Battlefield: Europe MOD v2.4
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
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goose_2
- Tournament Organizer of the Year 2017

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Re: Battlefield: Europe MOD v2.3
Ok before I detail my positive feedback on the mod. I have a poll question.
When I play through next time do you want to see me play through on the McGuba 2.3 or the Locarnus add on playthrough.
I only have time for 1 right now and want to be playing the one that has the most interest.
When I play through next time do you want to see me play through on the McGuba 2.3 or the Locarnus add on playthrough.
I only have time for 1 right now and want to be playing the one that has the most interest.
goose_2
Lutheran Multiplayer Tournament Organizer.
https://www.youtube.com/channel/UCRHQShaOv5PWoer6cP1syLQ
Lutheran Multiplayer Tournament Organizer.
https://www.youtube.com/channel/UCRHQShaOv5PWoer6cP1syLQ
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PeteMitchell
- Major-General - Elite Tiger I

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Re: Battlefield: Europe MOD v2.3
If possible, I would like to see the original McGuba one as it already has changes from version 2.0 to 2.3...
I like Locarnus ideas but his addon mod still seems more experimental to me...
I like Locarnus ideas but his addon mod still seems more experimental to me...
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Re: Battlefield: Europe MOD v2.3
My addon is certainly more experimental.
The whole point of it was to explore different solutions to balancing and PzC engine workaround problems.
Some of those approaches may improve the experience, some may not work out, and sometimes fixes to one aspect create balancing issues for another.
For most it will probably depend on the personal preferences of the players.
In general there are more liberties and outliers (eg special units). Though naturally those are hard to balance with an engine not meant for such large maps, thus they are easier to abuse without some house rules. But of course the Germans were famous for such special units and imho they are part of the WW2 appeal (and many probably were not worth the resources in the final analysis).
So imho BE 2.3 is certainly more polished, as it builds upon all the feedback of previous versions that were built with the same design philosophy in mind.
And most people here are probably familiar with either BE 2.3 or BE 2.2 itself:
1. Thus I would recommend voting for BE 2.3 alone, if people want to compare their own BE 2.3 experience with the one goose_2 will have (as well as BE 2.0 vs BE 2.3 from goose_2's perspective). To see the exact same mod they are familiar with from a different perspective.
2. On the other hand I would recommend voting for BE 2.3 + Locarnus addon, if people want to have a comparison between the BE 2.3 they are familiar with and the probably unfamiliar BE 2.3 + Addon (and thus allowing a discussion of the "experiments"). To get a taste of a different flavor compared to what they are familiar with.
As the author of the addon, I naturally vote for option 2, BE 2.3 + Addon.
Imho BE 2.3 is very much visible even with the addon, for the comparison to the BE 2.0 playthrough and the "different perspective of the familiar". While experiments can only contribute to the overall development, if they are reviewed and tested for their advantages and disadvantages.
The whole point of it was to explore different solutions to balancing and PzC engine workaround problems.
Some of those approaches may improve the experience, some may not work out, and sometimes fixes to one aspect create balancing issues for another.
For most it will probably depend on the personal preferences of the players.
In general there are more liberties and outliers (eg special units). Though naturally those are hard to balance with an engine not meant for such large maps, thus they are easier to abuse without some house rules. But of course the Germans were famous for such special units and imho they are part of the WW2 appeal (and many probably were not worth the resources in the final analysis).
So imho BE 2.3 is certainly more polished, as it builds upon all the feedback of previous versions that were built with the same design philosophy in mind.
And most people here are probably familiar with either BE 2.3 or BE 2.2 itself:
1. Thus I would recommend voting for BE 2.3 alone, if people want to compare their own BE 2.3 experience with the one goose_2 will have (as well as BE 2.0 vs BE 2.3 from goose_2's perspective). To see the exact same mod they are familiar with from a different perspective.
2. On the other hand I would recommend voting for BE 2.3 + Locarnus addon, if people want to have a comparison between the BE 2.3 they are familiar with and the probably unfamiliar BE 2.3 + Addon (and thus allowing a discussion of the "experiments"). To get a taste of a different flavor compared to what they are familiar with.
As the author of the addon, I naturally vote for option 2, BE 2.3 + Addon.
Imho BE 2.3 is very much visible even with the addon, for the comparison to the BE 2.0 playthrough and the "different perspective of the familiar". While experiments can only contribute to the overall development, if they are reviewed and tested for their advantages and disadvantages.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Marginaldefeat
- Corporal - 5 cm Pak 38

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Re: Battlefield: Europe MOD v2.3
Seconded, I love the changes Locarnus made, and I am about trying it in a month on my own, but I prefer you to do it with Mc Guba's original 2.3 versiongoose_2 wrote: ↑Tue Nov 02, 2021 6:51 pm Ok before I detail my positive feedback on the mod. I have a poll question.
When I play through next time do you want to see me play through on the McGuba 2.3 or the Locarnus add on playthrough.
I only have time for 1 right now and want to be playing the one that has the most interest.
Congrats for your brilliant victory as well.
Re: Battlefield: Europe MOD v2.3
I vote on McGuba's 2.3
goose_2 wrote: ↑Tue Nov 02, 2021 6:51 pm Ok before I detail my positive feedback on the mod. I have a poll question.
When I play through next time do you want to see me play through on the McGuba 2.3 or the Locarnus add on playthrough.
I only have time for 1 right now and want to be playing the one that has the most interest.
Re: Battlefield: Europe MOD v2.3
Congrats Goose on your total victory on the v2.0 version.
I was one the viewers of the You Tube videos, you made our weekends special with your broadcasting, you did great as a first trial.
We learnt so many things from you about the Mod in the process and we are waiting for a new playthrough.
Personally I vote for McGuba version, since it is more developed. Locarnus add-on is interesting, but I think is still on experimental base.
ps For those who want to see the conclusion of Goose in You Tube
https://youtu.be/fCvNCCkb0Ek
I was one the viewers of the You Tube videos, you made our weekends special with your broadcasting, you did great as a first trial.
We learnt so many things from you about the Mod in the process and we are waiting for a new playthrough.
Personally I vote for McGuba version, since it is more developed. Locarnus add-on is interesting, but I think is still on experimental base.
ps For those who want to see the conclusion of Goose in You Tube
https://youtu.be/fCvNCCkb0Ek
Battlefield Europe get the most from Panzer Corps
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
Re: Battlefield: Europe MOD v2.3
Waiting for a final You Tube commentary video from your playthrough
Battlefield Europe get the most from Panzer Corps
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
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PeteMitchell
- Major-General - Elite Tiger I

- Posts: 2538
- Joined: Tue Jul 10, 2018 1:18 pm
Re: Battlefield: Europe MOD v2.3
@McGuba: I hope you are well! Have you ever thought of making something similar for the war in the Pacific?

Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Re: Battlefield: Europe MOD v2.3
Hi, yes, thanks I am fine. And yes, I have thought about it and I think it would be great! But it would be a massive work. Nevertheless, I hope someone will make it one day.PeteMitchell wrote: ↑Sun Nov 21, 2021 9:38 pm @McGuba: I hope you are well! Have you ever thought of making something similar for the war in the Pacific?![]()
![]()
However, I think Panzer Corps engine is not very well suited for largely naval scenarios, for example there should be aircraft carrier decks, dedicated carrier based air units, ship damage control, and a better AI for naval movements. The AI of PzC does not even move its naval units to a nearby port if they are out of ammo. Interestingly, I last year I again played Panzer General in the lockdown and was surprised to see that the AI of that old game does move its naval units to a port to replenish their ammo. So in some regards the AI of Panzer General is seemingly superior to that of Panzer Corps, which was made many years later.


slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
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lennis29
- Sergeant Major - SdKfz 234/2 8Rad

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Re: Battlefield: Europe MOD v2.3
Hello McGuba.McGuba wrote: ↑Mon Nov 22, 2021 8:30 pmHi, yes, thanks I am fine. And yes, I have thought about it and I think it would be great! But it would be a massive work. Nevertheless, I hope someone will make it one day.PeteMitchell wrote: ↑Sun Nov 21, 2021 9:38 pm @McGuba: I hope you are well! Have you ever thought of making something similar for the war in the Pacific?![]()
![]()
![]()
However, I think Panzer Corps engine is not very well suited for largely naval scenarios, for example there should be aircraft carrier decks, dedicated carrier based air units, ship damage control, and a better AI for naval movements. The AI of PzC does not even move its naval units to a nearby port if they are out of ammo. Interestingly, I last year I again played Panzer General in the lockdown and was surprised to see that the AI of that old game does move its naval units to a port to replenish their ammo. So in some regards the AI of Panzer General is seemingly superior to that of Panzer Corps, which was made many years later.![]()
all good.
- GerMOD
- VolksMOD
- XXIX Le PzKorps
- VolksMOD
- XXIX Le PzKorps
Re: Battlefield: Europe MOD v2.3
Pacific is interesting, but I would also play with a possible continuity of the BE, invading the USA as the next scenario, where we bring over units from BE.
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terminator
- Field Marshal - Gustav

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Re: Battlefield: Europe MOD v2.3
Panzer Corps 1 does not seem made for naval battles. With the next DLC Pacific, Panzer Corps 2 should have new naval rules.
Re: Battlefield: Europe MOD v2.3
Oh no, not that poor, ugly visuals... OOB has also dedicated naval warfare and it has way more better semi-3D graphics.
terminator wrote: ↑Tue Nov 23, 2021 9:46 am Panzer Corps 1 does not seem made for naval battles. With the next DLC Pacific, Panzer Corps 2 should have new naval rules.
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terminator
- Field Marshal - Gustav

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Re: Battlefield: Europe MOD v2.3
Nope, what I saw visually and in walkthroughs and what other players said, I do not want to waste my time.
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terminator
- Field Marshal - Gustav

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PeteMitchell
- Major-General - Elite Tiger I

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Re: Battlefield: Europe MOD v2.3
I very much like this idea!
But what about the Manhattan Project in this case: https://en.wikipedia.org/wiki/Manhattan_Project
The US nuked Japan in August 1945.
Anyway, there was already a Pacific mod for Panzer General where you could do the island hopping: https://en.wikipedia.org/wiki/Leapfrogging_(strategy)
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Re: Battlefield: Europe MOD v2.3
Yes , the game is Pacific General , but there were also mods ) it was possible to arrange great naval battles there) There were also land operations according to the plot)PeteMitchell wrote: ↑Tue Nov 23, 2021 3:13 pmI very much like this idea!Plus the Spanish Civil War before Poland scenario
![]()
But what about the Manhattan Project in this case: https://en.wikipedia.org/wiki/Manhattan_Project
The US nuked Japan in August 1945.
Anyway, there was already a Pacific mod for Panzer General where you could do the island hopping: https://en.wikipedia.org/wiki/Leapfrogging_(strategy)
I 'm not thrilled with the second case, graphics are not the main thing for such games )
There is not much left and we will see the DLC about the Asian Theater of Operations Panzer Corps 2
PAZIFIK KORPS - Release so far, the only real mod on the theme of Asia)
viewtopic.php?p=951053#p951053
Re: Battlefield: Europe MOD v2.3
I think it's the pathfinding algorithms.McGuba wrote: ↑Mon Nov 22, 2021 8:30 pm The AI of PzC does not even move its naval units to a nearby port if they are out of ammo. Interestingly, I last year I again played Panzer General in the lockdown and was surprised to see that the AI of that old game does move its naval units to a port to replenish their ammo. So in some regards the AI of Panzer General is seemingly superior to that of Panzer Corps, which was made many years later.![]()
In scenarios without water, this is just a path to the nearest coordinates (X, Y).
But in the case of sea routes, it is necessary to take into account the relief and use more complex algorithms for calculating the route.
AI in the PZC does not know how. In my mod, I had to remove flags on Windave in Courland. Otherwise, many Axis troops were stuck on the peninsula and could not get out of there)
I also tried to round off the coast so that the units would not get stuck
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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PeteMitchell
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Re: Battlefield: Europe MOD v2.3
Seems the same with the US troops that get stuck in Morocco in the BE mod?
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481






