Re: Battlefield: Europe MOD v1.5
Posted: Thu Jul 23, 2015 1:26 pm
@ VonArens............You are NOT the only NOOB around here. I've been a NOOB since 2011. And the cheat codes come in handy sometimes too.
There will be quite a few, but probably most notably naval mines will remain visible once discovered as it was requested by many players. Also there will be some map changes, new or modified units, icons, more in-game messages, AI scripts, etc, as usual.VonArens wrote:Not having read the entire thread, is there a teaser list of what 1.6 contains/changes/fixes?
Yeah, but only tactical bombers like the Ju-87 or the Italian SM.79.Btw can the bombers attack subs when they are submerged ?
Yes, I know it would be possible, but for me it is just not professional enough to see 02 as turn 102.ps, I noticed some ppl asking for an option to go beyond 1945/turn 99, which actually allready is possible if you use the turns cheat, it'll make the counter look odd since it only supports 2 digits but it works. Just in case some ppl didnt know, hopefully Im not the only total noob around here
ctrl+alt+shift+c activates the menu and then you type "turns #" without the " and # represents the number of turnshugh2711 wrote:what/how is the turn cheat? thanks for info
I didnt know that they could do this! Thanks for the tip. When next patch is released and i play the mod again, i will be sure to make use of this fact!RobertCL wrote: ...I also love the fact that small ships have the recon capability and can conquer harbours (useful for Sea Lion or North Africa).
I have easily spent 50 hours playing this mod.
try to play as allies - you could make that easily an scenario of its own
Bugs:
a) 'Fallschirmjäger 43' have no paratrooper functions. I recognised this with the German Paratroopers.
b) even after having defeated the Soviets, and not even Partisans where active anymore, a single T34 appears at the beginning of 1945 in the far east.
.....
Suggestion:
a)During period X , Sea- and Air-transports should be added. Of course we loose some but they are still produced at the same time.
b) The new Markers work not always well. Especially the Air-Units, own units in white, are sometimes hard to find. This is the only way to find your own units in the end-phase. To click through would take too long, especially when half of the units are no longer used.
Yeah, if you play the mod on Sergeant it is possible to accumulate high amounts of prestige, but it was designed with General or higher difficulties in mind where prestige is much much more tight. Then the gameplay is also closer to historical. But still, if people just want to have fun and conquer Europe fairly easily, with no stress or frustration whatsoever, why not?RobertCL wrote: I finished the game with 50.000 prestige points.
Thanks, fixed it.2. Wrong spelling when the Short Sterling image appears in February 1942 message, type well the word like this: "objective"
Actually it very much exists, it is the name of the third larges city of present day Ukraine with one million people:3. Wrong city name in Russia, type: "Diepropetrovsk" fro Frenchies or "Dnepropetrovsk" for Tommies (but not as it stands in the game "Dnipropetrovsk", this name does not exist).
I suppose you mean the German Kradschützen unit. Which is strange and no one else has reported it before.4. There is no movement sound for the side car.
Yeah, these will be changed in the next version.5. As said by other players it would be a good idea to add a few more destroyers (once lost they can't be replaced) and to stop the "attacking" capability of sea mines (furthermore they dissapear even when they were already spotted before, quite annoying for Sea Lion, but this aspect is a minor issue).
I do not want to wander to the territory of SS units or swastikas and such. These are banned in many countries for a good reason and that's why they were left out from the vanilla game, too. Anyway, the player is supposed to take full control after the Führer is removed (killed?) and then there might not even be SS units at all. This is a basic concept of the mod, by the way: many historians believe that the Germans could have won the war if it was not for the Führer intervening in strategic and even tactical decisions all the time against the opinion of his more capable generals.6. Just a proposal: Add a few SS/"elite" reinforcements units as they appear historically (e.g. Gross Deutchland) with specific icon. Chris10 was supposed to create a Barbarrossa mod on this forum (with only the map of Russia) but he never finished his work. He had specific units with specific markings showing the Division the unit belonged to. Same idea for Soviets: use specific icons for Guard units.
Yeah I was thinking about it as well, and I might make it later. The only thing that bothers me is that fact that in that case the US would have probably used the bomb against the Soviets. Many believe that Hiroshima was as much a demonstration for Stalin as for the Japanese. Stalin had more tanks and soldiers in Europe, but had no atoms, at least for a while. They had a stronger conventional army, but had no nuclear weapons initially which was probably a major forcing factor for him to stay back. So I just do not know if it makes any sense to make a scenario like this from a historical point of view.7. Post-WW2 proposal: I would love to see a scenario -using your excellent map of course- where Stalin attacks the West in August 1945 (attack of Western Europe + Iran). The human player would be Patton (using the remnants of thre Wehrmacht)...
Haha, I did not know either...JimmyC wrote:I didnt know that they could do this! Thanks for the tip. When next patch is released and i play the mod again, i will be sure to make use of this fact!RobertCL wrote: ...I also love the fact that small ships have the recon capability and can conquer harbours (useful for Sea Lion or North Africa).
And yes, its an awesome mod, isn't it!
It is not that easy as it looks like. It can be played from the Allies side, but it is rather unbalanced in favour of them. Just as historically, as they produced several times more tanks, aircraft and other weapons than the Axis. They also had a lot more soldiers, especially the Soviets. Also, the AI would not be very effective to wage an offensive war at this scale. So it would be either fairly easy for the Allied player, or it should be made unhistorical by topping up the Axis.Anduril wrote:tomjones99 wrote on DMP:
(He has no account at Stitherine)I have easily spent 50 hours playing this mod.
try to play as allies - you could make that easily an scenario of its own
It is not a bug, it is intentional, the late war German paratrooper units were only paratroopers in their name. They were used as conventional infantry and there was no major German paradrop operation in the war after the invasion of Crete in 1941.Bugs:
a) 'Fallschirmjäger 43' have no paratrooper functions. I recognised this with the German Paratroopers.
It is strange and obviously should not happen, I will have a look.b) even after having defeated the Soviets, and not even Partisans where active anymore, a single T34 appears at the beginning of 1945 in the far east.
Sure, but the game engine (the editor) does not allow to add more generic transports during a scenario. Their number is determined at the beginning of the scenario and it cannot be changed (increased), if I am right.Suggestion:
a)During period X , Sea- and Air-transports should be added. Of course we loose some but they are still produced at the same time.
It had been improved a bit in a previous version, but I agree it is still not perfect. It is hard to find a colour which stands out well from both the winter and the summer colours and the sea hexes, and which also has to do something with the German symbolism of the era.b) The new Markers work not always well. Especially the Air-Units, own units in white, are sometimes hard to find. This is the only way to find your own units in the end-phase. To click through would take too long, especially when half of the units are no longer used.
Ok, I will check it out once again.hugh2711 wrote:On the subject of corrections there still seems to be a problem with the 30cm nebwerfer 43. I mentioned it in an earler version - alot of posts ago - but then i assumed it was my disk/installation however i have found that using different versions of the mod, different installations and origional disks it is still not working properly. you can buy it but it just sits there and does nothing, will not fire or return fire. I tried to use it in iceland to defend against the counter-attacks.
It is not possible to make the end of the scenario optional. It either ends at some point or not.hugh2711 wrote:I tried the cheat to extend the play after 99 turns but it did not work.
For (us slower) people who have draws but want to keep going it would be nice to have a splash screen saying humourusly along the lines of: "are you a meglomaniac fixated on domination of the known world, do you really want to continue an ahistoric version with no nukes or would you like to get a life" and give us the choice to carry on (ignoring the turn counter). Thanks
It seems to be all right for me:hugh2711 wrote:On the subject of corrections there still seems to be a problem with the 30cm nebwerfer 43. I mentioned it in an earler version - alot of posts ago - but then i assumed it was my disk/installation however i have found that using different versions of the mod, different installations and origional disks it is still not working properly. you can buy it but it just sits there and does nothing, will not fire or return fire. I tried to use it in iceland to defend against the counter-attacks.
There is only one version of the 30 cm Nebelwerher in the mod. The problem could have been that I reduced its range to 1 in v1.5. But in v1.6 it will have range 2 again as in the base game.hugh2711 wrote:Many thanks for the reply/info, this is still the most awesome mod!
In that picture is that the earlier 30cm nebelwerfer?, it is the 43 (later) version i have the problem with. thanks for the heads up about the early wulfrahmen, i definately rely on them far too much for quick lossless infantry clearances
looking forward to more excellent stuff in version 1.6
OK, and there is no problem with it. Luckily, PzC difficulty is highly customizable, so everyone can play as he wants, which is great. General difficulty level is only recommended as I set up the scenario with this one in mind, but players proved that it can be beaten even in the highest Rommel difficulty as well, even though I do not think I could do that.RobertCL wrote:I played at Sergeant level to discover the game and to win it easily. The fact I won with 50.000 prestige was not any complaint (on the contrary!).
I did check and it does work on mine.RobertCL wrote:I own all scenarios & campaigns from Slitherine and the game was properly patched to the latest version (1.22) before I installed the mod. The Kradshütze movement sound is not working. Please check again.
OK, I agree. It is indeed a nice and geographically correct map which gets more and more precise with each version. So why not use it more?RobertCL wrote:For the 1946 scenario (Western Allies attacked by USSR), it does not have to be historically plausible, what does really matter is fun. It would really be great to have such a battle on your map.
Yeah, in v1.6 I will make it more explicit in a message box which appears when those M1944 units become available. Obviously you can keep your early paratrooper units if you want to and you can use them as normal. However, they will be less effective, especially against tanks, as they are not upgraded to the 1944 standard. It is another player's decision, depending on the actual strategic situation: whether you keep obsolete early war paratroopers from 1944 or upgrade them to up-to date infantry instead, which is only paratrooper in its name. Historically, the Germans chose the latter as the strategic situation in 1944 (complete allied air superiority) made paradropping operations absolute nonsense. But they did have a well trained and experienced paratrooper cadre which could be used to form new units:RobertCL wrote: Good to know that the fallschirmjäger unit cannot be paradropped from its 1943 version. What does happen if I keep my paratrooper units from 1940 ?
Could they be paradropped in 1943 ? In other words the impossibility to use air dropping function is linked to the unit or to the year ?
https://en.wikipedia.org/wiki/Fallschirmj%C3%A4gerAfter mid-1944, Fallschirmjäger were no longer trained as paratroops due to the strategic situation, and fought as infantrymen. Near the end of the war, the series of new Fallschirmjäger divisions extended to more than 12, with a reduction in quality in the later units, which, however still inflicted moderate losses on the advancing Allied troops. The last parachute division to be raised by Germany during World War II was destroyed during the Battle of Berlin in April 1945.
Haha, yeah, these are some great ideas, indeed.RobertCL wrote:Yes a 1946 scenario (after the update of your Hungarian campaign) would give you more freedom, call it "Red Alert"
Foresee a few German units under the leadership of Patton as he historically wished them to join his 3rd Army...
Your map is excellent for such an hypothetical campaign (human player should be by default on the Western Allied side according to me, however playing on the Russian side could be interresting too, will you attack UK ("Red Lion" ?))