Battlefield: Europe MOD v2.4

A forum to discuss custom scenarios, campaigns and modding in general.

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

McGuba
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Re: Battlefield: Europe MOD v1.5

Post by McGuba »

JimmyC wrote:I question the stats of the American soldiers. Both their hard attack and soft attacks are high – but my main complaint is with their hard attack.
American infantry units were equipped with the 60 mm bazookas - the first really effective hand held AT weapon which revolutionised warfare. Germans did capture some of these weapons in Tunisia and were so amazed by the design that they copied it and came up with their own version the 90 mm Panzerschreck, which was even more effective. The main advantage of these was that the soldiers did not have to get too close to the enemy tanks to destroy them, as was the case with the earlier AT grenades or more simplistic molotov coctails. Thus destroying a tank by a single soldier became less of a suicide mission. All these are well reflected in the mod, and to some extent in the vanilla game as well.

Additionally, hills are close terrain, which means tanks (and other vehicles) use their close defense value when fighting infantry instead of their much higher ground defense. This makes them very vulnerable to late war infantry in cities, forests, hills and mountains.

In the next version of the mod I will add a new icon for all late war infantry units which will make it more obvious.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
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bebro
Slitherine
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Re: Battlefield: Europe MOD v1.5

Post by bebro »

McGuba wrote:Edit:
Hm, actually now it looks that the 28 mm gun on that icon is a bit different from the one that can be seen on guille's late Sd.Kfz.221. I think I might have used this one then as a basis:
SdKfz_221b.png
SdKfz_221b_Mask.png
Looking good. Thx for providing :)
Appren
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Re: Battlefield: Europe MOD v1.5

Post by Appren »

Turn 17, after I captured Cypros and my victorious paratroopers had just left the island, the sneaky Brits spawned a 40mm bofors AA gun on MY air port!
McGuba
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Re: Battlefield: Europe MOD v1.5

Post by McGuba »

Ah, yeah, will be fixed in the next version. Probably you captured it too early. :oops: Luckily, AA units cannot capture objectives in the game, so it will remain yours. But I understand it is a bit annoying now, so sorry about that.
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Uhu
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Re: Battlefield: Europe MOD v1.5

Post by Uhu »

I came back...and spent another weeks to win the game. :)
Again a timerun, Rommel difficulty. My goal was to finish it at turn 60. I could just finish it at turn 62, but still I'm happy with that. :) I know, what mistakes I made, so probably, with a reload several turns earlier, he could make the difference.
If somebody use the paratroopers as presented in the game (unlimited fuel for the Ju52 and the possibility to be active also in bad weather), he could make even earlier. I used them realistically: calculating 35 fuel cells and do not used them in bad weather. That makes big differences, first of all because that way, Cyprus cannot be taken in early 1942, so...
Resume:
- The timerun playmode is still not a very fun mode - I had always the stress to battle not against the enemy, but against the time. If you need challenge after making a DV, I would suggest, you play it in historical mode (playing until late 1942 just as in the history and giving free hands only after that).
- The Middle-East (SPOILER!!!) is simply a hell in 1943. You just cannot send enough forces from your anyway scarce resources to counter the British two-sided counterattack fast enough. And without capturing Cyprus before, you have absolute no chance to make a successfull campaign in the Middle-East before capturing Cairo.
- It is the first time, I could capture Leningrad really early: in early 1942. Still it was hard enough, so no need the strenghten it further.
- Malta could be captured also relative early in mid 1943 - but only with Rudel and strong German fighter support.
- In the timerun it is even more critical to capture the prestige-giving objectives as soon as possible: Moscow, Leningrad, Malta, England - without these prestige boosts, in Rommel, I couldn't afford the needed upgrades.
- The other major factor for success is the timing and the smart managing of the different forces for different tasks: taskforce for England, for North-Africa, for the Middle-East, etc.

And last but not least: this mod is simply genial! With all the modifications, development, what the community - and the major part from McGuba! - put it in together, it is simply a masterpiece! Thank you again for that!
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Uhu
Colonel - Fallschirmjäger
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Re: Battlefield: Europe MOD v1.5

Post by Uhu »

McGuba wrote: In the next version of the mod I will add a new icon for all late war infantry units which will make it more obvious.
I hope, you use my icons, what I provided for this. :)
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JimmyC
Sergeant Major - SdKfz 234/2 8Rad
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Re: Battlefield: Europe MOD v1.5

Post by JimmyC »

Uhu wrote:I came back...and spent another weeks to win the game. :)
Again a timerun, Rommel difficulty. My goal was to finish it at turn 60. I could just finish it at turn 62, but still I'm happy with that. :) I know, what mistakes I made, so probably, with a reload several turns earlier, he could make the difference.
If somebody use the paratroopers as presented in the game (unlimited fuel for the Ju52 and the possibility to be active also in bad weather), he could make even earlier. I used them realistically: calculating 35 fuel cells and do not used them in bad weather. That makes big differences, first of all because that way, Cyprus cannot be taken in early 1942, so...
Resume:
- The timerun playmode is still not a very fun mode - I had always the stress to battle not against the enemy, but against the time. If you need challenge after making a DV, I would suggest, you play it in historical mode (playing until late 1942 just as in the history and giving free hands only after that).
- The Middle-East (SPOILER!!!) is simply a hell in 1943. You just cannot send enough forces from your anyway scarce resources to counter the British two-sided counterattack fast enough. And without capturing Cyprus before, you have absolute no chance to make a successfull campaign in the Middle-East before capturing Cairo.
- It is the first time, I could capture Leningrad really early: in early 1942. Still it was hard enough, so no need the strenghten it further.
- Malta could be captured also relative early in mid 1943 - but only with Rudel and strong German fighter support.
- In the timerun it is even more critical to capture the prestige-giving objectives as soon as possible: Moscow, Leningrad, Malta, England - without these prestige boosts, in Rommel, I couldn't afford the needed upgrades.
- The other major factor for success is the timing and the smart managing of the different forces for different tasks: taskforce for England, for North-Africa, for the Middle-East, etc.

And last but not least: this mod is simply genial! With all the modifications, development, what the community - and the major part from McGuba! - put it in together, it is simply a masterpiece! Thank you again for that!
I thought that Cyprus is already in German control? Or do you mean the Mediterranean scenario?

You should play it again when new patch is released. Also please update your tips thread based on your recent playthrough.
Uhu
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Re: Battlefield: Europe MOD v1.5

Post by Uhu »

JimmyC wrote: I thought that Cyprus is already in German control? Or do you mean the Mediterranean scenario?
Nope, that is Crete. :) Cyprus is more east of it.
JimmyC wrote: You should play it again when new patch is released. Also please update your tips thread based on your recent playthrough.
No, NO, NOOOOO! :shock: :D Enough time "wasted" from my real life. :)
And I have still much work to do with my Hungarian Zrínyi campaign. Plus yes, I shall continue the tips session. Plus a nice AAR would be also nice...
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BiteNibbleChomp
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Re: Battlefield: Europe MOD v1.5

Post by BiteNibbleChomp »

Uhu wrote: No, NO, NOOOOO! :shock: :D Enough time "wasted" from my real life. :)
There's no way you have wasted more than the 2 years I have lost making all kinds of random stuff!

(Now to go back to making Mongol stuff)

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
Uhu
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Re: Battlefield: Europe MOD v1.5

Post by Uhu »

BiteNibbleChomp wrote:
Uhu wrote: No, NO, NOOOOO! :shock: :D Enough time "wasted" from my real life. :)
There's no way you have wasted more than the 2 years I have lost making all kinds of random stuff!

(Now to go back to making Mongol stuff)

- BNC
:D

When we calculate from the starting of playing PC than 4 years "waste", when just from the beginning of making mods/campaigns, than about 3,5 year of "waste". ;)
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BiteNibbleChomp
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Re: Battlefield: Europe MOD v1.5

Post by BiteNibbleChomp »

Well at least this 'waste' provides us with temporary entertainment! :lol:

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
tinjaw
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Re: Battlefield: Europe MOD v1.5

Post by tinjaw »

Hello. I haven't played/used any mods. I own the Steam version. Can I play Battlefield:Europe? Can you point me to documentation on how to install and use it?

Thanks
Tigergeri
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Re: Battlefield: Europe MOD v1.5

Post by Tigergeri »

Hello Uhu


Hello Uhu
Nagyon szeretem ezt a módot. Régóta vártam hogy legyen egy ilyen mód :)
csak az az egy probléma van hogy nem tudom hogyan kell aktiválni :(
(letölteni le tudom és ki is tudom csomagolni a fájl-t) Nagyon fontos lenne számomra ha tudnál segíteni :)
Előre is köszönöm :D

__Tigergeri___
JimmyC
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Re: Battlefield: Europe MOD v1.5

Post by JimmyC »

tinjaw wrote:Hello. I haven't played/used any mods. I own the Steam version. Can I play Battlefield:Europe? Can you point me to documentation on how to install and use it?

Thanks
I was in the same position as you - with this being my first mod and owning the steam version. The instalation instructions should be on the first page of this thread. I did it by installing JSGME, as recommended by McGuba. I didn't do the nocache thing and my game works fine.

Try and follow the instructions and if you run into trouble i will try and help you. I recall that I had trouble locating the correct folder to download it to and someone on the forums here gave me tips. So i am happy to return the favor!
Uhu
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Re: Battlefield: Europe MOD v1.5

Post by Uhu »

Hello! Írok privátban.
Tigergeri wrote:Hello Uhu


Hello Uhu
Nagyon szeretem ezt a módot. Régóta vártam hogy legyen egy ilyen mód :)
csak az az egy probléma van hogy nem tudom hogyan kell aktiválni :(
(letölteni le tudom és ki is tudom csomagolni a fájl-t) Nagyon fontos lenne számomra ha tudnál segíteni :)
Előre is köszönöm :D

__Tigergeri___
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floplop
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Re: Battlefield: Europe MOD v1.5

Post by floplop »

can someone give me a download link to the last (latest) version of this mod..thanks
Tigergeri
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Re: Battlefield: Europe MOD v1.5

Post by Tigergeri »

Floplop
-------
You can find it in the first page
Download the latest version here: (link)
=)
floplop
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Re: Battlefield: Europe MOD v1.5

Post by floplop »

Thanks,

having a hell of a time getting this mod to work. can I use it without the jgame thingy and if I can please tell me how..thanks
JimmyC
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Re: Battlefield: Europe MOD v1.5

Post by JimmyC »

floplop wrote:Thanks,

having a hell of a time getting this mod to work. can I use it without the jgame thingy and if I can please tell me how..thanks
I found JSGME quite userfriendly as long as you follow the instructions carefully. For me, the hardest part was finding the correct folder to save the files to, as i have the steam version, so its not the default one for non-steam users.

I recommend to persevere as this mod is definitely worth it!
floplop
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Re: Battlefield: Europe MOD v1.5

Post by floplop »

I did everything correct. when I load panzer corp the mod is not there. so I don't know?!?!?
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