Battlefield: Europe MOD v2.4

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goose_2
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Re: Battlefield: Europe MOD v2.3

Post by goose_2 »

The Pros or things I thoroughly enjoyed about Battlefield Europe.
The first one is the most important one.
#1) The immersive effect of the set up of the game.
a) The sound is incredible. I love the fact that it sounds like there is always fighting going on in the back ground. Not enough good things are said about the sound that went into the making of the actual game, and you have completely improved it and this detail that I do not hear mentioned much is so super critical to helping players get immersed into the action on the game. Thank You!
b) The icons of the units. Each has a distinctive look and feel. You feel like each unit matters whether it is a 5 strength artillery, or a 12 strength Fighter each unit looks unique and has its own feel.
1) This is made clear with the outstanding pictures that are associated with each different variation for a unit. (This truly baffles me how you found all of them and linked them to each unique variation of the same unit.) This had me looking up various units I was unfamiliar with. Shocking for me to be so ignorant despite my lifetime of learning about this epic conflict. For example the last unit upgrades that I was able to make on my 38t that I had from the Hungarians. Never knew about those other tanks. Love that stuff.
c) The historical pop up texts, and the important achievement pop up texts.
1) The ones that explain something changing because of the timeline.
2) The ones that come when a new unit is given.
3) The atta boys that pop up when you do something like take Moscow , or Stalingrad. (These are so important to the full immersion and motivation to push the player to go for it.)

#2) The historical aspect of the layout and what you are playing with.
a) I love the fact that I feel like I am fighting with the army and the units that the Germans used and were forced to implement. You are confronted with the insanity of taking on the world with the allies you have. This feels like a World War, even if it is focused solely on the European theater of the war.

#3) I love the freedom.
a) You are given the option to do just about anything to achieve your goal. You are not limited to focus on the same things that the Germans did. You can completely ignore the oil and focus solely on the center of the map. You have the freedom to attack UK early or late or even twice like I did. Love this. This greatly increases the replay ability of this modification and why this stands out as the best mod for the game.

I have to go for a walk with my wife, but I may add to this list later on, just wanted to say my thanks before this goes any further.
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goose_2
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Re: Battlefield: Europe MOD v2.3

Post by goose_2 »

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.
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PeteMitchell
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Re: Battlefield: Europe MOD v2.3

Post by PeteMitchell »

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...
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Locarnus
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Re: Battlefield: Europe MOD v2.3

Post by Locarnus »

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.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
Marginaldefeat
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Re: Battlefield: Europe MOD v2.3

Post by Marginaldefeat »

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.
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 version :)
Congrats for your brilliant victory as well.
Uhu
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Re: Battlefield: Europe MOD v2.3

Post by Uhu »

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.
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faos333
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Re: Battlefield: Europe MOD v2.3

Post by faos333 »

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
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
faos333
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Re: Battlefield: Europe MOD v2.3

Post by faos333 »

goose_2 wrote: Tue Nov 02, 2021 6:51 pm ........
Waiting for a final You Tube commentary video from your playthrough :D :D :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
PeteMitchell
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Re: Battlefield: Europe MOD v2.3

Post by PeteMitchell »

@McGuba: I hope you are well! Have you ever thought of making something similar for the war in the Pacific? :) :D
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
McGuba
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Re: Battlefield: Europe MOD v2.3

Post by McGuba »

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? :) :D
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. :)
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. :|
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slitherine.com/forum/viewtopic.php?f=147&t=47985
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lennis29
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Re: Battlefield: Europe MOD v2.3

Post by lennis29 »

McGuba wrote: Mon Nov 22, 2021 8:30 pm
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? :) :D
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. :)
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. :|
Hello McGuba.
all good.
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Uhu
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Re: Battlefield: Europe MOD v2.3

Post by Uhu »

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
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Re: Battlefield: Europe MOD v2.3

Post by terminator »

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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Uhu
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Re: Battlefield: Europe MOD v2.3

Post by Uhu »

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
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Re: Battlefield: Europe MOD v2.3

Post by terminator »

Uhu wrote: Tue Nov 23, 2021 10:37 am Oh no, not that poor, ugly visuals... OOB has also dedicated naval warfare and it has way more better semi-3D graphics.
Are you playing PanzerCorps 2 ?
Uhu
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Re: Battlefield: Europe MOD v2.3

Post by Uhu »

Nope, what I saw visually and in walkthroughs and what other players said, I do not want to waste my time.

terminator wrote: Tue Nov 23, 2021 12:33 pm
Uhu wrote: Tue Nov 23, 2021 10:37 am Oh no, not that poor, ugly visuals... OOB has also dedicated naval warfare and it has way more better semi-3D graphics.
Are you playing PanzerCorps 2 ?
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terminator
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Re: Battlefield: Europe MOD v2.3

Post by terminator »

Uhu wrote: Tue Nov 23, 2021 12:55 pm Nope, what I saw visually and in walkthroughs and what other players said, I do not want to waste my time.
I play both games (OoBWWII & PzC2) on the same PC so I can get a better idea.
PeteMitchell
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Re: Battlefield: Europe MOD v2.3

Post by PeteMitchell »

Uhu wrote: Tue Nov 23, 2021 6:56 am 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.
I very much like this idea! :) Plus the Spanish Civil War before Poland scenario :mrgreen:

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
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Re: Battlefield: Europe MOD v2.3

Post by uzbek2012 »

PeteMitchell wrote: Tue Nov 23, 2021 3:13 pm
Uhu wrote: Tue Nov 23, 2021 6:56 am 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.
I very much like this idea! :) Plus the Spanish Civil War before Poland scenario :mrgreen:

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)
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)


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
Intenso82
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Re: Battlefield: Europe MOD v2.3

Post by Intenso82 »

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. :|
I think it's the pathfinding algorithms.
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 :) For example, if a seaplane can only move over sea hexes ((
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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