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

Posted: Fri Apr 10, 2026 7:45 pm
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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https://dzen.ru/a/ZDUe_qwNOVL8-aM_
https://disgustingmen.com/history/airsh ... submarine/

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https://www.uboat.net/allies/warships/t ... =Submarine

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

Posted: Mon Apr 13, 2026 4:56 pm
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?

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

Posted: Mon Apr 13, 2026 6:59 pm
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?

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

Posted: Mon Apr 13, 2026 7:58 pm
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.

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

Posted: Tue Apr 14, 2026 2:21 pm
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: ).

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

Posted: Fri Apr 17, 2026 10:11 pm
by RobertCL
Hi Locarnus,
How was Stalingrad and what difficulty setting did you use?
I played at easy settings. This way no lack of prestige issue (always elite reinforcements) and always a full roster of units at my disposal. When you exceed 100.000 points you get back to 0, I finished my campaign with 5.000 prestige points (usually I have 75.000 without cheating).
I won at Stalingrad and could escape in the next scenario (I love dissobeying "holding the line" order when you are surrounded), the escape is a nice scenario.

I finished Grand Campaign East 43. I kept my roster of DLC 42 campaign.

I do not use the rule of having only one unit type. I mainly use captured T34s (6 of them), KVs (3 of them) and Lend-lease Shermans (3 of them) to fight against USSR (with equal weapons), I just have a Panther D and a Tiger. I use 3 BF 109G6, 3 FW 190A3 and 3 Me 210. I also have 3 arty units, 4 Grenadiers, and 4 Pioneers. 1 cavalry unit is used for recon as well as the famous Kübelwagen (before you informed me it was not meant to be played with).

If a scenario has 20 turns I finish at 10 turns. I don't like long games (and I do not like large maps either). One might say this is a strange way to play Panzer Corps but I like smashing units "just to relax", my sole challenge is not to lose any unit (even at easy settings the player still needs to be cautious).
In the past I played at Leutnant level, it was too hard since Soviet Units are most of the time overstrenghtened (infantry at 15 is "normal" whereas German player starts with 10) and you quickly run out of prestige points.

Original Panzer General Campaign for Panzer Corps

As I already mentionned, we cannot start this campaign (in the very 1st scenario the player cannot build his core army), but you can put a few scenari in My Games\Scenario folder. I tested Berlin Scenario and it works flawlessly, so the campaign is fully playable in your e-file (if you manage to get rid off very 1st scenario, the sole one not working).
I do not remember if you are the author or not but could you ask for permission a create a 1st scenario with pre-built army so that the campaign could be played ? Forget it, see below.

EDIT: original PG campaign is fully playable, the player just moves the sole tank to the VH. Impossible to purchase new units in this scenario, but you do it just during the next scenario in Poland. Impossible to do the same for GTPG campaign since the author has not given a unit to the player. Sad for this campaign, here a pre-built army would be useful.

Will you modify icons for Western powers -I mean tanks, AT, ... in order to get rid of original panzer corps icons (as you did for Soviets)- ?

I finished the very 1st scenario of AK campaign, it works well.

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

Posted: Sat Apr 18, 2026 5:55 pm
by Locarnus
RobertCL wrote: Fri Apr 17, 2026 10:11 pm Hi Locarnus,
How was Stalingrad and what difficulty setting did you use?
I played at easy settings. This way no lack of prestige issue (always elite reinforcements) and always a full roster of units at my disposal. When you exceed 100.000 points you get back to 0, I finished my campaign with 5.000 prestige points (usually I have 75.000 without cheating).
I won at Stalingrad and could escape in the next scenario (I love dissobeying "holding the line" order when you are surrounded), the escape is a nice scenario.

I finished Grand Campaign East 43. I kept my roster of DLC 42 campaign.

I do not use the rule of having only one unit type. I mainly use captured T34s (6 of them), KVs (3 of them) and Lend-lease Shermans (3 of them) to fight against USSR (with equal weapons), I just have a Panther D and a Tiger. I use 3 BF 109G6, 3 FW 190A3 and 3 Me 210. I also have 3 arty units, 4 Grenadiers, and 4 Pioneers. 1 cavalry unit is used for recon as well as the famous Kübelwagen (before you informed me it was not meant to be played with).

If a scenario has 20 turns I finish at 10 turns. I don't like long games (and I do not like large maps either). One might say this is a strange way to play Panzer Corps but I like smashing units "just to relax", my sole challenge is not to lose any unit (even at easy settings the player still needs to be cautious).
In the past I played at Leutnant level, it was too hard since Soviet Units are most of the time overstrenghtened (infantry at 15 is "normal" whereas German player starts with 10) and you quickly run out of prestige points.
Sure, some years ago I also played it more like similar games, so mostly quick direct combat rather than the suppression heavy gameplay.

Back then I went for General base difficulty, but just gave myself 10000 prestige infusions whenever I needed more money (using the console command with Ctrl + Alt + Shift + C and then typing "prestige 10000" without the quotations). That solved the high prestige demand while keeping the in-game mechanics. Imho the easier difficulties skew some of those mechanics. Also prevents the prestige counter issue, by using the console command "prestige -10000" when eg reaching 80000 prestige.

I also set the rules to dice chess to reduce randomness, to be more in line with those other games, as well as the checkmark for "reform units" at the bottom (don't forget the checkmark for "custom difficulty" at the top of the Advanced tab to make those settings count).
Imho the default very random combat of Panzer Corps only works well when making extensive use of the suppression mechanic with large numbers of arty and strat bombers for every single defense and offense combat.


RobertCL wrote: Fri Apr 17, 2026 10:11 pm Original Panzer General Campaign for Panzer Corps

As I already mentionned, we cannot start this campaign (in the very 1st scenario the player cannot build his core army), but you can put a few scenari in My Games\Scenario folder. I tested Berlin Scenario and it works flawlessly, so the campaign is fully playable in your e-file (if you manage to get rid off very 1st scenario, the sole one not working).
I do not remember if you are the author or not but could you ask for permission a create a 1st scenario with pre-built army so that the campaign could be played ? Forget it, see below.

EDIT: original PG campaign is fully playable, the player just moves the sole tank to the VH. Impossible to purchase new units in this scenario, but you do it just during the next scenario in Poland. Impossible to do the same for GTPG campaign since the author has not given a unit to the player. Sad for this campaign, here a pre-built army would be useful.

Will you modify icons for Western powers -I mean tanks, AT, ... in order to get rid of original panzer corps icons (as you did for Soviets)- ?

I finished the very 1st scenario of AK campaign, it works well.
Ah, yeah, just found the download link for the Panzer General Campaign. You mean this one?
viewtopic.php?p=1066016#p1066016

Yeah, the deployment hexes are an issue, especially for that first scenario. Some flags will be messed up.
It brings its own gamerules, so replacement costs and their experience work like they do in the unmodded game (eg cheap reinforcements do not cost money during the deployment phase, but the unit also suffers a bigger experience reductions).
It also brings its own campaign file, so the other campaigns do not work while it is installed.
But crucially it does not make any changes to the movement or equipment file, so the campaign should probably work out after that first scenario.


GTPG has its own equipment file and adds many units (and crucially unit ID numbers). My Addon does not have many of the unit ID numbers the GTPG scenarios need (like all the Allied bonus SE units). Which unfortunately makes it fundamentally incompatible with my Addon.
It would take enormous work to make it compatible. Much more work than eg making the Grand Campaign West compatible, and I'm slowly working my way towards even that for more than a year now.

Unfortunately I'm not good with graphics.
Also imho the Western Ally appearance in PzC is a bit underwhelming, both when playing against them as well as playing with them. Grand Campaign East is much more popular than West. Soviet Corps is more popular than Allied Corps. And Battlefield Europe is also decided on the Eastern Front.
Still slowly working my way towards Grand Campaign West compatibility. If and when that is working, I might take a look at Allied Corps, but no promises.

In fact, if you want to, you could start GC 42-43 West, but only if you have a core saved from the end of GC 41.
For now it should allow you to bring all you saved units, not just a few of them like in the unmodded game.
However I can not promise that there are no technical issues or that everything works out.

And I have not yet tried to start GC 42-43 without loading a previously saved GC 41 core.
Hm, perhaps that is something I can do for the next update, making GC 42-43 at least startable without that saved core.

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

Posted: Sun Apr 19, 2026 7:36 am
by BeADriver
RobertCL wrote: Fri Apr 17, 2026 10:11 pm Hi Locarnus,
How was Stalingrad and what difficulty setting did you use?
I played at easy settings. This way no lack of prestige issue (always elite reinforcements) and always a full roster of units at my disposal. When you exceed 100.000 points you get back to 0, I finished my campaign with 5.000 prestige points (usually I have 75.000 without cheating).
I won at Stalingrad and could escape in the next scenario (I love dissobeying "holding the line" order when you are surrounded), the escape is a nice scenario.

I finished Grand Campaign East 43. I kept my roster of DLC 42 campaign.

I do not use the rule of having only one unit type. I mainly use captured T34s (6 of them), KVs (3 of them) and Lend-lease Shermans (3 of them) to fight against USSR (with equal weapons), I just have a Panther D and a Tiger. I use 3 BF 109G6, 3 FW 190A3 and 3 Me 210. I also have 3 arty units, 4 Grenadiers, and 4 Pioneers. 1 cavalry unit is used for recon as well as the famous Kübelwagen (before you informed me it was not meant to be played with).

If a scenario has 20 turns I finish at 10 turns. I don't like long games (and I do not like large maps either). One might say this is a strange way to play Panzer Corps but I like smashing units "just to relax", my sole challenge is not to lose any unit (even at easy settings the player still needs to be cautious).
You just described my own personal perspective on Panzer Corps gaming as well. This is also why Battlefield Europe and the DMP mods are not my taste, with all due respect. As far as map scales go, I prefer Nikivdd's scenarios and the GC DLC campaigns.

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

Posted: Sun Apr 19, 2026 12:05 pm
by RobertCL
Hi Locarnus,
I also set the rules to dice chess to reduce randomness, to be more in line with those other games, as well as the checkmark for "reform units" at the bottom (don't forget the checkmark for "custom difficulty" at the top of the Advanced tab to make those settings count)
Yes, from 1 year now on I always use the "Reform units" setting and I also set max experience level to my units in a "custom" mode. I said I played at easy settings, no is was custom, easier than "easy" ;-)
Ah, yeah, just found the download link for the Panzer General Campaign. You mean this one?
viewtopic.php?p=1066016#p1066016

Yeah, the deployment hexes are an issue, especially for that first scenario. Some flags will be messed up.
It brings its own gamerules, so replacement costs and their experience work like they do in the unmodded game (eg cheap reinforcements do not cost money during the deployment phase, but the unit also suffers a bigger experience reductions).
It also brings its own campaign file, so the other campaigns do not work while it is installed.
But crucially it does not make any changes to the movement or equipment file, so the campaign should probably work out after that first scenario.
Yes, this is this campaign. Yesterday evening after my conquest of UK in 1940, I finished Early Moscow in 1941.
Yes flags are messed up, only a finnish flag for Luxembourd in Low Countries scenario but this is not an issue. The campaign works well with your equipment file. I like the switch option and the mini-symbols you use (arty, tank, recon, AD), it works well in the original Panzer General campaign converted for Pz Corps.
Much more work than eg making the Grand Campaign West compatible, and I'm slowly working my way towards even that for more than a year now.
OK not a problem for GTPG (I understand even if it is one of the best campaigns so far), but good news if you put your hands in Western DLC, doing this would make Allied Corps and US campaigns at least playable even if not reworked. Even the standard Pz Corps campaign frankly need proper icons for Western units.
To be honest a mod should mod all nations and the original icons of Western units make me "sad" when I see the work performed on German and Soviet side. At least the aviation is already OK in your mod.
Instead of reworking everything, couldn't you ask for permission on PaK mod team to use their Western allies icons ?
In fact, if you want to, you could start GC 42-43 West, but only if you have a core saved from the end of GC 41.
I shall try.

Hi BeAdriver
You just described my own personal perspective on Panzer Corps gaming as well. This is also why Battlefield Europe and the DMP mods are not my taste, with all due respect. As far as map scales go, I prefer Nikivdd's scenarios and the GC DLC campaigns.
At least I am not alone ;-)
I dislike big maps but I love PaK mod. Still useful to play GTPG campaign or extra campaigns like Yamato.
Battlefield Europe is fine if you play Poland or French senari due to limited map scale.
But playing more than 100 turns on the same map means torture for me (Barbarossa + England).

I also like Nikivdd's scenari (he also realised official DLCs, namely Sea Lion if I remember well) but you have to play with his e-file. I would have preferred to used Locarnus mod (and e-file) to play his campaigns hoping it will be compatible one day.

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

Posted: Sun Apr 19, 2026 6:10 pm
by Locarnus
RobertCL wrote: Sun Apr 19, 2026 12:05 pm
In fact, if you want to, you could start GC 42-43 West, but only if you have a core saved from the end of GC 41.
I shall try.
I have updated the first scenario of GC 42-43 West so that the player as more viable core force, even without bringing a saved core from GC 1941.
Though I have not tested it much so far.

BeADriver wrote: Sun Apr 19, 2026 7:36 am You just described my own personal perspective on Panzer Corps gaming as well. This is also why Battlefield Europe and the DMP mods are not my taste, with all due respect. As far as map scales go, I prefer Nikivdd's scenarios and the GC DLC campaigns.
Do you use normal rng or the dice chess setting?
Since randomness was a contentious topic pretty much from the start in Panzer Corps.




2026-04b Update "Locarnus Addon" Download: https://bit.ly/3QaRuBc

This is only an update to the Addon and requires the 2026 base version of the Locarnus Addon to be installed already on top of BE 2.4 and the bugfixed PzC patch 1.32 first. All previous updates to the 2026 base version are included in this one.

UI & Library changes
- Changed right side unit info suppression color from dark blue to bright red
- Updated German and Italian upgrade families in the library

Grand Campaign West compatibility, thx to RobertCL
- BE Bremen info in the BeforeBE pre-scenario (=> Herzog Sieg Let's Play)
- GC 42w StNazaire less overstr but more starting core units if no core import
- GC 42w Bayonne train safety zone markers changed to train symbol
- GC 42w Hardelot changed to aux units
- GC 42w Increased core slots by 1 for each of the first 3 scenarios

Unit Changes, thanks to eskuche & goose_2 playthroughs:
- Recon only SdKfz 250 cheaper (tank class, non-transport, non-switchable)

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

Posted: Sun Apr 19, 2026 7:17 pm
by BeADriver
Locarnus wrote: Sun Apr 19, 2026 6:10 pm
BeADriver wrote: Sun Apr 19, 2026 7:36 am You just described my own personal perspective on Panzer Corps gaming as well. This is also why Battlefield Europe and the DMP mods are not my taste, with all due respect. As far as map scales go, I prefer Nikivdd's scenarios and the GC DLC campaigns.
Do you use normal rng or the dice chess setting?
Since randomness was a contentious topic pretty much from the start in Panzer Corps.
Chess, actually, and yes, I'm a noob who mostly finds pleasure in whacking enemy units while keeping nasty surprises to a minimum (Rugged Defense is still a factor), not unlike this point Robert brought up earlier. I tend to play this game at night just to unwind.
One might say this is a strange way to play Panzer Corps but I like smashing units "just to relax"
Anyway, my post was less about RNG than it was about the map scales of different scenarios, campaigns and mods. While I did have mixed feelings about the game's RNG when I used to play with it (that was a long time ago, though, and I took a big break from Panzer Corps until picking it up again recently), it still wouldn't bother me nearly as much as scenario sizes and scopes that I find way too overwhelming for me to enjoy, such as the 99-turn scenario in BE.

I should clarify that none of this is to suggest that BE is a "bad" mod, and I do understand why other players are enthralled by the concept of a quasi-WWII simulator. It's just that this game is most intuitive for me when I view the units as battalion-level, for which smaller-sized scenarios are more appropriate than "theater-level simulators." In other words, I prefer the tactical satisfaction of individual engagements in war games over the logistical exhaustion of massive war simulations, where you spend more time managing supply lines, reinforcements and "boring" movement while having to remember what your units in different fronts and theaters are supposed to be doing, than you do on actual combat.

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

Posted: Sun Apr 19, 2026 10:09 pm
by Locarnus
Image



<< New Ongoing Battlefield Europe + Locarnus Addon playthrough by HerzogSieg >>
Youtube playthrough on 70% player prestige plus AI Strength +1 difficulty:
https://www.youtube.com/watch?v=rOm1MNJ ... wsk4pENQCL


Commentary language is German, though it seems that at least the automatic subtitle translations to English were significantly improved in recent years! Those are actually rather decent now, except for understandable issues like the German word for "train" being translated to "moves" (the German "Zug" can mean both "train" and "game move/game turn/game round").
Those auto-translated subtitles seem to work fine with a chromium based browser, though of course not with firefox + ublock :roll: ...

The auto translated audiotrack feature is still pretty terrible, maybe that will also be useable in a few years?
PS: I also just learned how to get the thumbnail from youtube, learning something every day. :wink:


Anyway, it will be a very interesting playthrough! :!:
Especially with the 70% prestige and +1 AI strength difficulty setting.
Similar to the difficulty eskuche used for his playthrough, but without the +50% enemy experience on top.
eskuche wrote: Fri Feb 20, 2026 4:30 am
<< Ongoing BE + Locarnus Addon playthrough by eskuche >>
It is a classic picture and text AAR on 75% player prestige, plus 50% AI experience, plus 1 AI strength settings:
https://tinyurl.com/y8euym2r



BeADriver wrote: Sun Apr 19, 2026 7:17 pm Anyway, my post was less about RNG than it was about the map scales of different scenarios, campaigns and mods. While I did have mixed feelings about the game's RNG when I used to play with it (that was a long time ago, though, and I took a big break from Panzer Corps until picking it up again recently), it still wouldn't bother me nearly as much as scenario sizes and scopes that I find way too overwhelming for me to enjoy, such as the 99-turn scenario in BE.

I should clarify that none of this is to suggest that BE is a "bad" mod, and I do understand why other players are enthralled by the concept of a quasi-WWII simulator. It's just that this game is most intuitive for me when I view the units as battalion-level, for which smaller-sized scenarios are more appropriate than "theater-level simulators." In other words, I prefer the tactical satisfaction of individual engagements in war games over the logistical exhaustion of massive war simulations, where you spend more time managing supply lines, reinforcements and "boring" movement while having to remember what your units in different fronts and theaters are supposed to be doing, than you do on actual combat.
Yep, we all have different scales and mixes of strategy and tactic we are comfortable at.
Eg Pak mod is too much for me, or many other great wargames like Mius Front.

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

Posted: Sun Apr 19, 2026 10:39 pm
by eskuche
On a break, but good to see someone else playing :)

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

Posted: Mon Apr 20, 2026 8:10 am
by RobertCL
Hi Locarnus,

GC 1942 West works with imported core or without. I tried both. I am in St Nazaire.

Maybe PaK icons for Allied units excepted for infantry (and air force already done) ?
Anyway it is already a big step to review/rework the Western DLCs.
Thx!