DoctorCreepy wrote:Wow!!!! This is a great mod andI had a ton of fun playing it. Now if you made it go beyond 1945 I'd never leave the house!!! Thanks for making this.
No worries, I have no such plans, so you can enjoy the summer weather.
BiteNibbleChomp wrote:
I don't think McGuba is likely to remake this mod. v1.6 won't be THAT big a change, will it?
No, there will be no ground-breaking changes, mostly fine-tuning. After all, if it ain't broken, don't fix it. However, there will be several changes (the most obvious are the naval mines) and some new content added, plus some re-balancing, tweaking, etc., like always. I intend to make it a final(?) version and that's why it takes longer than expected. Yeah, I know probably there will never be a final version for this mod, but at least I try, OK?
Tigergeri wrote:
Hello (sorry for the bad english)
I think the 1.6 version need:
-Operation Konrad (When soviets capture budapest German,s and Hungary are trying to capture back the capital city and the Zala oil field,s near lake Balaton )
Historically there were a series of operations code named Konrad 1, Konrad 2, and Konrad 3. These were launched Jan-Febr 1945, when Budapest was still under siege and the aim of these operations were to lift the siege and to send more supplies and forces into the city to extend its struggle. None of these actually reached the defenders and the Hungarian capital fell in February. The operation aimed at the recapturing of the fallen city and the Zala oil fields was named Spring Awakening (Frülungserwachen) and was launched in March.
Anyway, if the Soviets capture Budapest at any given time in the mod, the player, who has full control over the Axis forces, can obviously try to recapture it and name the operation whatever he wants.
-Battle for Seelow Heights (The german,s last counter attack for defend Berlin and stay away the soviet,s from Berlin)
The same goes for Seelowe or any other historical German offensive operations of the war: the whole concept of the mod is that the player has total freedom to decide when, where and how to attack, only the Allied responses and historical counter offensives are pre-set.
-The South-France landing in 1944 June
The Allies do land in Souther France in August 1944 (or any time later), if Tunis and Sicily is taken by them by that time.
-And maybe the siegfried line in 1944/1945
The Siegfried Line is already present in the mod, although only the southern part of it, as I found that adding the northern part as well (in front of the Ruhr valley) would make the defense of Germany a bit too easy as it is situated behind a river and thus the AI would be most likely unable to break it. A fortified line behind a river is just a bit too hard nut to crack by the dumb AI, especially if the defending units have high entrenchment. However, the player can create it by placing some strong units there as a last ditch effort to stop the Yanks.
On the other hand, I will add the Gustav and Gothic lines in Italy in the next version, in case the Allies make a foothold in Italy.
P210 wrote:
I bought my first PC for the original Panzer General. Since then I have been looking for a worthy successor to that marvelous game.
Panzer Corps was a good try, but ended up in dissapointment. The game balance is just so bad.
This was the situation up until now. The Battlefield Europe mod has been a dream come true for this, self proclaimed, war history aficianado.
Thank you million times Mr. McGuba and other contributors for all the hard work!
You are welcome! I also thought that Panzer Corps has a great game engine with a lot of potential in it, but unfortunately the vanilla campaign has many historical inaccuracies and is quite pale when compared to the great original. That's why I started modding which has been a lot of fun, and the hidden abilities of the game engine has surpassed all my expectations so far.
Uhu wrote:
I'm lost...
After beating all possible alternative gaming modes (Rommel, DV, without extra prestige, historical'42 late, timerun), I found a new mode: historical advanced - playing the game historical until the D-day! Goal: making a MV - beating the CCCP (as beating Britain would be impossible due to the big distances, like Middle East).
The only question, if it is possible *with* loosing Tunis -> eventually Italy and all the Italian units (which is a significant part of the Axis force!), or it is possible only, if we hold Tunis as the only "unhistorical" exception.
Why I'm lost? It would take again a hell of time from me...
The next version will come with some "official" savegames at certain key points such as Stalingrad or Kursk, which will depict the historical situation as much as it is possible. (The AI is not always cooperative in this...) Thus players can try to change the course of war from those points. When it comes to D-day/Bagration, I seriously doubt that it is possible to achieve MV, not only because of the large number of Soviet units, but also because of the previous losses and distance to the Volga river which should be covered in just 26 turns. So I think in the later starting points a draw is the only realistic aim.
In my view historical play not only means the position of the frontline, but also losing several units in the battle of Moscow or Stalingrad as historically those literally depleted the wehrmacht and the manpower of Germany by 1944, forcing it to rely more on the few remaining Axis Allies, citizens of the occupied countries, and even Soviet POWs. These are represented by the gradually decreasing quality of the German units, with green replacements being used more often than not and having newly raised units with zero experience, which are easy prey for the late war allied units. Still I think it is very interesting to start at a later date and play a mobile defense strategy to stop the Allies before they could reach the objective cities of the Reich.