Battlefield: Europe MOD v2.4

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

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

Uhu
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Re: Battlefield: Europe MOD v2.0

Post by Uhu »

Very nice! I suggest to place the "Trick and Tipps" topic next to the download link of the actual version, so it gets more attention.
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faos333
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Re: Battlefield: Europe MOD v2.0

Post by faos333 »

McGuba wrote: Thu Feb 18, 2021 7:38 pm ....... I am not sure how I could make players to check and read these important bits of information but at least now it will be there for those who take the time for that so my conscience is clear. 8)
Very nice info especially for Pripet Marshes.
One more way to make players is the PDF file, also perhaps a message at the beginning to look for the installation files to find or look the library is a must :D
Battlefield Europe get the most from Panzer Corps 8)
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
uzbek2012
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Re: Battlefield: Europe MOD v2.0

Post by uzbek2012 »

faos333 wrote: Fri Feb 19, 2021 2:55 am
McGuba wrote: Thu Feb 18, 2021 7:38 pm ....... I am not sure how I could make players to check and read these important bits of information but at least now it will be there for those who take the time for that so my conscience is clear. 8)
Very nice info especially for Pripet Marshes.
One more way to make players is the PDF file, also perhaps a message at the beginning to look for the installation files to find or look the library is a must :D

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And that the author would not be reproached with anything at all it is still necessary to insert such a Disclaimer inscription ))) Here for example Panzer Corps 2 really needs to make such an inscription because the events there are some from another universe )
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George_Parr
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Re: Battlefield: Europe MOD v2.0

Post by George_Parr »

McGuba wrote: Thu Feb 18, 2021 7:38 pmImage
That picture reminds me of something from a book I have lying around here. The BV-138 could, thanks to its Diesel-engine and a special device, pick up fuel from U-Boats in the middle of the sea. I guess that isn't really something that could be implemented here, could it? :wink:

I guess even it it was possible, it would be quite the hassle to get it done, especially for such a minute detail.
PeteMitchell
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Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell »

George_Parr wrote: Fri Feb 19, 2021 4:49 pm
McGuba wrote: Thu Feb 18, 2021 7:38 pmImage
That picture reminds me of something from a book I have lying around here. The BV-138 could, thanks to its Diesel-engine and a special device, pick up fuel from U-Boats in the middle of the sea. I guess that isn't really something that could be implemented here, could it? :wink:

I guess even it it was possible, it would be quite the hassle to get it done, especially for such a minute detail.
The question could be if a submarine can have aircraft carrier traits in PzC? McGuba gave submarines recon traits, too...
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Spiffing Brit
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Re: Battlefield: Europe MOD v2.0

Post by Spiffing Brit »

Anyone down for some B:E MP? DM me if available.
Mortal danger is an effective antidote for fixed ideas. - Erwin Rommel

(Not the Youtuber)
captainjack
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Re: Battlefield: Europe MOD v2.0

Post by captainjack »

PeteMitchell wrote: Fri Feb 19, 2021 10:15 pm The question could be if a submarine can have aircraft carrier traits in PzC?
Probably better to have it switch into a carrier (probably with 0 move) as it has to be surfaced to refuel the aircraft.
The main problem would be that this would allow any Fighter or Tac Bomber to refuel from the sub.
McGuba
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Re: Battlefield: Europe MOD v2.0

Post by McGuba »

George_Parr wrote: Fri Feb 19, 2021 4:49 pm That picture reminds me of something from a book I have lying around here. The BV-138 could, thanks to its Diesel-engine and a special device, pick up fuel from U-Boats in the middle of the sea. I guess that isn't really something that could be implemented here, could it?

I guess even it it was possible, it would be quite the hassle to get it done, especially for such a minute detail.
It could only be implemented by using AI zones. Which means it would only be possible at certain hexes/areas. A u-boat unit would need to move to this area and then if a seaplane is there as well it could receive some fuel. But it is not exactly ideal as it raises the question of why it can only happen in a restricted area and not anywhere in the seas? Then of course in multiplayer the Allied opponent would also know this area and would be able to easily block it, making it pointless.

The other problem is that in theory it would make it possible for the Axis side to have a continuous presence over the convoy routes with its seaplanes in single player. Which would be unrealistic as aircraft had to return to their bases regularly for maintenance and repairs, even if they did not suffer combat damage. This maintenance work cannot be done at high seas and it is unlikely that u-boats would also carry spare parts and mechanics for the seaplanes.

I think in reality it might have happened a few times, but I do not think that it was a regular practice. For instance these seaplanes could only land on calm seas and the North Atlantic is not the calmest area which already reduces the number of occasions. Then of course u-boats would need to surface and spend quite some time like that at full stop and refueling a seaplane would hardly worth the risk of being attacked when being so vulnerable.

Using (switchable) carriers is also not good as it would indeed allow any Axis fighters and tac bombers to benefit from this refueling.
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captainjack
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Re: Battlefield: Europe MOD v2.0

Post by captainjack »

On refueling from subs, if you can do (yet another) script, you could have a small chance of a fuel boost and a message that you managed to locate a supply sub. It would take a bit of work to restrict it to gloatplanes only (easiest would be if floatplanes are all allocated in ghe scenario so they can be named.
The simpler path may be to give floatplanes that could refuel at sea a bit more fuel than the everyday naval aircraft.
McGuba
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Re: Battlefield: Europe MOD v2.0

Post by McGuba »

captainjack wrote: Sat Feb 20, 2021 9:46 am On refueling from subs, if you can do (yet another) script, you could have a small chance of a fuel boost and a message that you managed to locate a supply sub. It would take a bit of work to restrict it to gloatplanes only (easiest would be if floatplanes are all allocated in ghe scenario so they can be named.
Yes, it would make more sense. And all the naval planes are already allocated by the scenario and named so it would be easy. However,
The simpler path may be to give floatplanes that could refuel at sea a bit more fuel than the everyday naval aircraft.
the BV 138 already has more max fuel than any other Axis air unit in the mod because in real life it also had a very long range, so it may not be necessary to give them even more. Thanks for your thoughts, anyway.
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slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
McGuba
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Re: Battlefield: Europe MOD v2.2

Post by McGuba »

v2.2 is ready for download:
https://www.dropbox.com/s/kjrwbf8o1228n ... 2.zip?dl=0

Changes in v2.2

- Red Army June 1941 order of battle reworked, Soviet military districts have (more) historical number of tanks in turn 1
- Tunisian theatre is reworked, more precise map, more precise events and starting army set up
- Maximum fuel of Axis naval units revised, smaller ships have shorter range, more in line with their historical range
- Losing the Scharnhorst, Gneisenau and Tirpitz results in a prestige penalty for the Axis a few turns later
- Some German 2 cm AA guns are now unable to move to provide fixed air defense to port cities
- Hurricanes have shorter range so they are unable to provide air escort from England to Allied bombers attacking the German cities
- Alexandria is no longer a unit upgrade/purchase city in the harder difficulty versions of the mod
- Soviet T-37A, T-38 and T-40 light tanks have amphibious movement, they can cross rivers in one turn
- Early verisons of Soviet T-26 light tank added, including ones equipped with a flamethrower
- Italian Re.2001, Re.2002 and Re.2005 fighters added. These are in the same upgrade family with the CR.42.
- 3 Bf 109 units can be upgraded to Fw 190 at a reduced price (200 prestige points) from mid 1942
- In multiplayer British replacement destroyers appear in the Irish Sea at strength 2
- In multiplayer some British capital ships of the Home Fleet are out of fuel and are only activated in case of a Sealion attempt or if the Axis player brings his capital ships near the convoy routes
- In multiplayer the Allied side loses 25 prestige points (instead of 50) for each Axis naval unit on the convoy routes


Earlier changes from v2.0 to 2.15

- max core slot limit is reduced to 175 at the beginning, but will increase to 225 in 1942 and to 250 in 1943
- units which cannot be upgraded to another unit and/or receive either green or veteran replacements (strength points) now have a small symbol in the unit information screen (for more check the Changes section of the in game Library)
- several unit icons improved
- "meaningful" German spies added to Tangier in turn 2
- camo trait removed from U-2 and Go 145
- bombardment zones of the Allied landings will be visible
- some bomber unit stats revised, most notably British strategic bombers have much lower ground attack stats (being used almost exclusively as night bombers they were less precise)
- some strategic bomber units can be retrained as fighters: a German medium bomber (with "KG" in its name) has to move to the Wien airfield and land after which it will disappear and 6 months later a new fighter unit will appear.
- in multiplayer and realistic+ versions each Axis capital city brings 10 prestige points less in each turn but these countries will contribute to the upkeep of the minor Axis infantry units as long as they survive
- in multiplayer and realistic+ versions there will be less prestige in the beginning, but more towards the end
- Some small multiplayer fixes:
--- unit uprgades now possible in Ufa
--- easier to defend the Axis ships in the French ports
--- Allied air units due for Malta now appear near Gibraltar and have to be taken there (or wherever) by aircraft carrier
--- Hexes where Allied units can "freeze" (run out of fuel for a while) are marked on the map with a red fuel tank marker
--- Unit upgrade charts for Allied side added to the Library, a few changes here e.g. Spitfire VB and IX available for upgrade later
--- one of the British battleships at Alexandria is activated as soon as the Axis captures a victory objective in the Mediterranean/North Africa, both are activated if the Axis tries to invade Cyprus or Palestina by sea, one is activated anyway in 1943 the latest
--- land defense of Britain is a bit weaker
--- airfields in Britian moved a bit so that Spitfires based there can no longer escort Allied bomber raids against Germany
--- Allied reinfocements in the Soviet Union in 1941-42 slightly reworked
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
SAMiV2
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Re: Battlefield: Europe MOD v2.2

Post by SAMiV2 »

Downloading! :D

I've been waiting for you to release the next version of this mod. Well, more like lurking in these forums and checking on the different Panzer Corps mods to be released. :lol:

Gonna check&try this one out now since the download is done. So, Thanks! :)

(Oh, and this must be the first message i have posted in these forums although i've been playing slitherine/matrix games for years.)
goose_2
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Re: Battlefield: Europe MOD v2.2

Post by goose_2 »

Oh my I now have an even newer version to try out when I am ready to try out the campaign on my next playthrough. Hopefully it isn't too difficult to update the mod version I currently have
goose_2
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PeteMitchell
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Re: Battlefield: Europe MOD v2.2

Post by PeteMitchell »

McGuba wrote: Mon Feb 22, 2021 7:28 pm v2.2 is ready for download:
https://www.dropbox.com/s/kjrwbf8o1228n ... 2.zip?dl=0

Changes in v2.2

- Red Army June 1941 order of battle reworked, Soviet military districts have (more) historical number of tanks in turn 1
- Tunisian theatre is reworked, more precise map, more precise events and starting army set up
- Maximum fuel of Axis naval units revised, smaller ships have shorter range, more in line with their historical range
- Losing the Scharnhorst, Gneisenau and Tirpitz results in a prestige penalty for the Axis a few turns later
- Some German 2 cm AA guns are now unable to move to provide fixed air defense to port cities
- Hurricanes have shorter range so they are unable to provide air escort from England to Allied bombers attacking the German cities
- Alexandria is no longer a unit upgrade/purchase city in the harder difficulty versions of the mod
- Soviet T-37A, T-38 and T-40 light tanks have amphibious movement, they can cross rivers in one turn
- Early verisons of Soviet T-26 light tank added, including ones equipped with a flamethrower
- Italian Re.2001, Re.2002 and Re.2005 fighters added. These are in the same upgrade family with the CR.42.
- 3 Bf 109 units can be upgraded to Fw 190 at a reduced price (200 prestige points) from mid 1942
- In multiplayer British replacement destroyers appear in the Irish Sea at strength 2
- In multiplayer some British capital ships of the Home Fleet are out of fuel and are only activated in case of a Sealion attempt or if the Axis player brings his capital ships near the convoy routes
- In multiplayer the Allied side loses 25 prestige points (instead of 50) for each Axis naval unit on the convoy routes


Earlier changes from v2.0 to 2.15

- max core slot limit is reduced to 175 at the beginning, but will increase to 225 in 1942 and to 250 in 1943
- units which cannot be upgraded to another unit and/or receive either green or veteran replacements (strength points) now have a small symbol in the unit information screen (for more check the Changes section of the in game Library)
- several unit icons improved
- "meaningful" German spies added to Tangier in turn 2
- camo trait removed from U-2 and Go 145
- bombardment zones of the Allied landings will be visible
- some bomber unit stats revised, most notably British strategic bombers have much lower ground attack stats (being used almost exclusively as night bombers they were less precise)
- some strategic bomber units can be retrained as fighters: a German medium bomber (with "KG" in its name) has to move to the Wien airfield and land after which it will disappear and 6 months later a new fighter unit will appear.
- in multiplayer and realistic+ versions each Axis capital city brings 10 prestige points less in each turn but these countries will contribute to the upkeep of the minor Axis infantry units as long as they survive
- in multiplayer and realistic+ versions there will be less prestige in the beginning, but more towards the end
- Some small multiplayer fixes:
--- unit uprgades now possible in Ufa
--- easier to defend the Axis ships in the French ports
--- Allied air units due for Malta now appear near Gibraltar and have to be taken there (or wherever) by aircraft carrier
--- Hexes where Allied units can "freeze" (run out of fuel for a while) are marked on the map with a red fuel tank marker
--- Unit upgrade charts for Allied side added to the Library, a few changes here e.g. Spitfire VB and IX available for upgrade later
--- one of the British battleships at Alexandria is activated as soon as the Axis captures a victory objective in the Mediterranean/North Africa, both are activated if the Axis tries to invade Cyprus or Palestina by sea, one is activated anyway in 1943 the latest
--- land defense of Britain is a bit weaker
--- airfields in Britian moved a bit so that Spitfires based there can no longer escort Allied bomber raids against Germany
--- Allied reinfocements in the Soviet Union in 1941-42 slightly reworked
This is great news... I wish I had enough time...
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
PeteMitchell
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Re: Battlefield: Europe MOD v2.2

Post by PeteMitchell »

goose_2 wrote: Mon Feb 22, 2021 9:34 pm Oh my I now have an even newer version to try out when I am ready to try out the campaign on my next playthrough. Hopefully it isn't too difficult to update the mod version I currently have
I think you will need some sort of new installation
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Spiffing Brit
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Re: Battlefield: Europe MOD v2.2

Post by Spiffing Brit »

Looks amazing Mc Guba! Great work.
Mortal danger is an effective antidote for fixed ideas. - Erwin Rommel

(Not the Youtuber)
Spiffing Brit
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Re: Battlefield: Europe MOD v2.2

Post by Spiffing Brit »

Also, I've been trying to find someone to play Battlefield: Europe MP with, and now that the new version is out I figured I'd ask if anyone is available. Hit me with a PM if interested.
Mortal danger is an effective antidote for fixed ideas. - Erwin Rommel

(Not the Youtuber)
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