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Re: Battlefield: Europe MOD v1.6

Posted: Mon Aug 24, 2015 10:49 am
by hugh2711
thanks, sorry to be a nuisance. I am embarrassed to say the experience differences seem to be from having the difficulty level at field marshall instead of general. I never noticed that before! :-) Those 2 p38's are still different though.

Re: Battlefield: Europe MOD v1.6

Posted: Mon Aug 24, 2015 10:57 am
by Uhu
Oh, the softwere-bug in the France scenario is still there! :cry: I don't know, why is it, but as earlier Nikivdd mentioned, I encounter also every time and it is almost hinders to continue that scenario. It happened at turn 6, in the AI play phase. After reloading, always the same happened. I tried than, that reloaded turn 5 and made some actions with my units, than made a different save and hit end turn and monitored, if the crash come again, or not. With that tactic, I could somehow avoid the crash and the cancellation/replay of the scenario, but it was really frustrating. But it makes also real curious, what's happening, and why just in that certain scenario and probably always in the same, given turn. Strange.

Re: Battlefield: Europe MOD v1.6

Posted: Mon Aug 24, 2015 11:02 am
by Uhu
No problem! :) I do not have the game in this computer, where I'm now, so I cannot look for it. Still, it was interesting, that you recognised the Pz38 hero-change/dissapear, I also had the feelings, that something changed in that are, but I didn't look further for it. :)
McGuba makes always some differences! :wink:
What I recognised for example, was the appearence of some Sdkfz type, like the 221, 250/10 (?) and one plus Ju88A, for what I was really thankful, because of the fewer amount of core airplanes in my arsenal. :)
hugh2711 wrote:thanks, sorry to be a nuisance. I am embarrassed to say the experience differences seem to be from having the difficulty level at field marshall instead of general. I never noticed that before! :-) Those 2 p38's are still different though.

Re: Battlefield: Europe MOD v1.6

Posted: Mon Aug 24, 2015 4:26 pm
by hugh2711
Has anyone done an TURN BY TURN AAR of just the first twenty or so turns but with an immediate/A.S.A.P. UK invasion? I am terrible at naval invasions so i really need to see how that is done while taking care of other things in BFE. Many thanks

Re: Battlefield: Europe MOD v1.6

Posted: Tue Aug 25, 2015 9:09 am
by McGuba
hugh2711 wrote:In 1.6 there seems to be less tanks, less heroes... two p38 tanks near there - one of them used to have heroes but not any more.
There is the same amount of tanks in v1.6 and v1.5 in turn 1. Actually, as I wrote in the changes section, players ending up on the losing path (both England and Russia still undefeated in 1944) now get more support, which means some more extra armoured units added during the final stage of the war.

One of the Pz.38(t) tanks indeed lost a hero (Otto Carius) in turn 1, but he was just moved to the Tiger I tank unit which appears in late 1942. Historically, Carius did serve on a Pz.38(t) in the early stages of Barbarossa, but initially only as a loader so he could not really make a difference. Later he was re-trained for the Tiger and returned to the Eastern Front and destroyed some 150 enemy tanks. This latest version of the mod is unofficially dedicated to the memory of Carius, who died in January this year at the age of 92, during the making of v1.6. Since he has been moved to the very important Tiger I unit, he will be much more prominent from this version. For more see his biography in the Library section of the game.
Uhu wrote:What I recognised for example, was the appearence of some Sdkfz type, like the 221, 250/10 (?) and one plus Ju88A, for what I was really thankful, because of the fewer amount of core airplanes in my arsenal. :)

Yeah, actually I was thinking about adding a second Ju-88 unit, too, the LG 1 to the Mediterranean in turn 1. But I did not want to make too many changes in one version. While popular belief only concentrates on the famous Ju-87 Stuka, historically the Luftwaffe had a lot more two engine medium bombers: in 1941 there were some 1,000 of these (mainly Ju-88 and He-111, with some Do-17) and only 250 Stuka dive bombers. And this ratio did not really change, even in 1943 there were three times more medium bombers than dive bombers. And obviously I wanted to better represent it in the mod as well.

I think there are a few more changes as well, even I do not know as I forgot. :oops: What I can think of is some additional destroyers, mainly for the Italians.

Uhu wrote:- 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. :)
Maybe with time you will get used to the other one as well. :wink:
Oh, the softwere-bug in the France scenario is still there! :cry: I don't know, why is it, but as earlier Nikivdd mentioned, I encounter also every time and it is almost hinders to continue that scenario. It happened at turn 6, in the AI play phase. After reloading, always the same happened. I tried than, that reloaded turn 5 and made some actions with my units, than made a different save and hit end turn and monitored, if the crash come again, or not. With that tactic, I could somehow avoid the crash and the cancellation/replay of the scenario, but it was really frustrating. But it makes also real curious, what's happening, and why just in that certain scenario and probably always in the same, given turn. Strange.
Can you send me that savegame (if you still have it)? I would take a look as well. It is very strange and I have no idea what it can be.

Re: Battlefield: Europe MOD v1.6

Posted: Tue Aug 25, 2015 2:46 pm
by nikivdd
Uhu wrote:Oh, the softwere-bug in the France scenario is still there! :cry: I don't know, why is it, but as earlier Nikivdd mentioned, I encounter also every time and it is almost hinders to continue that scenario. It happened at turn 6, in the AI play phase. After reloading, always the same happened. I tried than, that reloaded turn 5 and made some actions with my units, than made a different save and hit end turn and monitored, if the crash come again, or not. With that tactic, I could somehow avoid the crash and the cancellation/replay of the scenario, but it was really frustrating. But it makes also real curious, what's happening, and why just in that certain scenario and probably always in the same, given turn. Strange.
For the record; sofar i have not encountered any problems - Poland, France and Greece scenarios - while running the mod on my new machine and with the nocache switch. I have just begun playing the Barbarossa scenario.

Re: Battlefield: Europe MOD v1.6

Posted: Wed Aug 26, 2015 7:17 am
by JimmyC
Im so glad that you've released the new patch. I was awol for 1.5 weeks on holiday, but its a nice surprise now i'm back. I will install it and start playing it tonight. I did give BNC's WW1 mod a try, but the style of play doesn't suit me - much prefer the WW2 Blitzkrieg!

I decided this time to take a more historical path and focus on Russia, whilst basically ignoring the Allies. Apart from taking Malta (for the prestige), i will mostly leave Afrika Korps to its fate, as i am interested to play defense in Italy and also experience Normandy.

Re: Battlefield: Europe MOD v1.6

Posted: Wed Aug 26, 2015 12:51 pm
by McGuba
JimmyC wrote:Im so glad that you've released the new patch. I was awol for 1.5 weeks on holiday, but its a nice surprise now i'm back. I will install it and start playing it tonight. I did give BNC's WW1 mod a try, but the style of play doesn't suit me - much prefer the WW2 Blitzkrieg!

I decided this time to take a more historical path and focus on Russia, whilst basically ignoring the Allies. Apart from taking Malta (for the prestige), i will mostly leave Afrika Korps to its fate, as i am interested to play defense in Italy and also experience Normandy.
OK, great, good luck, and hope to hear about your experiencies!

Uhu wrote:- 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.

I am not sure that you will have the resources to do so on Rommel. And do not forget that the Bf 109 is slowly getting better and better, too. The Fw only rules the sky in 1942-43, so it is mainly useful if you are planning to take an offensive stance. If you are playing historically, it might be a waste of resources.


It is still a big question, how can I counter later the swarms of Allied airpower in the Mediterrean and in Western Europe...
Probably you can not. Especially from 1944 you will be forced to withdraw with your aircraft to Central/Southern Germany to preserve them and only attack if there is a good opportunity. The Apenfestung can be a safe haven for them.


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.
Yeah, I wanted to add this feature, so that even if the player does not capture Malta he can decide to blockade it, as happened historically. But it requires resources (Italian navy, U-boats, aircraft) to be comitted, so like always, there is a trade-off. And, with the arrival of Torch, Malta mostly loses its importance, anyway.


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.
Actually, I added these cities as I felt those areas a bit empty and not for the extra prestige. These were quite important cities and there was some heavy fighting for some of them. I also added the small Mius river near Rostov. There were also some heavy fighing and it provides a good strategic position to stop the Russian advance there.


2., Playing historically to the D-Day. Hoping to have a Draw.
On General I could make it so it is possible, but of course it is very hard. The silly AI did help me, though. It would not be possible to make it against a human opponent. And it was only a technical draw: a few turns later I would have lost it as the Americans broke through in the North and the Soviets were closing on Berlin, Vienna and Breslau. So in the briefing I placed a hint that Germany have developed atomic technology and it made the Allies stop their advance.


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).
It might be possible, too, I could not test it. (I have to work too much these days...) Needless to say, very, very hard as well. And it has to be an all-or-nothing gamble. If you fail the offensive in the East you lose all your army and then there is no chance for a draw.

Re: Battlefield: Europe MOD v1.6

Posted: Wed Aug 26, 2015 6:40 pm
by hugh2711
I dont know if this is a change but i never noticed it before:
On days when aircraft and anti-aircraft are unable to work i am losing points due to allied bombers over a city - if i cant fly (or use anti-aircraft) due to weather surely allies also should not be able to?

Re: Battlefield: Europe MOD v1.6

Posted: Wed Aug 26, 2015 11:33 pm
by uzbek2012
Why then began to beat the system with this error ( What it means and how to fix it ( maybe some folders to clean or delete files ) !?
[*]
Image
Image
[*]

Почему то стало выбивать в систему с такой ошибкой ( Что бы это могло значит и как исправить ( может какие то папки почистить или файлы удалить ) !?

Re: Battlefield: Europe MOD v1.6

Posted: Wed Aug 26, 2015 11:38 pm
by Uhu
As I know, it can't be done other way. In such case, the prestige cheat can help, and I think, that is fair in such situations.
hugh2711 wrote:I dont know if this is a change but i never noticed it before:
On days when aircraft and anti-aircraft are unable to work i am losing points due to allied bombers over a city - if i cant fly (or use anti-aircraft) due to weather surely allies also should not be able to?

Re: Battlefield: Europe MOD v1.6

Posted: Thu Aug 27, 2015 4:36 am
by McGuba
During winter players do not get the penalty for allied bombers over German objective cities as the weather is constantly bad.

Unfortunately from Spring to Autumn during rainy days it happens as it cannot be done otherwise as far as I know.

But it does not happen too often. In most gameplays just a few times at best. You can compensate with the money cheat as Uhu suggested, or accept it as bad luck in war. Or as a consequence of insufficience air defense: those bombers could have been destroyed earlier, when the weather was fine. (Well, I know it is not always the case, but still...)

Re: Battlefield: Europe MOD v1.6

Posted: Thu Aug 27, 2015 10:39 am
by nikivdd
Any hints how to deal with that impregnable fortress on Malta?
Is there a way to destroy sea mines?

Re: Battlefield: Europe MOD v1.6

Posted: Thu Aug 27, 2015 12:50 pm
by hugh2711
A (unexpected?) consequence of buffing up the naval mine-laying is:
By turn 40 I was unable to return cruisers/battleships from iceland to norway to reload as there were so many mines they blocked the passage. This has stranded my fleet (and will lead to its destruction) basically and it means i will be unable to defend iceland (with its air base) which is crucial to keeping units in the sea lanes. The loss of prestige from this is very significant, possibly catastrophic. The only way i will be now able to keep ships in the sea lanes is If I take at least scotland and northern ireland. (aaagggghhhhhh).

Also malta is definately alot tougher (although that may be a consequence of my units having less XP at field marshall level rather than my usual general level). Also the ships around turn 30 (torch) that go for malta seem to be alot tougher, my strat bombers hardly make a dent in them.

Re: Battlefield: Europe MOD v1.6

Posted: Thu Aug 27, 2015 12:58 pm
by Uhu
Heh, I had to reload an earlier stage of the war (turn 39), because I automatically made strong defense lines west of Tunis and east of Kursk, etc. and so the enemy cannot capture them timely (as intended). :mrgreen:

Re: Battlefield: Europe MOD v1.6

Posted: Fri Aug 28, 2015 4:49 am
by JimmyC
nikivdd wrote:Any hints how to deal with that impregnable fortress on Malta?
Is there a way to destroy sea mines?
My strategy from v1.5 was to use mainly aircraft to destroy it. I think i had 1 strat bomber, 2 tactical bombers (including Rudel) and 2 or 3 fighters to protect them. It takes a while, but I think that is the best way to deal with it. My recommendation is to move Rudel down from Leningrad to Malta during the winter, and then start attacking in Spring when the weather clears.

Last time I did it, I also used some of the Italian navy to bombard Malta, but I don’t really recommend it as they have minimal effect and will get attacked by subs and the Malta fort.

Re: Battlefield: Europe MOD v1.6

Posted: Fri Aug 28, 2015 4:53 am
by JimmyC
hugh2711 wrote:A (unexpected?) consequence of buffing up the naval mine-laying is:
By turn 40 I was unable to return cruisers/battleships from iceland to norway to reload as there were so many mines they blocked the passage. This has stranded my fleet (and will lead to its destruction) basically and it means i will be unable to defend iceland (with its air base) which is crucial to keeping units in the sea lanes. The loss of prestige from this is very significant, possibly catastrophic. The only way i will be now able to keep ships in the sea lanes is If I take at least scotland and northern ireland. (aaagggghhhhhh).

Also malta is definately alot tougher (although that may be a consequence of my units having less XP at field marshall level rather than my usual general level). Also the ships around turn 30 (torch) that go for malta seem to be alot tougher, my strat bombers hardly make a dent in them.
For the resources you will expend, i never felt it was worth trying to capture and hold Iceland. It could be a fun thing to try though i suppose - just to do something different.

In v1.5, naval mines could be attacked by destroyers and tactical bombers - but it comes at such a high cost and low success rate that i never found it worth it. Not sure how the mechanics work now in v1.6 though - probably the same i guess?

Re: Battlefield: Europe MOD v1.6

Posted: Fri Aug 28, 2015 9:39 am
by McGuba
nikivdd wrote:Any hints how to deal with that impregnable fortress on Malta?
Yeah, as said, possibly Rudel's Ju-87 unit (StG 2) is the best option I guess. Needs some fighter escort, too. With some luck you can also damage it with other tactical bombers, even with the Italian ones, but it takes longer and the success is not guaranteed. It depends on the dice rolls. With some exremely lucky dice rolls you can also damage it with ships.
nikivdd wrote:Is there a way to destroy sea mines?
In v1.6 tactical bombers can destroy 1 strength point in each attack with no loss. (However, sometimes they can "evade", if I am right.) So in one turn you can attack a naval mine with two tactical bombers: attack with the one that is already above it at the beginning of the turn, move it away, and then move there another one.

Destroyers can also destroy 1 strength in each attack, but they also lose 1. However, you can attack with several destroyers in the same turn.

I know that attacking naval mines with tactical bombers is not very realistic, but it comes from the game mechanics and I could not change it. :cry: This is the price of having naval mines remain visible once discovered. However, using tactical bombers to destroy naval mines is not entirely sicence-fiction, for example the Allies used a small number of modified Wellingtons to do so:

https://en.wikipedia.org/wiki/Vickers_W ... _front.jpg
hugh2711 wrote:A (unexpected?) consequence of buffing up the naval mine-laying is:
By turn 40 I was unable to return cruisers/battleships from iceland to norway to reload as there were so many mines they blocked the passage.
Hm, this should not be the case... As far as I am concerned I placed the mines there with some built in randomness, but in a way that there should always be a narrow way between them, where ships and submarines can pass. However, as naval mines now have zone of control (enemy naval units can only pass next to them just one hex per turn), just like normal ground units, navigating through naval minefields take longer in v1.6. It is supposed to simulate that naval units are able to pass through minefields, but they have to slow down while doing so.

And even if they completely block a seaway, you can still use destroyers and / or tactical bombers to clear a way between them as described above.

hugh2711 wrote:Also malta is definately alot tougher (although that may be a consequence of my units having less XP at field marshall level rather than my usual general level).
I think I did not make Malta stronger in v1.6. It should be either bad luck or the consequence of playing at FM.
hugh2711 wrote:Also the ships around turn 30 (torch) that go for malta seem to be alot tougher, my strat bombers hardly make a dent in them.
I might have added some extra experience to these, but I am not sure. I will have to check. But I think it is more due to FM again. Anyway, the Allies sent a massive fleet to support Torch and later the Sicilian / Italian landings and the Italian fleet and the Axis aircraft could not really oppose them.
JimmyC wrote:In v1.5, naval mines could be attacked by destroyers and tactical bombers - but it comes at such a high cost and low success rate that i never found it worth it. Not sure how the mechanics work now in v1.6 though - probably the same i guess?
JimmyC has some point here, my intention was to make naval mines possible to destroy, but not really worth the effort. Unless it is a very important place in the map. For example if a mine blocks the intended Sea Lion landing beaches. Historically, the removal of sea mines was a long and perilous effort, for instance, the Gulf of Finland was only cleared of mines by 1950(!):
During World War II the Gulf of Finland was the most heavily mined area. After the war, by the order of the victors, clearing of the mines was Finlands duty. After the Armistice in 1944 some of the most important sea lanes were sweeped. These were mainly routes that Soviets needed to attack Germany. During a 40 days period over 700 mines, drifting mines and anti-sweeping devices were destroyed. Three vessels were lost. Twelve men were lost and nine wounded. During the main cleaning operation in 1945-1950 over 35 000 km2 was sweeped. 9276 mines or anti-sweeping devices were destroyed, about 10% of these were drifting. 28 men were lost and 37 wounded. This sweeping force was second largest in the world with 2 000 men and 200 vessels. Only Japan had a larger force.
http://kotisivut.fonet.fi/~aromaa/Navyg ... /mines.htm

Re: Battlefield: Europe MOD v1.6

Posted: Fri Aug 28, 2015 9:45 am
by Uhu
This time, the Soviets - although I let them take Kursk in early 1943 - didn't built trenches. :evil:
McGuba, what can be the cause? Or what conditions need to be fullfilled?

Re: Battlefield: Europe MOD v1.6

Posted: Fri Aug 28, 2015 10:46 am
by McGuba
They have to take not only the city of Kursk, but the few hexes to the West of it. I think a 2 hex radius west of Kursk has to contain at least 2-3 Soviet ground units. And it happens not early 1943 but a bit later, between May-June, I think, if the previous conditions are met. I think it happens from turn 45, or something like that.