Locarnus Addon 2026-04a, for Battlefield Europe, OC, AK, SC and Grand Campaign East

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bondjamesbond
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Re: Locarnus Addon 2026-04a, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by bondjamesbond »

Locarnus wrote: Fri Apr 10, 2026 7:08 pm
bondjamesbond wrote: Fri Apr 10, 2026 6:55 pm Great – now we’ll be able to fight properly in the air and at sea, rather than picking our noses out of boredom )
It really makes a significant difference, that the convoy patrols are now slower than the previously used fleet destroyers.
Like eskuche showed in his playthrough, sending subs to the convoy routes was just not viable anymore in 43. As soon as one of the subs was spotted it was swarmed by enemy DDs.

Even 1-2 fewer enemy DD reaching convoy raiding sub could have been enough for survival with heavy damage.
The change makes the Battle of the Atlantic more viable, and thus fun to engage in.

Speaking of the Battle of the Atlantic, I'll have to watch "Das Boot" again. :)
:lol: That’s good – the more action, the less boredom )
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goose_2
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Re: Locarnus Addon 2026-04a, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by goose_2 »

bondjamesbond wrote: Fri Apr 10, 2026 6:55 pm
Locarnus wrote: Fri Apr 10, 2026 5:40 pm Quick update, only for BE main scenario with Addon, no changes affecting any of the other campaigns.
I finally applied this update in the system.

I know there was nothing really changing for my games but still wanted to make sure I have the latest applied.

I am really excited about getting back into the GC, but also know that I have 0 recordings of my playthroughs of the losing side of the vanilla campaign. So maybe I need to prioritize those recordings. Thoughts?
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Locarnus
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Re: Locarnus Addon 2026-04a, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by Locarnus »

goose_2 wrote: Mon Apr 13, 2026 4:56 pm I finally applied this update in the system.

I know there was nothing really changing for my games but still wanted to make sure I have the latest applied.

I am really excited about getting back into the GC, but also know that I have 0 recordings of my playthroughs of the losing side of the vanilla campaign. So maybe I need to prioritize those recordings. Thoughts?
Hm, the 3 parallel runs are already underway, (original winning, original losing, grand campaign east).
But imho the many parallel playthroughs are a bit hard to keep track off and increase the time between follow up episodes (even without the long hiatus).

I would probably focus it down to completing the original winning path while also progressing the grand campaign east and postpone the original campaign losing side until after the winning side is completed?
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
RobertCL
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Re: Locarnus Addon 2026-04a, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by RobertCL »

Hi Locarnus,

Just to tell you that I finished Grand Campaign East DLC 1942 with your latest mod iteration. It works flawlessly.

Just a few questions when using switch mode (I looked at the game library to get infos but the questions remain):
1. Ju 87R, in switch mode it becomes a Ju 52 on the ground. Why not a Ju 87 on the ground ?
2. Kübelwagen can never attack even in tank mode ? I tried all combinations in game without succes (it reacted in arty mode when it was hidden behind another unit)
3. Ju 88 switches from Strategic-Tactical to Tactical-Strategic, ok but it is impossible to switch back the same turn so if you made a mistake inadvertently... For other units in game (in other classes), switching back is always possible ("reset" mode if you wish).
4. PZA 42 / SD 250/11 : why does the unit when moving does not have the SD 250/11 icon ? Idem for PZA 41.

BTW I like the red border around selected unit 1very much.
Locarnus
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Re: Locarnus Addon 2026-04a, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by Locarnus »

RobertCL wrote: Mon Apr 13, 2026 7:58 pm Hi Locarnus,

Just to tell you that I finished Grand Campaign East DLC 1942 with your latest mod iteration. It works flawlessly.

Just a few questions when using switch mode (I looked at the game library to get infos but the questions remain):
1. Ju 87R, in switch mode it becomes a Ju 52 on the ground. Why not a Ju 87 on the ground ?
2. Kübelwagen can never attack even in tank mode ? I tried all combinations in game without succes (it reacted in arty mode when it was hidden behind another unit)
3. Ju 88 switches from Strategic-Tactical to Tactical-Strategic, ok but it is impossible to switch back the same turn so if you made a mistake inadvertently... For other units in game (in other classes), switching back is always possible ("reset" mode if you wish).
4. PZA 42 / SD 250/11 : why does the unit when moving does not have the SD 250/11 icon ? Idem for PZA 41.

BTW I like the red border around selected unit 1very much.
Great to hear!
How was Stalingrad and what difficulty setting did you use?

ad 1: The axis aircraft landing is for "ferry" mode. When landed, those aircraft can use the "embark" function to "redeploy" to a far away airfield (if enough Ju 52 transports are available from the scenario designer). McGuba introduced that for the massive Battlefield Europe scenario, to reasonably transfer aircraft from eg the Eastern Front to the Mediterranean. Due to game engine limitations, it has to use the same Ju 52 transport planes as paratroopers and air transported infantry and so on.
I guess the icon when landed could be a Ju 87R, but it would require massive effort to make graphics for all those Axis aircraft in landed mode. And I'm not good at graphics to begin with. :wink:

ad 2: Kübelwagen was just my workaround to easily allow players to upgrade a unit between different ground classes.
I was just frustrated with some of the random heroes for the wrong unit class and wanted a direct way out of that (instead of eg reloading). It is thus a utility unit for that single cross-class upgrade purpose, not intended for combat.
The arty defensive fire is just an unintentional quirk of the game engine.
I would love to be able to give it an ability to boost friendly ground units in a specific radius, like radar does for air units, but the game engine does not provide that.

ad 3: That is a side-effect of the "landing for ferry mode" from point 1, which nearly all Axis aircraft need for Battlefield Europe scenario compatibility.
An aircraft can only land on an airfield. Thus an aircraft with 2 intended modes actually needs to have 3 states they have to cycle through with the switch button:
Primary mode => Secondary mode => Landing state (only on unoccupied airfield) => back to Primary mode => and so on

Except for the two cross class upgrade units Hs 126 and Fw 189 (practically the Kübelwagen of the airforce), the order for nearly all Axis aircraft is:
Strat Bomber mode > (drop altitude) > Tac Bomber mode > (drop bombs) > Fighter mode > Landed state (rearm and then regain altitude) > back to Strat Bomber mode and so on

ad 4: Those PZA units represent an elite formation, where the SdKfz 250 is not just the transport, but an integral part of the unit itself (can not be sold separately).
Unfortunately the Panzer Corps engine is not designed for something like that, so it is another workaround.

Normal infantry units have their infantry stats and then for longer distances they can use an attached transport with totally independent stats. But the attached transport does not provide any stat benefit at all when the unit is not in that transport mode.
With the current PZA implementation the unit has more movement points and halftracked movement type even when in infantry mode! While also being able to manually switch to transport mode for even more movement points (edit: and recon move), where the unit graphic then also switches to SdKfz 250. In that manually switched transport mode, it can even upgrade to the other SdKfz 10 variants in tank class.
It is functionally the same as for the Kradschützen, or the Sahariana unit for the Italians, or the manual switch for transport mode for the towed AT guns (though that is necessary due to the camo bug... :roll: ).
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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