Battlefield: Europe MOD v2.4

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Locarnus
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Re: Battlefield: Europe MOD v2.3

Post by Locarnus »

McGuba wrote: Wed Dec 22, 2021 10:12 pm
tactical22 wrote: Mon Dec 20, 2021 5:42 pm Dear McGuba, are you planning any major update for Battlefield: Europe? My life seems meaningless without your mod :cry: :wink:
Hi, no, currenty I am not working on a major update. I just have some fun in a very interesting multiplayer match in BE v2.3 and also try to keep an eye on some other ongoing multiplayer matches and collect as much feedback about them as possible. Now I have a fairly long list of possible balance tweaks and fixes based on these but these mainly affect the multiplayer version. What I also have in mind is to have a closer look at the various changes introduced by "Locarnus" to consider which of those could possibly make their way to the next version without breaking the current well tested balance.

So for now, all I can suggest (if you haven't done any of these) is to try the historical save games for later, post 1941 starting points for increased difficulty, or to try to achieve a victory while playing on Field Marshal (which is as close to the multiplayer experience as it can be) or just try multiplayer as well. These can all provide a lot of fun for those who have finished the mod in the recommended General setting and now look for more challenge or for the meaning of life. :)
My addon to BE 2.3 might be a bit too far off the path already (also due to the lack of feedback, which could have somewhat reeled it in). And thus it probably makes more sense now to just look at some of the ideas behind the additions/changes instead of the further reaching changes themselves.

Imho especially the following aspects can benefit BE itself:
1. Prestige during Barbarossa is viewed more as a production capability indicator and not as a "tactical reward" as it was in Panzer Corps vanilla. Thus Leningrad and Malta cost prestige in order to gain a strategic advantage, instead of being prestige pinatas ripe for the taking.
2. The 6 unit core before Barbarossa experiment in the recent version (just published today) might be interesting for BE itself. Hopefully that leads to a bit more core variety.
3. Having the realistic+ scenario (which seems to be the most popular, despite being the hardest) under the "Kursk" name instead of the "Kursk3"? name allows players to start it from the campaign window, not only from the scenario window.
4. Some minor aspects of the map changes. Eg giving Cyprus a port to evacuate non-airtransportable units, which might have been used to invade that island.
5. Or finding some better solution to stranding ships out in the ocean for dozens of turns, due to the limited range and lack of fuel calculation akin to planes. My attempt is imho unsatisfactory.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
RobertCL
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Re: Battlefield: Europe MOD v2.3

Post by RobertCL »

Hi McGuba,

I played the easiest Barbarossa scenario at sergeant level to discover your mod and to win the game.

I occupied USSR and Middle East at turn nr 45.
At turn 70 I conquered UK but the game does not stop.

I saw I have to control all hexes at the last turn (turn 103).
So I have to wait 30 turns (while doing almost nothing) to win if I have properly understood. Is it correct ?
Can't we win the game immediately when all VHs are conquered ?

I know your mod was meant to be played at higher difficulty settings but I am a casual player and I like to win easily.
I like to see the "alternate history" messages (when King George asks the British population to fight when UK is invaded) :)

Congrats for your mod. It was fun to play especially at sergeant level!
Uhu
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Re: Battlefield: Europe MOD v2.3

Post by Uhu »

Hi Robert,

Welcome to the Club! :)
Nope, the game ends, when all of the objectives were taken. I played many times for "speedy end" and it always ends, when all objectives are captured. You should look at, if really everything is captured (Caucasus is not needed, just Rostov) - and if an objective was not in the meantime recaptured, for example by the pesky partisans. :)

RobertCL wrote: Tue Jan 04, 2022 11:14 am Hi McGuba,

I played the easiest Barbarossa scenario at sergeant level to discover your mod and to win the game.

I occupied USSR and Middle East at turn nr 45.
At turn 70 I conquered UK but the game does not stop.

I saw I have to control all hexes at the last turn (turn 103).
So I have to wait 30 turns (while doing almost nothing) to win if I have properly understood. Is it correct ?
Can't we win the game immediately when all VHs are conquered ?

I know your mod was meant to be played at higher difficulty settings but I am a casual player and I like to win easily.
I like to see the "alternate history" messages (when King George asks the British population to fight when UK is invaded) :)

Congrats for your mod. It was fun to play especially at sergeant level!
Image
Image
RobertCL
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Re: Battlefield: Europe MOD v2.3

Post by RobertCL »

Hi Uhu,

I checked all VHs. I own absolutely all of them (+ all airfields everywhere).
Can I send you my saved game (turn nr 75) ?

This drives me crazy... ;-)
Uhu
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Re: Battlefield: Europe MOD v2.3

Post by Uhu »

I can understand... :) Sent a PM to you with mail address.
RobertCL wrote: Tue Jan 04, 2022 12:15 pm Hi Uhu,

I checked all VHs. I own absolutely all of them (+ all airfields everywhere).
Can I send you my saved game (turn nr 75) ?

This drives me crazy... ;-)
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goose_2
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Re: Battlefield: Europe MOD v2.3

Post by goose_2 »

This may have been answered before, but I cannot readily find an answer to this question.

What is the kill count for 1st hero awarded?

2nd hero

3rd hero?

I have a lot of kills on some of my units and yet no heroes yet.
goose_2
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PeteMitchell
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Re: Battlefield: Europe MOD v2.3

Post by PeteMitchell »

It is mentioned here... as of 30, 101 and 201

goose_2 wrote: Thu Jan 07, 2021 5:25 pm
McGuba wrote: Thu Jan 07, 2021 9:43 am Many questions appeared here, I try to answere them, but the thing is maybe it would be better to post your questions in the main topic of the BE mod as there is a better chance that me or other experienced players like Uhu or Pete would see them.

As for heroes: the game only gives heroes and awards (medals) if you are playing the scenario(s) in campaign mode. That is if you start a game them from the main campaign screen where you can see the four starting points with pictures: Poland, France, the Med and Barbarossa. If you play an individual scenario starting it from the "Scenario" folder heroes and awards are not given to units. Heroes and medals are also not given if you play multiplayer scenarios through the server. It has nothing to do with this mod, it is the same with the vanilla campaigns and scenrios. Probably you did not notice it because the vanilla scenarios are short and in that short timespan you did not expect to get heroes anyway. By the way, I think this should be changed in the game and that's why it is one of my top requests in my wishlist that I posted last summer:
viewtopic.php?f=121&t=100067#p866319

So currently you can play the big scenario either in campaign mode or as an individual scenario. If you start the Barbarossa map from the campaign screen the version will be the default "realistic" and you will get heroes and awards. If you start it from the scenrio screen you can choose between the "moderate", "realistic" and "realistic+" versions and no heroes will be given. If you are playing the mod in campaign style after finishing the Mediterranean scenario you will be offered the same choice to decide which version of the big scenrio you intend to play and then you can of course play any version and get heroes as well.

This is something that I cannot change for it is hard coded in the game, hence my request in the wishlist. However, as a compensation for not getting heroes when playing in scenario mode all new purchased units will start with 50 experience points while in campaign mode they start with 0. Currently that's all I could do about it to make it a bit more fair.

I also reduced the number of kills that are required to get the first hero when played in campaign mode. In this mod Axis units can get the first hero anytime after they reach 30 kills but they surely get it before they reach 100. It is decided randomly by the game as with the dice rolls within this interval and it has nothing to do with how "good" they are in a given attack. The second hero can appear between 101 and 200 kills and the third between 201 and 500. But you can also read this and more in the "Changes" section of the in game "Library" which is recommended to be read in the very first message box. In the next version of the mod I will try to make the "Changes" section a bit more informative (providing that players read it :wink:).

As for the various strategies, there are of course many ways to win or lose the war and it is intentional. There isn't only one good solution so that players can continue to experiment in repeated replays. And of course there is a built-in randomness so even if you do everything the same way the end result will never be exactly the same. Other than that now the AI can more or less react to most possible strategic decisions of the player. Most action is followed by an answere from the AI.

Neglecting the North African theatre is a valid option, but it will have its consequencies: the Western Allies will capture Tunis and that will trigger further invasions in the Mediterranean. The loss of Tunis also triggers the creation of the US 12th Air Force in North Africa which means more American heavy bombers and fighters attacking from the south from 1944. If Tunis is lost and if there is no opposition the AI units in North Africa will most likely continue to advance towards Tripoli and then Tobruk and then all the way to Alexandria, if the latter was captured by the player. When the AI units are set to be on the offensive they always move from one victory objective city to the next nearest. Unless they are set to move to a specific AI zone which may be the case sometimes. However, if there is a mass of water between the two they just stop on the coast and wait for a miracle so that they can cross it with dry feet. The AI is unable to embark units to sea or air transports, unless it is specifically scripted or ordered to do so. In this mod there is no such script as it would take too long for the AI to embark its units one by one for an invasion. Instead, major Allied invasion units are spawned in the middle of the sea en masse and then proceed to land at their designated beaches which are currently more or less the historical locations.
Bummer...that means I will never receive heroes. This almost makes me want to restart, but I can only play blind once. So I will keep up my playthrough as is. I am enjoying too much to stop now. Hope you get a chance to see my latest post and give me some feedback on the next set of questions.

I am hoping to record another, hopefully longer playthrough soon.

I am eager to break Leningrad and Moscow, and what to do next with those units in that region
goose_2 wrote: Wed Jan 05, 2022 2:18 pm This may have been answered before, but I cannot readily find an answer to this question.

What is the kill count for 1st hero awarded?

2nd hero

3rd hero?

I have a lot of kills on some of my units and yet no heroes yet.
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 »

goose_2 wrote: Wed Jan 05, 2022 2:18 pm What is the kill count for 1st hero awarded?
The 1st hero can appear anytime between 30 and 100 kills. (It should appear by the 100th kill the latest.)
The 2nd between 101 and 200 kills. (The 2nd hero should appear by the 200th kill the latest.)
The 3rd between 201 and 500. (3rd heroes are very rare in the mod.)

RobertCL wrote: Tue Jan 04, 2022 11:14 am I occupied USSR and Middle East at turn nr 45.
At turn 70 I conquered UK but the game does not stop.
Hm, strange. The game should end if all British and Soviet objectives are conquered and if all objectives in Germany and Tunis is being held.
So have you captured Malta as well? Are holding Tunis?
ImageImage
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 v2.3

Post by McGuba »

McGuba wrote: Wed Jan 05, 2022 6:59 pm
RobertCL wrote: Tue Jan 04, 2022 11:14 am I occupied USSR and Middle East at turn nr 45.
At turn 70 I conquered UK but the game does not stop.
Hm, strange. The game should end if all British and Soviet objectives are conquered and if all objectives in Germany and Tunis is being held.
So have you captured Malta as well? Are holding Tunis?
EDIT:
OK, so I checked the situation since Uhu sent me over your save game. There is an error that I made in the game you have been playing (single scenario, moderate version) which means the game does not end if all the objectives are captured. In the campaign mode of moderate it works correctly and probably that's why nobody has reported it until now. But now I have fixed it so it will be good for the next version of the mod. For this game all you can do is to just press the "end turn" until you reach the last turn and then you should get your victory confirmation. (Just make sure that the partisans do not recapture and hold any objective.)
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
RobertCL
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Re: Battlefield: Europe MOD v2.3

Post by RobertCL »

Hi Mc Guba,

Thx.
At least my contribution was useful for the next update ;-)
Please check all 'standalone" scenarios.

It was a funny experience, I like your map!
sleepy2
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Re: Battlefield: Europe MOD v2.3

Post by sleepy2 »

Hi all,

I would love to play a matched game with someone using this mod. Feel free to message me and I can setup the games.
alexfilip
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Re: Battlefield: Europe MOD v2.3

Post by alexfilip »

Morphy wrote: Fri Jan 07, 2022 7:58 pm Hi all,

I would love to play a matched game with someone using this mod. Feel free to message me and I can setup the games.
Dear Morphy,

I would be available starting Mid February. Very busy until then, a bit more time to play from Mid February onwards.

Best,
Alex
Maths
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Re: Battlefield: Europe MOD v2.3

Post by Maths »

Hello to all,

Just a small question about the saves files included in the download.
Were they made with "Dice-Chess" combat setting or not ? For my part, now that I've tried "Dice-Chess" I can't bear the "Normal" option anymore ^^

Thanks !
Greetings,
Maths
PeteMitchell
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Re: Battlefield: Europe MOD v2.3

Post by PeteMitchell »

They are on Normal mode as far as I recall... :-)
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Uhu
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Re: Battlefield: Europe MOD v2.3

Post by Uhu »

Hi,

I understand your pain and frustration...
The historical saves are with normal, but luckily it can be changed with cheat:
Press Ctrl+Alt+Shift+C to enter a cheat code.
Write "dice chess". Than test with batle results, if it was entere successfully an here you have it!
Maths wrote: Mon Feb 14, 2022 10:23 pm Hello to all,

Just a small question about the saves files included in the download.
Were they made with "Dice-Chess" combat setting or not ? For my part, now that I've tried "Dice-Chess" I can't bear the "Normal" option anymore ^^

Thanks !
Greetings,
Maths
Image
Image
Maths
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Re: Battlefield: Europe MOD v2.3

Post by Maths »

Hi,
PeteMitchell wrote: Tue Feb 15, 2022 1:54 am They are on Normal mode as far as I recall... :-)
After some (awful ?) tests... you're definetely right :)
Uhu wrote: Tue Feb 15, 2022 6:57 am Hi,
I understand your pain and frustration...
The historical saves are with normal, but luckily it can be changed with cheat:
Press Ctrl+Alt+Shift+C to enter a cheat code.
Write "dice chess". Than test with batle results, if it was entere successfully an here you have it!
I've tried the Cheat code and it seems to be very working very well !

Thank you guys ! Everything should be more enjoyable from now on :)

Greetings,
Maths
alexfilip
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Re: Battlefield: Europe MOD v2.3

Post by alexfilip »

Dear all, I currently have two games running.
One set vs Maths, which is alive and well, and another versus another person, who has gone AWOL.
I fear that game might be abandoned, and would like to ask - is anybody interested in a paired game?
I have more time on my hands until mid April.
Marginaldefeat
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Re: Battlefield: Europe MOD v2.3

Post by Marginaldefeat »

After six months pause, I restart a campaign ( Realistic + FIeld Marshall Dice CHess ) This time i want to finish a campaign with a usual decisieve victory where i start Seelion in 41 and end till the very end of 42 by the latest. After I finish ( in a few weeks ) I ll be ready to play a multiplayer if somebody would like to try, hopefully we can start in in March, i play against anyone gladly.
PeteMitchell
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Re: Battlefield: Europe MOD v2.3

Post by PeteMitchell »

Marginaldefeat wrote: Fri Feb 18, 2022 2:38 pm After six months pause, I restart a campaign ( Realistic + FIeld Marshall Dice CHess ) This time i want to finish a campaign with a usual decisieve victory where i start Seelion in 41 and end till the very end of 42 by the latest. After I finish ( in a few weeks ) I ll be ready to play a multiplayer if somebody would like to try, hopefully we can start in in March, i play against anyone gladly.
Oh this is great, please share some screenshots and insights if you can! :-)
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Marginaldefeat
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Re: Battlefield: Europe MOD v2.3

Post by Marginaldefeat »

PeteMitchell wrote: Fri Feb 18, 2022 4:46 pm
Marginaldefeat wrote: Fri Feb 18, 2022 2:38 pm After six months pause, I restart a campaign ( Realistic + FIeld Marshall Dice CHess ) This time i want to finish a campaign with a usual decisieve victory where i start Seelion in 41 and end till the very end of 42 by the latest. After I finish ( in a few weeks ) I ll be ready to play a multiplayer if somebody would like to try, hopefully we can start in in March, i play against anyone gladly.
Oh this is great, please share some screenshots and insights if you can! :-)
Honestly I don t know what to do .... :D I really wanted to do the redeployment from the Eastern front after turn 7, to prepare for a Sealion. However, both my Southern and Central Front was soooo successful than never before. Currently I am turn 9, and I have a unit in Moscow, and I am very close to Mariupol. I have a great chance to capture both Moscow and Rostov at the very end of 41 or early 42 ( turn 14-15) so I hesitate what to do. I think i consider doing that, and then try to reach Baku even in 42, and postpone Sealion, until late 42. But not later, that s 100%.
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