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Re: Locarnus Addon 2025-08a, for Battlefield Europe, Afrika Korps and Grand Campaign East

Posted: Sat Aug 23, 2025 5:19 pm
by DONAR444
How come the Fw200 C3 can't be upgraded to the C4?

Re: Locarnus Addon 2025-08a, for Battlefield Europe, Afrika Korps and Grand Campaign East

Posted: Sat Aug 23, 2025 8:02 pm
by Locarnus
DONAR444 wrote: Sat Aug 23, 2025 5:19 pm How come the Fw200 C3 can't be upgraded to the C4?
Hm, I just looked at the unit in the editor and it is defined to be under the "Red Team" flag, instead of "Germany".
Same as the editor spawned german submarines.
I remember wondering about those some time ago, but I guess there is some script that depends on that flag designation. Though I could never find that script, which makes me hesitant to make adjustments (at least for the subs).

I'll change the Fw 200 unit flag to "Germany" in the next update, which will allow unit upgrades. Thank you for the bug report!

Re: Locarnus Addon 2025-08a, for Battlefield Europe, Afrika Korps and Grand Campaign East

Posted: Sun Aug 24, 2025 10:15 am
by DONAR444
Locarnus wrote: Sat Aug 23, 2025 8:02 pm
DONAR444 wrote: Sat Aug 23, 2025 5:19 pm How come the Fw200 C3 can't be upgraded to the C4?
Hm, I just looked at the unit in the editor and it is defined to be under the "Red Team" flag, instead of "Germany".
Same as the editor spawned german submarines.
I remember wondering about those some time ago, but I guess there is some script that depends on that flag designation. Though I could never find that script, which makes me hesitant to make adjustments (at least for the subs).

I'll change the Fw 200 unit flag to "Germany" in the next update, which will allow unit upgrades. Thank you for the bug report!
Well, you get the Fw200 right from the start of the game. I haven't encountered any script relating to it yet. So I can't image it messing anything up. But, idk. Hope it works out. Still absolutely love this mod and your addon. It's the best hex based experience out there imo.

I was just thinking earlier that it would be interesting to have fuel be a value, a resource like Prestige is. So you get a certain income of fuel per turn, and instead of big ships receiving less fuel via script, you could make the active decision to move your ships as usual, but since you won't get enough fuel income over long period of time, you will eventually start to run out... So every time you move tanks, trucks, planes, ships, you lose fuel from your total amount, and you have to balance out which units to move and which not. Which could mean that, if you would not upgrade any of your infantry with trucks, then you would have more fuel available for ships, for example.

Not mentioning this as a suggestion, because probably not possible. Just rambling.

Re: Locarnus Addon 2025-08a, for Battlefield Europe, Afrika Korps and Grand Campaign East

Posted: Sun Aug 24, 2025 2:19 pm
by DONAR444
Found something else..
Upgrading the 15cm sIG 33 to the Brummbär 43 costs 242PP, but upgrading to the tropical version of the Brummbär only costs 142PP. Then if you converted to the tropical version, converting the tropical Brummbär to the normal version, will again costs a bunch of PP, instead of being free as usual.

Re: Locarnus Addon 2025-08a, for Battlefield Europe, Afrika Korps and Grand Campaign East

Posted: Sun Aug 24, 2025 5:22 pm
by Locarnus
DONAR444 wrote: Sun Aug 24, 2025 10:15 am Well, you get the Fw200 right from the start of the game. I haven't encountered any script relating to it yet. So I can't image it messing anything up. But, idk. Hope it works out. Still absolutely love this mod and your addon. It's the best hex based experience out there imo.

I was just thinking earlier that it would be interesting to have fuel be a value, a resource like Prestige is. So you get a certain income of fuel per turn, and instead of big ships receiving less fuel via script, you could make the active decision to move your ships as usual, but since you won't get enough fuel income over long period of time, you will eventually start to run out... So every time you move tanks, trucks, planes, ships, you lose fuel from your total amount, and you have to balance out which units to move and which not. Which could mean that, if you would not upgrade any of your infantry with trucks, then you would have more fuel available for ships, for example.

Not mentioning this as a suggestion, because probably not possible. Just rambling.
Thank you! McGuba already did a fantastic job with Battlefield Europe, on which I build upon.
I guess the "Red Team" flags are for scripts affecting the battle of the Atlantic, since they only seem to be on german submarines and naval bombers. Unfortunately the editor was designed for very few scripts per scenario, so it has neither search nor order functions and information are nested behind clicks.

Agreed, fuel would work much better as a resource pool instead of just a unit resource. And even more so, if resupply/refuel would only be possible if the units have an open path to supply hexes. Which would allow proper area encirclement to have an effect, instead of the single hex encirclement currently used.
Sadly all of that would require game engine changes, which is not possible with the Panzer Corps 1 engine. Thus requiring those script workarounds for Minsk, Kiev, Leningrad pockets and so on.

DONAR444 wrote: Sun Aug 24, 2025 2:19 pm Found something else..
Upgrading the 15cm sIG 33 to the Brummbär 43 costs 242PP, but upgrading to the tropical version of the Brummbär only costs 142PP. Then if you converted to the tropical version, converting the tropical Brummbär to the normal version, will again costs a bunch of PP, instead of being free as usual.
Ah, great spot. That tropical Brummbär has the wrong price when it is in arty mode (should be same as non-tropical version, like it has in tank mode). Will be corrected in next update, which is currently planned for coming Friday the 29th.

Re: Locarnus Addon 2025-08a, for Battlefield Europe, Afrika Korps and Grand Campaign East

Posted: Wed Aug 27, 2025 1:52 pm
by Locarnus
slowgtp wrote: Tue Aug 19, 2025 2:02 am i loaded these mods as directed and my playing screen was black so i had to remove them
Did a step by step reinstall with 1.32 fix the issue?

Re: Locarnus Addon 2025-08b, for Battlefield Europe, Afrika Korps and Grand Campaign East

Posted: Thu Aug 28, 2025 8:34 pm
by Locarnus
Several fixes thanks to feedback from DONAR444.
And some ongoing work for Battlefield Europe, like in-game consequences for abandoning Africa early. Also added the Persian corridor rail line, though that is mainly functional so far, grapically it still has the snow graphics in winter.

Bonus SE/Std units reintroduced for Soviet Corps!
I thought quite a bit about those, being torn between the Africa Corps approach (removing bonus SE units) and the GC approach (weaker than normal units). I went with the GC one, but the selection is limited. I also changed the captureable SE Tiger and SE Fw 190 into normal core units, instead of bonus units. So that they do not contradict the overall bonus SE/Std = weaker units approach. It also allows the player to (expensively) upgrade them with the full normal unit roster available.

For some late Grand Campaign East scenarios I added scripts to "fix" the aux unit experience. Thus making it independent of the difficulty settings regarding player prestige. Imho it is an unintended design bug that those aux units are affected, and that the slider should only affect core unit experience gain during the singleplayer campaigns.
Some aux units in GC east 44 and 45 scenarios were nerfed in terms of strength, especially the previously buffed Budapest 44 units.



2025-08b Update "Locarnus Addon" Download: https://bit.ly/3HU0SoS

This is only an update to the Addon and requires the 2025 base version of the Locarnus Addon to be installed already on top of BE 2.4 and the bugfixed PzC patch 1.32 first. All previous updates to the 2025 base version are included in this one.

Technical and graphics:
- StuG III arty graphics thanks to Messmann (AMULET mod)
- Many cannon armed aircraft have more fitting animations and sounds
- Corrected several Afrika Korps graphics (switch indicators)

Battlefield Europe, GC East, AK, SC & original PzC campaign compatibility
- BE corrected wrong "GC" submarine spawning turn 50 (thanks to DONAR444)
- BE existing Fw 200 unit flag from "Red Team" to Germany (thanks to DONAR444)
- BE fixed bug of some british units north of Scotland without naval transports
- BE added Persian corridor rail line (Basra-Tehran-Mianeh) and cities
- BE added a Greece script and units (in case Axis abandons Africa too early)
- BE Balkan partisans changed to aux units
- BE Luftwaffen-Felddivision added as barebone unit type, no BE script events yet
- SC fixed/added several unit IDs, including BM-8-24
- SC reduced 2nd scenario vision range of western polish arties
- SC bonus SE/Std units reintroduced, only very limited selection (inf, AT, tanks)
- SC former captured bonus SE Tiger or Fw190 are now non-bonus units
- GC some 44 and 45 scn aux units get same experience regardless of difficulty
- GC aux units have less overstrength in some scenarios (eg 44e1, Budapest 45)
- GC 45 East bonus SE fighter heroes get fixed experience

Unit Changes:
- StuG III F & G now also has arty mode, like StuG IV, both in same arty family!
- 8cm Granatwerfer split into regular inf and jäger/paratrooper variant
- Bf 109 mid to late versions increased soft and hard attack
- Bf 109 added GP (gun pod) variants to G-6 and G-14
- Ju 88 A-4+ late version added
- Fw 190 F-9+ version nerfed
- Ar 234 rebalanced and available a month earlier
- Me 262 A-2 and Do 335 one more ini
- He 162 one less air attack, one more air defense, 100 more expensive
- Soviet 100mm M1944 towed AT gun now has camo and is available much earlier
- Brummbär prestige cost corrected for tropical arty unitID (thanks to DONAR444)
- Several minor availability fixes and adjustments