Sorry, I have no idea what it can be. No one else has reported such a problem so far and hundreds, if not more players must have downloaded the last update since September. If you could make it to turn 44 I cannot see why you could not do it any further. All I know is each new version is bigger than the previous ones, with more and more new graphics, sounds, animations, units, etc. etc. added and becuase of all these the mod is getting more and more demanding meaning that it needs more memory and stuff. Even then, if used with a clean and updated install of PzC v1.30 or v1.31 it should work fine given that you have a moderately decent computer. You can try to save and restart after each turn or maybe upload a latest savegeme from which you could continue the scenario to some file sharing host like dropbox and then we can download it and see if we can replicate the issue. Like I said, if everything is installed correctly and the "/nocache" parameter is added to the panzercorps.exe file then the mod should work correctly as well.Kraxler wrote:It's going to be crazy, now I have the PC version 1.31 on it with the MOD Battlefield 1.9 and in round 44 the game says goodbye
Now I do not know how to continue, should I omit the 4gb patch? No idea, modded the MOD with the JSGME ....
Ask for help, I never had this problem with Battlefield 1.6
I play the Panzer Corps version 1.31 with the MOD Battlefield 1.9. The game just says goodbye and my desktop image appears. Sometimes it ends surprisingly at round 28 or now 31 or yesterday 44 - even after rebooting the game ends abruptly-please who can help me, I could play the MOD 1.6 until lap 99, but 1.9 does not work.
Uhu wrote:Because of withdrawal symptoms I started to play with the 1.9 again.
Now, with Kursk pre-save. Rommel difficulty, of course, with manual calculated prestige income.
Well yes, if I had a few more free AI zones I would probably make sure that the Finnish units cannot be used unhistorically outside of Finland - maybe they should not even be used for the capture of Leningrad as historically they simply refused to do so and they did not even allow German units to attack the city from the north. But then in the end, it would probably reduce one of the biggest advantages of this mod: (almost) total freedom to decide how the Axis forces can be used to win the war.Also playing the Finns historically - this means, until the capture of Leningrad, they do not goes south, neither with land, or with airforce - but they can andvance towards Arhangelsk.
I think no serious historian would say that Germany had the slightest chance to change the tide and win the war after Kursk so I think it should be like this, or maybe it is still too easy if we try to approach it realistically.I did not played Kursk since 1.7-1.8 (?), because there is no more a chance to make a DV - with earlier versions, it was possible, although it was extreme hard.
Historically the Luftwaffe had between 800-1000 serviceable single seat fighters for most of the war in all theaters which was only increased to about 1.500 by 1944/45 (by which time they mostly ran out of fuel and trained pilots to fly them) and the total number of aircraft had only risen from some 3.500 to 5.000 between 1941 and 1944: https://en.wikipedia.org/wiki/Luftwaffe ... 2%80%9345)I must say, it is DEFINITELY harder, than the earlier versions! It really show up, what McGuba referred and edited, that the Allied power got massive stronger from 1943. I feel it, especially with the Red Airforce. It's brutal. My plan is no more destroying the Red Air force units - because I simply do not have the power for that, while also protecting partly my land troops. My new strategy is to weaken them: so, when they fly home for resupply, they will loose another 1-2 turn to replace the losses too.
As a comparison both the Soviets and the Western Allies could significantly increase the strength of their airforces and at the end of the same period they had several times more airplanes than in the beginning. And then of course the Luftwaffe had to distribute its limited strength between the main theatres: the east, the west and the Mediterranean, whereas the Soviets could concentrate all their planes against the Germans. In the east the Luftwafffe deployed around half or even less of its total fighter strength for most of the war and by 1944/45 the Soviet air force could deploy 14-16(!) times more single seat fighters:
http://chris-intel-corner.blogspot.com/ ... h-and.html
The most interesting thing is that even against such odds the Luftwaffe could achieve a favourable kill-to-loss ratio in the east, even though it suffered huge losses in the west against the Mustangs and Thunderbolts which ultimately led to its downfall. Some sources claim that Luftwaffe fighters suffered 80% of their losses in the west in 1944. Which is seemingly better simulated in this version of this mod:
And if anyone thinks that the Western Allies did not have that many aircraft and that the mod is too hard, I have bad news. In 1944 the USAAF had 5.000 fighters in the European and Mediterranean theaters (http://chris-intel-corner.blogspot.com/ ... igest.html) and to this number we need to add over one thousand British fighters, too. Meaning that the Western Allies also had at least 8-10 times more fighters than the Luftwaffe, and as opposed to the Soviets, their pilots were generally much better trained than the Germans, and their planes were at least as good as the German ones, especially at higher altitudes.- The Anglo-American air power, especially the fighter force is simply a terror! So many times had I reload and find out another solution to avoid my fighters butchered, while also protecting somehow my invasion force and the rest of my navy.
So yes, again I think it has to be like this, or maybe even harder to remain historical.
Actually, Finland only quits if at least a part of Moscow and Leningrad are BOTH controlled by the Soviets. Which means it is enough to completely capture and hold one of them to avoid this trigger and to convince the Finnish that the war is still going relatively well for the Axis and then they would continue to fight on. (Which is of course hypthetical, but I think plausible.)That's all very nice, BUT! I forgot about the Finns! SPOILER!
1., I do not remember exactly but around Sept 1944, if Leningrad will be not taken, they quit. What is really problematic, if I want to take Archangelsk, because the small Finnish army is good enough to take the city "from behind". After I cleared the area east of Moscow, I did not had the time to take Leningrad timely. So - reload many turns earlier...















