear or snowy ground and going through Bocage and uses all of its movement points to enter a Bocage hex when muddy.
:?:

- One airfield in mid Europe does not work. Near Prague, if I remember correctly.
Well, I checked all, and could not find any issues. Would you be more specific which one, and why it does not work?
- ME410 icon is corrupted.
Hm... again, I do not really understand, would you be more specific? I do not see any problem with it, maybe you are missing this file for some reason??
Me_410A.png
Me_410A.png (38.09 KiB) Viewed 4230 times
P210 wrote:
Uhu wrote: And finally a frustrating issue: while the 1.30 pach brings some new nice features, it made also to freeze the game many times (without error message). Earlier was not this the cause (of course Nocache is on) - did anybody else encounter this?
No freezing of the game except the usual crash on turn 8 in France scenario. Though that has always been there regardless of the game version. Just need to load the save and play it again.
I still do not know why there is this crash in turn 8 in France. I never had that. Also I did not really have crashes in the big scenario, maybe one or two times. It might be because the scenario is getting too big, I mean too many units, graphics, sounds, etc, and on some older machines or if you are using many other programs in the background it might cause problems now. I think it is time to stop adding new features. But, anyway, I do not really want to as I think it is fairly finished, so...

Hassanka wrote:I am not sure, but i think dificulty went up in northern africa
Not that much, it is mainly the naval war in the Med which could be harder. Maybe some more planes and more recon, dunno.
Hassanka wrote:I have one question: Do the US forces get reinforcement all the time after they invade Italy, or it is possible to defeat them?
(moving all the planes from the soviet to the italy to sink those ships)
They do get some reinforcements later, but not too many. The Allies' attention shifts to France, as historically.
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Yrfin
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Re: Battlefield: Europe MOD v1.8

Post by Yrfin »

Which new features will be in BattleField 1.9 ? New units, movements change or something else ?
Maybe AI improvement ?
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Yrfin
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Re: Battlefield: Europe MOD v1.8

Post by Yrfin »

Ok.
Lets start wishing list Battlefild: Europe 1.9:

France company
- Add Grossdeutschland.Inf (m) unit (instead any Inf unit):
GD.png
GD.png (16.64 KiB) Viewed 4154 times
- Add 1.SS Leibstandarte.Inf (m) unit (instead any Inf unit):
SS_LAH2.png
SS_LAH2.png (15.81 KiB) Viewed 4154 times
- Add Grossdeutschland StuG.Div (StuG IIIB) [5]

- Add Hs 123A-1 (instead Ju 87B unit):
Hs 123A-1 8 0 4 52 10 1 0 3 8 3 8 3 21 12 0 2 0 Ger_lw_Hs_123.png 01.01.1939 01.01.1946 5 reconmove
Ger_lw_Hs_123.png
Ger_lw_Hs_123.png (19.92 KiB) Viewed 4154 times
Extend core units +4.

Barbarossa company
- Add BV 138C-1 3/SAGr.125 unit (Constanca Black Sea)
- Add BV 138C-1 KustenGr.406 unit (Stavanger)

What youre think about this change ?
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Ceek
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Re: Battlefield: Europe MOD v1.8

Post by Ceek »

Not to answer for McGuba, but my sense is that he has been (understandably) uncomfortable about representing the activities of the SS in his mod. I would also strongly prefer he does not, and am glad he begins the scenario with reference to the removal of Germany's "leader."
Uhu
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Re: Battlefield: Europe MOD v1.8

Post by Uhu »

- You can do it yourself the given unit icons and names: additional units an icons by editing the equipment file. If you are not familiar, I can make an edit for you. Also you can rename any units in the game with ALT + N keyboard combination.

- +4 core? Haha, it's a war, not a wishlist, comrade! ;) Earlier there was +3 core with inf units, but some of the players - like me - made the dirty trick to sell them and buy instead of them arty, planes. :) So, adding additional core force would make the game easier, which is not the direction, where McGuba navigates.
Yrfin wrote:Ok.
Lets start wishing list Battlefild: Europe 1.9:

France company
- Add Grossdeutschland.Inf (m) unit (instead any Inf unit):
GD.png
- Add 1.SS Leibstandarte.Inf (m) unit (instead any Inf unit):
SS_LAH2.png
- Add Grossdeutschland StuG.Div (StuG IIIB) [5]

- Add Hs 123A-1 (instead Ju 87B unit):
Hs 123A-1 8 0 4 52 10 1 0 3 8 3 8 3 21 12 0 2 0 Ger_lw_Hs_123.png 01.01.1939 01.01.1946 5 reconmove
Ger_lw_Hs_123.png
Extend core units +4.

Barbarossa company
- Add BV 138C-1 3/SAGr.125 unit (Constanca Black Sea)
- Add BV 138C-1 KustenGr.406 unit (Stavanger)

What youre think about this change ?
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Uhu
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Re: Battlefield: Europe MOD v1.8

Post by Uhu »

...and speaking about dirty tricks: I often use recon planes to cover one of my important and vulnerable units, by flying over them, or at the starting phase, they are also good to not let the parked Soviet planes taking up. They are even good to draw attention from AA units of the enemy. :)
But I think, these actions can be defended - at least partially - as realistic: the enemy do not recognise them as recon units with weak attack values, therefore they avoid the scene. Also, seeing the swarms of the planes above the airfields, the Soviet pilots do not trust to start their machines in such dangerous situation. While the AA units recognise the type of these planes and see them as priority targets.
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Yrfin
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Re: Battlefield: Europe MOD v1.8

Post by Yrfin »

- You can do it yourself the given unit icons and names: additional units an icons by editing the equipment file. If you are not familiar, I can make an edit for you. Also you can rename any units in the game with ALT + N keyboard combination.
Course I can. I can edit scenario file too. But I need see it not only in MY equipment file :)

- +4 core? Haha, it's a war, not a wishlist, comrade! ;) Earlier there was +3 core with inf units, but some of the players - like me - made the dirty trick to sell them and buy instead of them arty, planes. :) So, adding additional core force would make the game easier, which is not the direction, where McGuba navigates.

This +4 core must be "noupgade nopurchase" - for balance of course. Just for historical and variety - no more :)
Last edited by Yrfin on Sun Dec 18, 2016 7:13 pm, edited 1 time in total.
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Yrfin
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Re: Battlefield: Europe MOD v1.8

Post by Yrfin »

Ok.
Next step- Movement types.

Yep its big problem in balance of course
But lets start changes :)

Change #1

Ordinary
# Tracked
# Dry Muddy Frozen
Clear 1 2 2
Countryside 2 3 3

Change #2

Extra-truck
IDS_MOVT_ETRACK Extra-truck
#Tank Extra Tracked (Soviet T-34)
# Dry Muddy Frozen
Clear 1 2 1
Countryside 1 2 1
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McGuba
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Re: Battlefield: Europe MOD v1.8

Post by McGuba »

Yrfin wrote:Which new features will be in BattleField 1.9 ? New units, movements change or something else ?
Maybe AI improvement ?
I have not really started adding new content since the release of v1.8. So far I have only made new surfaced icons for the U-boats Type II, VII and XXI. So yeah, I will drop the vanilla generic U-boat icon with which I was never happy and add some more type specific ones. Also I made some minor changes to the map. And basically that's it. But it is far too little to justify a new release so it will not happen any time soon.

AI improvement is not possible as it is all hard coded.

Ok.
Lets start wishing list Battlefild: Europe 1.9:

France company
- Add Grossdeutschland.Inf (m) unit (instead any Inf unit):

- Add 1.SS Leibstandarte.Inf (m) unit (instead any Inf unit):
Well, yes, as others have stated correctly, for a number of reasons I do not plan to add direct referencies to National Socialist formations, symbols or stuff like that in this mod. Although I could list a number of moral and practical reasons (e.g. there would be no total freedom as long as the Führer is there), now let's just say I would like to follow the path of Panzer General and vanilla Panzer Corps, which did the same.
- Add Grossdeutschland StuG.Div (StuG IIIB) [5]
As far as I know in France in 1940 there were only a few StuGIIIA used, something like 30. There was not "B" version used in France 1940. In this mod a tank/assault gun unit represents 200 vehicles of the same type so this number is too small to get an actual unit there.
- Add Hs 123A-1 (instead Ju 87B unit):
The same goes for this. For a time I was thinking about adding this unit type, as I like it too, but again, there were far too few in active service, something like 36 in 1939, and this number gradually decreased as the war went on. (In this mod an air unit represents 100-150 aircraft.) On the other hand, the Fw 200 Condor was used in similarily small numbers and it is in the mod, but it represents all the other planes of KG 40 as well, which included a number of other types such as Do 217, Ju 88, He 111, and He 177.
Extend core units +4.
I do not really see why it would make the mod significantly better. It would definitely make it easier, though.
This +4 core must be "noupgade nopurchase" - for balance of course. Just for historical and variety - no more :)
The problem is, it would actually unbalance the mod as some players would sell/disband them and than purchase some more capable units instead, like tanks or fighters. Then it would be harder to make the mod equally challenging for everyone. Some players would exploit it, while others would not, and it would make the mod more unbalanced.
Barbarossa company
- Add BV 138C-1 3/SAGr.125 unit (Constanca Black Sea)
- Add BV 138C-1 KustenGr.406 unit (Stavanger)
I personally like the BV 138, but there is no good unit icon for it that I know of. When I mean good, I mean one in the same style as the others, which is bebro's original air unit icon style. If there was one, I would consider adding it. But only one unit, due to the small numbers produced.

Ok.
Next step- Movement types.
Changing the movement values can be quite tricky. Bear in mind that it will not only affect the player's units, but also those of controlled by the AI. And for example the AI is awfully bad in moving its units out if they get stuck behind some obstacle. The movement changes that I introduced have already messed up things a bit and created some unwanted AI behaviour.
Ordinary
# Tracked
# Dry Muddy Frozen
Clear 1 2 2
Countryside 2 3 3
In my understanding countryside terrain should include some roads as well, at least some dirt/agricultural roads or paths which normally make movement easier, not harder as opposed to clear, undeveloped terrain which does not. So I think I am happy with the vanilla values here which make these two pretty much the same.

Extra-truck
IDS_MOVT_ETRACK Extra-truck
#Tank Extra Tracked (Soviet T-34)
# Dry Muddy Frozen
Clear 1 2 1
Countryside 1 2 1
I see your reasoning here, but some sources claim that the T-34 was not THAT good:
The T-34 could use the 4th gear only on a paved road, thus the max speed over cross-country was theoretically 25 km/h but in practice it was only 15km/h because changing from 2nd gear to 3rd required superhuman strength.

On later modifications there was a 5-speed gearbox which allowed for a cross country speed of 30 km/h. However it seems that even vehicles built late in the war were not guaranteed to have the new 5-speed gearbox. The tanks given to the Polish People's Army in late 1944/early 1945 and those used by the North Korean Army in 1950 had the old 4-speed setup (6).
WWII Myths - T-34 Best Tank of the war
http://chris-intel-corner.blogspot.co.u ... f-war.html

But most sources seem to agree that it was better off road than the German tanks in 1941-42, especially in mud and snow thanks to its wider tracks. But there were some other good off road tanks such as the late war Panthers and Tigers or the slow, but unstoppable Churchill. However, it would require extensive research which tanks had better or worse off road performance and I do not really have enough sources and time for such an extensive research.

And in fact we should rather make tanks slower off road as most WWII tanks were about half as fast when not on paved roads. Or maybe just make them somewhat faster on roads. But it would mess up things quite a bit in the game.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
Uhu
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1437
Joined: Fri Nov 04, 2011 9:16 pm
Location: Hungary

Re: Battlefield: Europe MOD v1.8

Post by Uhu »

Thank you McGuba for this really interesting T-34 myth debunking article link! I always liked studiing history to have myth debunked. :) I find it paralell to the myth of "overhelming masses of attacking manpower of the Soviets": for example, it turned out, that in the offensive against the 2nd Hungarian Army in Jan. 1943, they had absolute no high numbers: it was about the same as the Hungarians. But while the Hungarian troops had cover the whole frontline (thinly), the Soviets built up local, overhelming strenght, which than could make the breakthrough. Also it was not true, thath the "Hungarians without proper AT defense faced huge number of T-34's": as the above link also states, even in early 1943, light tanks made up about half of the Soviet armored force. Plus the Hungarians had also many capable AT guns as a significant armor force too. So the defeat was not from this causes.
Image
Image
Yrfin
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 818
Joined: Sun Dec 04, 2016 6:47 am
Location: Behind your backs

Re: Battlefield: Europe MOD v1.8

Post by Yrfin »

McGuba wrote: AI improvement is not possible as it is all hard coded.
It was a joke :)
Barbarossa company
- Add BV 138C-1 3/SAGr.125 unit (Constanca Black Sea)
- Add BV 138C-1 KustenGr.406 unit (Stavanger)

I personally like the BV 138, but there is no good unit icon for it that I know of. When I mean good, I mean one in the same style as the others, which is bebro's original air unit icon style. If there was one, I would consider adding it. But only one unit, due to the small numbers produced.
Thats a good icon BV138
ger_lw_Bv_138.png
ger_lw_Bv_138.png (45.51 KiB) Viewed 4080 times
When im died - I must be a killed.
Yrfin
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 818
Joined: Sun Dec 04, 2016 6:47 am
Location: Behind your backs

Re: Battlefield: Europe MOD v1.8

Post by Yrfin »

Next idea:

More multi-purpose unit.

Add infantery close art support
0 Inf.Div (Schützen) 0 260 6 0 3 1 0 2 3 1 0 1 8 16 2 0 0 Ger_Inf_Schutzen.png 50401
50401 leIG.Art.Div (7.5 cm leIG) 4 130 6 0 2 1 1 1 7 3 0 1 2 6 0 0 Ger_art_7.5cm_leIG18.png 0

1 MG.Btl 0 230 5 0 2 1 0 3 5 3 -2 1 8 17 2 0 0 Ger_inf_MG.png 50402
50402 sGr.W.Div (8 cm) 4 60 5 0 2 1 1 2 7 2 0 1 2 6 0 0 0 ger_art_81mor.png 1

Change SdKfz:
43 Auf.Abt (SdKfz 221) 2 150 18 80 8 3 0 4 3 1 0 1 4 6 2 1 0 Ger_ba_SdKfz_221_x.png 50202

50202 Auf.Abt (SdKfz 223) 2 90 10 80 0 4 0 1 -3 -1 0 1 4 6 1 1 0 Ger_ba_SdKfz_223.png radar nopurchase 50203

50203 Auf.Abt (SdKfz 221 PzB39) 3 90 10 80 8 1 0 4 1 5 0 1 4 6 1 1 77 Ger_ba_SdKfz_221_x_pzb.png 43

Add Art mode to 8.8:
99 sFlaK.Div (8.8 cm) 5 300 12 0 1 2 3 8 -3 -9 18 0 4 10 0 0 0 Ger_aa_8.8cm_FlaK36_AA.png 72

72 sFlaK.Div (8.8 cm) AT 3 300 12 0 1 2 0 8 5 17 -9 0 4 6 0 0 0 Ger_aa_8.8cm_FlaK36_AT.png 5126

5126 sFlaK.Div (8.8 cm) Art 4 274 12 0 1 2 2 1 8 5 0 1 4 10 0 0 77 ger_aa_8.8cm_Flak36_art.png 99
When im died - I must be a killed.
Yrfin
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 818
Joined: Sun Dec 04, 2016 6:47 am
Location: Behind your backs

Re: Battlefield: Europe MOD v1.8

Post by Yrfin »

Italy company
Hs 129 4ª Sqd. Aer. BT (42.30). Is it real in 1941 ?
When im died - I must be a killed.
Yrfin
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 818
Joined: Sun Dec 04, 2016 6:47 am
Location: Behind your backs

Re: Battlefield: Europe MOD v1.8

Post by Yrfin »

What about this little thing in Battlefied 1.9 ?
Anti-partisan and Stab unit
10036 Fi 156C-1 Storch 8 90 0 35 8 4 0 0 0 0 0 0 0 0 0 2 0 ger_lw_Fi156.png primary nopurchase noupgrade reconmove 10152
10152 Fi 156C-1 Storch 5 220 0 35 0 1 0 2 0 0 0 0 4 10 2 0 0 ger_lw_Fi156x.png reconmove nopurchase 10036
ger_lw_Fi156.png
ger_lw_Fi156.png (17.88 KiB) Viewed 4061 times
Last edited by Yrfin on Mon Dec 19, 2016 11:44 am, edited 1 time in total.
When im died - I must be a killed.
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