Re: Battlefield: Europe MOD v1.5
Posted: Fri May 29, 2015 6:34 am
Or a screenshot of all enemy units as of turn one included in the briefing, similar to in Akkula's mod but a shot of the strategic map.
- BNC
- BNC
Yes, I learned it the hard wayJimmyC wrote:Haha. Now you know how i did so well. Because i followed these threads and picked up many valuable tips!GeneralWerner wrote:Funny, I detected this topic only after my first play through![]()
Also, if you didn't know it, there is a rather excellent "tips for playing Battlefield Europe" thread by Uhu here http://slitherine.com/forum/viewtopic.php?f=121&t=55486
I like the idea, but i guess that it could not be implemented in the current version of the game. A cheap fix would be to have a few 1 strength units in the Russian hinterland that would then be killed after the first turn.GeneralWerner wrote:Planning is clearly an important step before you make an attack. But for planning I need intelligence results and that is something not really provided by PG or PC.
Well, in his proposed mod, Chris10 was supposed to provide a few long range reconnaisance planes with recon move and good spotting. I would rather use these if any. Ju-88D and stuff like that. I imagine these would have no active attack stats at all and a fairly long range. However, the AI would most likely attack these so they could not be used for strategic reconnaissance very effectively. But their reconmove and long spotting would help to some extent as they could move away from spotted fighters. In my previous Hungarian Army mod I had some recon planes, but for some reason I did not add these to this mod. Probably because I felt it would be unfair to have a plane with recon move as it would make ground recon units pretty much useless and it would make tactical reconnaissance way too easy. But in v1.6 I will make ground recon units much more useful as well, as they will have more movement and there will be more of them. Anyiway, it would be no problem to add like two-three such recon planes. But I agree that it only helps tactical recon and some more strategic recon would be more than welcomed by most players.GeneralWerner wrote: Planning is clearly an important step before you make an attack. But for planning I need intelligence results and that is something not really provided by PG or PC.
The scout units can only see something very near to their position. And sending fighters a long way to spy is not the duty of fighters (not to talk about the long snowy winters).
I like this idea much more, I did not have the time to check Akkulas mod so far, but I think this would help a lot. Maybe I could also place such a screenshot in the library section of the game as well so that players can check it out later and not only when it pops up in a message box or briefing. I think it is an acceptable solution to have the knowledge of the position and number of enemy units in turn 1, so I think I will go for it in the next version.BiteNibbleChomp wrote:Or a screenshot of all enemy units as of turn one included in the briefing, similar to in Akkula's mod but a shot of the strategic map.
- BNC
No, but the US will try to recapture it later, if it is taken by the Axis.JimmyC wrote:If you send your surface fleet to the shipping lanes in the Atlantic, i know it triggers British capital ships to appear. But is the same true if you use the Kriegsmarine to attack Iceland?
So most ground recons will have 10 movement instead of 8 as in the vanilla game. This 2 hex increase make them surprisingly better as now they can scout ahead of the tank formations and retreat to safety. Also there will be more of them and I made a few new unit icons using some of guille's originals as a basis.McGuba wrote:in v1.6 I will make ground recon units much more useful as well, as they will have more movement and there will be more of them.
McGuba wrote:Sd.Kfz. 222 (late model): In 1942 the armour of the Sd.Kzf.222 was increased to 30 mm in the front so I just added a camo to differentiate it from the earlier grey model:
The Kradschützen will be in the recon class and will be in the same upgrade family with the recon verisions of the Sd.Kfz. 250.
Sd.Kfz 250/9: recon version of the halftrack using the same turret assembly of the Sd.Kfz. 222:
Sd.Kfz.250/11: an alternative to the 250/9 originally issued to platoon leaders, armed with the 28 mm sPzB41:
It is technically possible, but would take a lot of time to make it that precise. Mainly because the player's actions have an effect on the events in the mod. For example if you take the Caucasus less units will appear to move in the direction of Moscow in that time frame. Or, if you take Leningrad, but not the Caucasus, different, and probably more numerous units would appear again. Or, you take Moscow and Leningrad, but not the Caucasus, you end up having other units yet again to appear and move towards Moscow. So the possibilities if not endless, but are quite numerous.GeneralWerner wrote: If it is technically possible to give the player info about the troops the AI has deployed (or started to move) you could for example give messages like:
"Intelligence Report:
The Soviets plan to enforce the defense of Moscow. At least 5 tank divisions, 3 artillery divisions and a not known number of infantry is on the way to Moscow.
...
An American invasion fleet was spotted landing near Cassablanca. Our spies report about approximately 25 transport ship fleets, 3 battleships and 5 destroyers. It is not confirmed but very reliable that also submarines are included."
In this particular case I used the camouflaged vanilla Sd.Kfz. 250 transport and the camouflaged Sd.Kfz. 221 with the 28 mm sPzB41 icon (which original grey version was made by guille) and just mixed the two. So unfortunately I have no base icon for this.flakfernrohr wrote:originally issued to platoon leaders, armed with the 28 mm sPzB41:
Is this icon available in vanilla grey so that a mask can be made to skin it? Also where would I find the stats and animations for it?
Hm, you might want to replay them then or reduce the difficulty level a bit as the main scenario will be even harder, especially after 1942-43.demyansk wrote:This game is enormous!!!!! I finished the few scenarios before Barbarossa and didn't receive a total victory on any of them.
It is very hard, but not impossible to win it in 16 turns, a few players have managed to make it. But not me.I even lost the Balkan campaign, I couldn't capture Crete in time. Do players actually complete in the minimal 16 turns?
In this scenario the player cannot use naval transports, the island has to be taken by paratroopers. Once the airfield is captured some more units can be airlifted, if needed.I couldn't leave on of the ports with my tank from Greece.
Yes, it is good, but it was written for an earlier version of the mod, so when he writes "- Do not let the airforce in north to get into battle there: bring them down to south," is no longer true as in that case German airspace becomes undefended and the player will start to suffer prestige penalties due to the allied bombing raids.JimmyC wrote: Uhu has a good summary as part of his "Tips for Battlefield Europe" thread
That's what the B-36 was designed for, it would have been developed faster had the war gone worse. Not sure what the author intends to happen in the mod though. It's probably just stragglers, and the northwestern edge of the map will probably be secure once the UK falls.JimmyC wrote:In my current playthrough of Barbarossa i have captured the UK, but i am still harassed by US bombers and fighters. It could be that these spawned before I fully captured the UK as I only captured it around 8 turns ago, but I have the feeling that they may still be spawning. Does the US have aircraft carriers in the Atlantic somewhere that the planes are coming from or do they just spawn into the map? It just seems strange as there is no way these units can refuel anywhere, so they are effectively kamikaze units.
Note that I could be wrong though, as it is possible these units appeared before I fully captured the UK.
Or is the assumption that the US would keep on supporting the bombing of mainland Europe until the British Commonwealth is fully defeated?
That is great to hear. Will this also affect the PzII F Recon, e.g give them 8 instead of 6? I'm a big fan of that unit, it works surprisingly great for whittling down entrenched positions, as you can attack and escape the artillery bombardement, that would usually follow after.McGuba wrote:in v1.6 I will make ground recon units much more useful as well, as they will have more movement and there will be more of them.
So most ground recons will have 10 movement instead of 8 as in the vanilla game. This 2 hex increase make them surprisingly better as now they can scout ahead of the tank formations and retreat to safety. Also there will be more of them and I made a few new unit icons using some of guille's originals as a basis.
[/quote]McGuba wrote: The Kradschützen will be in the recon class and will be in the same upgrade family with the recon verisions of the Sd.Kfz. 250.
Once you captured the UK no more allied aircraft should spawn in England. The ones you still have must have spawned before the capture of the UK or might have spawned in allied occupied North Africa or the Mediterranean. Unless I made a mistake and placed a few units which do not have that condition for spawning, but I do not think so. A very few allied units do spawn over the Atlantic, but those only patrol the convoy routes. They might come from carriers or Greenland or whatever.JimmyC wrote:In my current playthrough of Barbarossa i have captured the UK, but i am still harassed by US bombers and fighters. It could be that these spawned before I fully captured the UK as I only captured it around 8 turns ago, but I have the feeling that they may still be spawning.
Actually it is not a bad idea and I might add it in a later version, but I think it makes more sense to award the player with some silence in the west if he takes the effort to capture England.AJE wrote:That's what the B-36 was designed for, it would have been developed faster had the war gone worse. Not sure what the author intends to happen in the mod though.
The Panzer IIF had a max speed of only 40 km/h or 25 mph which in the game makes only movement 5. In contrast the 8-rads had a max speed of 80-85 km/h or 50 mph which is double that figure so it should be reflected accordingly. The Pz.IIF was not a very successful unit, its prodution was delayed and then its order was modified so that a 7.5cm anti-tank gun was to be mounted on the chassis creating the Marder II series. Its successor, the Pz.IIL "Luchs" (Lynx) was considerably faster with a max speed of 70 km/h, however it had a limited production run as its intended gun, 5 cm KwK 39/1 was never produced so that only 100 were produced armed with the good old 2 cm gun.jinxed75 wrote:Will this also affect the PzII F Recon, e.g give them 8 instead of 6?McGuba wrote:So most ground recons will have 10 movement instead of 8 as in the vanilla game.
I think it is mainly due to their somewhat limited speed as they just do not have enough movement points to retreat to safety.In general I find Recon units to be really useful, although the rarest thing I use them for is actual recon work
With the Kradchützen moved to the recon class they will not be so fantastic as they will struggle in close terrain. In the vanilla game they are some very fast moving infantry units with fairly good stats, but I think it is unrealistic for example to use them to garrison and hold cities as if they were infantry. They should not excel in close terrain I guess. I can hardly imagine motorcyclists rushing through a dense forest or a ruined city. These were mainly recon units used to reconnitre in front of the Panzers and not to storm and hold cities like infantry.Not that I would complain about this, but I'm somewhat surprised. Kradschützen are already awesomesauce with their mobility. They are so good, that I'm running with 5 of them now, and if money wasn't an issue, I'd convert even more of my regular infs.
It will have a bit lower ground defense, but the gift Tiger will come with a historical hero who will compensate for that loss. So in effect the balance of the mod will remain the same. (Actually it will be even better as a +2 defense hero means the unit will get +2 bonus to all its defenses wheter it is close, ground or air defense.)Will there be other chnages to unit stats? I think I read in another posting, that you're actually contemplating to lower the Tiger's defenses. I think, if anything, given its outrageous price, that thing needs some kind of redeeming quality. Because in its current state, it just isn't worth the money at all. Using it during Winter is downright hilarious. Move 1 turn->run out of Gas->refuel->move 1 turn->run out of gas->rinse...
Actually you are right as Rommel had only 30-40 Tigers in Tunisia, which is well bellow the scale of this mod. Most Tigers were used on the eastern front.I started a 2nd run of your mod, and I this time I wanted to purchase a Tiger unit for Rommels corps, since he had those, but I just got into Winter 42/43 again, and yeah...now I remember why this would be a collossal waste of money. Screw historicity, I'd rather use the prestige for something better.
Note that I borrowed most of the stats like the low fuel from deducter's mod.Still, I think the 15fuel capacity is a bit too harsh. I know, the Tiger was famous for being quite the Gas Guzzler, but I'm not sure if its fuel consumption was indeed 3-4 times as high as that of an Pz4 or Panther.
So I think it is quite all right with its low fuel in the mod from a historical point of view. It was better used in defense. And whenever possible use trains to move it.Essentialy an offensive weapon, the Tiger was difficult to retreat from the battlefield, due to its frequent breakdowns, high gasoline consumption and difficulty crossing bridges. The Tiger battalions needed to be loaded onto trains, which weren’t always available or close enough.
I now realise the planes must have been from before Britain fell as I destroyed most of them, whilst others seemed to run out of fuel. No new ones appeared except for a rather annoying long range bomber that keeps hitting my subs. I suspect it is based out of Iceland.McGuba wrote:Once you captured the UK no more allied aircraft should spawn in England. The ones you still have must have spawned before the capture of the UK or might have spawned in allied occupied North Africa or the Mediterranean. Unless I made a mistake and placed a few units which do not have that condition for spawning, but I do not think so. A very few allied units do spawn over the Atlantic, but those only patrol the convoy routes. They might come from carriers or Greenland or whatever.JimmyC wrote:In my current playthrough of Barbarossa i have captured the UK, but i am still harassed by US bombers and fighters. It could be that these spawned before I fully captured the UK as I only captured it around 8 turns ago, but I have the feeling that they may still be spawning.