Battlefield: Europe MOD v2.4

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McGuba
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Re: Battlefield: Europe MOD v1.6

Post by McGuba »

v1.6 is released.


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Changes in v1.6

- Naval mines now have the minefield trait meaning that they will remain visible on the map once discovered
- Snow-free areas extended to include most of the Mediterranean like Southern Italy, Sicily, Greece, etc.
- Several new or modified units added including late war infantry for most nations
- Victory objectives are more visible on strategic map
- The number of British fighters appearing at Malta as reinforcements can now be reduced by sinking British carriers and merchants near the island as soon as possible, or even before they would reach it
- Localization incompatibility fixed (hopefully): the mod is still in English only but due to the previously missing (un-modded) localization files some texts were not displayed (or were displayed erroneusly, such as the names of some rivers on the map) if the player changed to a language other than English in the main menu of the game
- List of in-family unit upgrade options added to the library in a seperate section
- Finland will quit the war (disarm) if the Soviet Union is defeated, or if Moscow AND Leningrad is owned by the Soviets at or any time after August, 1944 (the time of the Finnish armistice)
- Players ending up on the losing path (both England and Russia still undefeated in 1944) get more support so achieving a draw is somewhat easier
- Intelligence data showing the position and number of enemy units in turn 1 is added to the library
- Three excellent After Action Reports written by players are added to the Library. With many thanks to GeneralWerner and JimmyC.
- Allied paratroopers now appear on the map supressed and unable to move for a turn
- Partisans can appear in Crete and Poland
- Players can now start the big scenario at later stages by installing some save game files. In these I tried to recreate the overall historical situation as much as possible. These are mainly for those who got bored of achieving the "easy" victory starting in June 1941. The stages are:

- Moscow/Crusader, December, 1941
- Stalingrad/El Alamein, November, 1942
- Kursk/Sicily, July, 1943
- Normandy/Bagration, June, 1944

The game difficulty is set as General. Obviously, the later you start the scenario the harder it is to achieve any kind of victory and in the final one(s) a draw is the only realistic aim. Now the bravest players can discover if there was any chance for the Wehrmacht to change the tide of the war after the defeats at Moscow or Stalingrad, or if there was any point in finishing the Kursk offensive or to hold on to the bitter end even after the Normandy landings and the catastrophic losses in the Soviet Bagration Offensive.

In order to get them you have to copy the save game files in the zip to your ...\Documents\My Games\Panzer Corps\Save\ folder, where the game keeps the save games, and just load them.


Stalingrad being encircled in November 1942, while the Minor Axis armies try to hold the Don river:

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The Kursk salient in July 1943:

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Unit stats changes:

- Most German tank hunters now belong to the Marder (light) or the StuGIII (medium) or the StuGIV (heavy) upgrade family. It helps the player to continuously upgrade the mobile anti tank units cheaper.
- Most recon units can now move 10, Kradschützen (motorcycles) is moved to recon class. Recon units are now much more useful in their intended role, thanks to their increased speed. Attack values standardized for units having the KwK/30 20 mm gun and a machine gun.
- T-34/42 added with slightly better armour than the T-34/41. T-34 types have +1 inititative.
- Hard attack of Pz.IVF-2/G increased by 1 to 15
- Marder IID and III hard attack increased by 1 to 15
- The difference between the Bf 109 F and Bf 109 G-2 is less significant: historically the early "Gustav" was not a real improvement having a more powerful but heavier engine, its performance was almost similar to that of the "Friedrich".
- Range (max fuel) of most fighters reduced due to the scale of the map. As a result Spitfires operating from England can hardly reach German airspace leaving the hapless Allied heavy bombers largely unescorted until the arrival of the Mustangs. However, the early Bf-109E also suffers from a shorter range.
- Early Bf 110 versions have better air attack (+2)
- Ju 87D/G air attack increased to (-)7
- The price of some late war tank hunters reduced
- Churchill tanks speed reduced to 3
- SU-100 Hard Attack increased to 21, ISU-122, IS-2 HA increased to 19
- SU-76 range increased to 3 in arty mode
- Wurfrahmen 40 range reduced to 1 (!!!), Soft Attack increased to 22. Historically this unit had a very limited range, only 2,200 meters when firing the early 28/32 cm rockets, thus the lower range.
- Soft attack of American heavy bombers reduced (back to vanilla values)
- Strongpoints have (attack) range 1 so that now they can attack enemy units on adjacent hexes without suffering losses, similarily to Forts.
- Soviet Marines added


Download here:
http://www.mediafire.com/download/3tdza ... rope16.zip
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Schweinewitz
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Re: Battlefield: Europe MOD v1.6

Post by Schweinewitz »

Thanks so much for this great update (for this already great mod)! You managed to turn PC into a compelling, large-scale strategic game. Fantasic work!
Magic1111
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Re: Battlefield: Europe MOD v1.6

Post by Magic1111 »

Many thx for the new version! :D

I posted the news in our german DMP-Forum too!

http://www.designmodproject.de/kunena/index
Last edited by Magic1111 on Wed Aug 19, 2015 1:14 pm, edited 1 time in total.
hugh2711
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Re: Battlefield: Europe MOD v1.6

Post by hugh2711 »

Thank you VERY MUCH!!!
GeneralWerner
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Re: Battlefield: Europe MOD v1.6

Post by GeneralWerner »

Good news :)

I am currently stuck in WWI but after that ... the oil fields of the Caucasus and the Near East are still waiting to be conquered by the German Reich.
nightterrors
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Re: Battlefield: Europe MOD v1.6

Post by nightterrors »

Great news. Will play as soon as I find the time.
nikivdd
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Re: Battlefield: Europe MOD v1.6

Post by nikivdd »

After the crashes on my old machine, i decided to give it a try on my new machine.
Sofar i managed to play Poland and France without any hiccups and things run smoothly under windows 10.
Now you must excuse me, i am about to invade Yugoslavia and Greece :twisted:
(thanks for the update!)
https://www.facebook.com/NikivddPanzerCorps
https://www.youtube.com/channel/UCk2lyeEuH_hoA1s7tnTAEJQ
McGuba
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Re: Battlefield: Europe MOD v1.6

Post by McGuba »

Magic1111 wrote:Many thx for the new version! :D

I posted the news in our german DMP-Forum too!

http://www.designmodproject.de/kunena/index
Thanks. Unfortunately my German is very basic, but if there is someone with a problem, suggestion or comment over there on that other forum please post it here and I will try to help if I can.

nikivdd wrote:After the crashes on my old machine, i decided to give it a try on my new machine.
Sofar i managed to play Poland and France without any hiccups and things run smoothly under windows 10.
Now you must excuse me, i am about to invade Yugoslavia and Greece :twisted:
(thanks for the update!)
Great! :) Once you get to the big scenario I highly recommend running the game with the /nocache switch as described in the first post of this topic otherwise a crash to desktop is guaranteed after a few turns due to the large map. The only other solution to avoid a crash is to save and restart PzC after every 3-4 turns. In this way the RAM gets cleared and the memory overflow will not happen.
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Magic1111
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Re: Battlefield: Europe MOD v1.6

Post by Magic1111 »

McGuba wrote: Thanks. Unfortunately my German is very basic, but if there is someone with a problem, suggestion or comment over there on that other forum please post it here and I will try to help if I can.
Yes, we´ll do so! Thx in forward! :D
Uhu
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Re: Battlefield: Europe MOD v1.6

Post by Uhu »

Great work again, "as usual"! :)
Nice to see the sign for the major German industrial cities!

- I wanted always to ask, but forgot always :) : was it intended to give the hero to the Romanian Bf-109E squadron and not for the IAR-80A? I'm asking this, because the logic is at the other heroes, that mostly the weaker types get heroes to compensate it's weaker statistics.

- I switched back the Stronghold range 1 to 0: it makes them very strong and therefore the gameplay will be also definitely harder.

- With the naval mines not attacking, it will be very easy at North Africa. Maybe Tobruk, and Mersa Matruh should be encircled with naval mines to simulate the long support-distances for the Axis troops in N-A.
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Cataphract88
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Re: Battlefield: Europe MOD v1.6

Post by Cataphract88 »

Thanks for the latest version, McGuba. :D :D :D
Richard
uzbek2012
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Re: Battlefield: Europe MOD v1.6

Post by uzbek2012 »

A huge thank you ) we will try the new version 1.6 ! I hope we will see interesting moments and turns of history ;)
RobertCL
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Re: Battlefield: Europe MOD v1.6

Post by RobertCL »

Thx for the new version.

2 remarks

a) Your saved games are at general level ? How can I play them at Sergent level for instance ? Impossible I guess. Please help! Does it only work for a brand new campaign ?

b) Apparently your mod is not compatible with Rump Nissen' Wavy Flags you recommended for version 1.5 (for version 1.6 I have the following message: "flags.png has already been altered"), Is it deliberate ? However it is still compatible with PG Style strenght plate you recommended for version 1.5.

Did you create version 1.6 without other mods unlike you recommended it for version 1.5 ?
In your readme file you mention the possibility to use "PG Style strenght plate" mod but not "Rump Nissen' Wavy Flags" anymore.

I tested with "PG Style strenght plate" + "Rump Nissen' Wavy Flags" mods (despite the warning message for this latest mod) and apparently this is working like a charm.

Maybe you could inform the player like for version 1.5 that "Rump Nissen' Wavy Flags" mod is also applicable.
uzbek2012
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Re: Battlefield: Europe MOD v1.6

Post by uzbek2012 »

Started the game but was faced in Africa no land ) how to fix it ?
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McGuba
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Re: Battlefield: Europe MOD v1.6

Post by McGuba »

Uhu wrote:- I wanted always to ask, but forgot always :) : was it intended to give the hero to the Romanian Bf-109E squadron and not for the IAR-80A? I'm asking this, because the logic is at the other heroes, that mostly the weaker types get heroes to compensate it's weaker statistics.
There is no such logic really. The attached Romanian hero flew the Bf 109. The IAR-80 with hero would be the same as a Bf 109 without. So it gives more variation.
Uhu wrote: - I switched back the Stronghold range 1 to 0: it makes them very strong and therefore the gameplay will be also definitely harder.
OK, but during my playtest I did not find it very strong. But it did annoy me that strongpoints could not really attack any ground units actively without losing more strength points. Also they were wiped out way too fast and easy in D-day.
Magic1111 wrote: - With the naval mines not attacking, it will be very easy at North Africa. Maybe Tobruk, and Mersa Matruh should be encircled with naval mines to simulate the long support-distances for the Axis troops in N-A.
Maybe. Will see.
RobertCL wrote:a) Your saved games are at general level ? How can I play them at Sergent level for instance ? Impossible I guess. Please help! Does it only work for a brand new campaign ?
Unfortunately it is not possible to change difficulty level during a scenario. You can only change it between scenarios.
RobertCL wrote:b) Apparently your mod is not compatible with Rump Nissen' Wavy Flags you recommended for version 1.5 (for version 1.6 I have the following message: "flags.png has already been altered"), Is it deliberate ? However it is still compatible with PG Style strenght plate you recommended for version 1.5.
It is compatible, but you have to install the main mod first and then the wavy flags and press ok. The warning message appears because the main mod changes the flags of the vanilla PzC as well and then the Rump Nissen's wavy flags want to change the same files once again. So if you want to play the mod with it just install it over the main mod and press ok. It should be all right.

RobertCL wrote:Maybe you could inform the player like for version 1.5 that "Rump Nissen' Wavy Flags" mod is also applicable.
Yeah, maybe. Sorry, if it is a bit confusing. I did not intend to make it like that. It is just the fact that this mod changes lots of things from the vanilla game and that's why it is complicated at first.
uzbek2012 wrote:Started the game but was faced in Africa no land ) how to fix it ?
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hugh2711
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Re: Battlefield: Europe MOD v1.6

Post by hugh2711 »

In 1.6 there seems to be less tanks, less heroes on the ones that are there and alot of the units seem to have alot less experience (alot of the infantry in particular and at least one AT had 2 stars before). Is it deliberate?, this makes quite a difference, makes it alot harder.Those two extra stars can make the difference between being able to stop the normandy invasion in the bocage.
Uhu
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Re: Battlefield: Europe MOD v1.6

Post by Uhu »

Which ones do you mean? I found all existing heroes and the 2 star AT gun too. :roll:


hugh2711 wrote:In 1.6 there seems to be less tanks, less heroes on the ones that are there and alot of the units seem to have alot less experience (alot of the infantry in particular and at least one AT had 2 stars before). Is it deliberate?, this makes quite a difference, makes it alot harder.Those two extra stars can make the difference between being able to stop the normandy invasion in the bocage.
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Uhu
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Re: Battlefield: Europe MOD v1.6

Post by Uhu »

I started the mod again (already second attempt, after I foolishly went ahead in North Africa and so my forces were butchered)!

- But I built closed mines belt and escarpment line in NA between Tobruk and Alexandria to avoid supply in Tobruk and Mersha Matruh for the Axis ships and making sea landings/transport for that area impossible => simulate the harsh supply situation for Rommel.
- I like that the naval mines are now visible, but since they no more attack, they lost all their dangerous potential.
- As already mentioned, I changed back the range 1 strongpoints to 0, because I din't liked it.
- I now used to the new sea patterns and I start to kinda like it. :)

This time, my goal is to:
1., Playing 'historically' to the point of the Kursk offensive. After that, I get free hand and I will hoping for a MV (defeating CCCP). Historically means this time also playing with the "factory default" 9 core unit, what is already a big challenge, to not having +2 fighter + 2 150mm Arty! As allways, I use the paratroopers also realistically, what means no actions/paradrop in bad weather, no unlimited-fuel fly and probably no probably no extreme far from the main fronts to simulate the available air-bridge resupply distance.
So, therefore Tunis and Sicily will be lost, and therefore most of the Italian forces will too. And that means also, that until that, absolutely no big-prestige gift will I get, which will make the mod on Rommel even more harder.
I will make a save stand from that turn + my own modded version of Battlefront, so if anybody else is so masochistic, as I, he can try it.
2., Playing historically to the D-Day. Hoping to have a Draw.

McGuba, sure, it would be even more historical, if I would loose all thoose troops, which were lost in the real war too, but that would bring absolutely no fun, because, as the player, I would loose the main principles of the PG, PC game mechanic: managing our (core) units further and further through the campaign to grew up for elite units. So to say a long-time investment, which and the end pays out (in ideal cause :) ).
Probably the General mode would balance this issue, but I'm so deep used to the Rommel mode and scarce prestige-management, that it would me to different.

Anyway: let's see first, if I can make a MV. :)

The first impressions in the gambe for the unit management are already different, because of the later dissappearing of all Italian units, I do not invest any big amount of prestige in them.
- That means: no elite (or absolutely no) replacement and no upgrade for them. So, in NA, the two weak Arty pieces remain and the MC 200's will be also not just not upgraded, but also not brought to the Eastern Front, where they would have more chances for success/survive.
- Because of the smaller Axis airpower, I have to upgrade all my Messerschmitts to Focke-Wulfs. What is a huge amount of prestige, but without the Italian troop-upgrades, I had the sources for that. It is still a big question, how can I counter later the swarms of Allied airpower in the Mediterrean and in Western Europe...

*Oh, yes, before I forget, McGuba: nice new "micro-missions" with the convoy/aircraft carrier to Malta! At least, when I cannot capture the island and stop the appearing of new planes, with the destroying of the aircraft carrier, I can make these numbers smaller. Hopefully the second convoy can be also sunk: I had big luck with the destroying the first one.
*I was also happy with the new towns in Russia: they means some extre prestige (+25/town), what is not much, but on Rommel, every prestige-penny matters. :) Therefore, I also always try to capture units too, instead of just simply destroying them.
Last edited by Uhu on Mon Aug 24, 2015 9:40 am, edited 6 times in total.
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hugh2711
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Re: Battlefield: Europe MOD v1.6

Post by hugh2711 »

to start with; the AT gun north of konigsberg, one of the two infantry there (and LOTS of others dotted around), of the two p38 tanks near there - one of them used to have heroes but not any more. Is it I have messed up my installation or is it deliberate?
Uhu
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Re: Battlefield: Europe MOD v1.6

Post by Uhu »

Yes, I remember, one hero was with Pz38(t)C and he is now maybe in Pz38(t)E? Hardly to remember more, we should have to see both versions to see the differences. Maybe there are such ones too, still, I did not recognise them (while other chances I recognised, see above), what means to me, they are not quite big ones.
hugh2711 wrote:to start with; the AT gun north of konigsberg, one of the two infantry there (and LOTS of others dotted around), of the two p38 tanks near there - one of them used to have heroes but not any more. Is it I have messed up my installation or is it deliberate?
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