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Re: Battlefield: Europe MOD v1.6
Posted: Sun Feb 28, 2016 11:57 am
by StefanDK
Hi,
Oh, that just makes so much more sense then

A friend and I have been playing the 1941 scenario (not this mod) and that works really well in multiplayer. So we thought we could try out luck with another advanced scenario.
Thank you for letting me know the exact hexes in case we continue the multiplayer game. And you are absolutely right - there needs to be certain regulations as to how you move/behave as allied forces to make it a bit more fair/accurate if playing with another human player.
Thanks!
Re: Battlefield: Europe MOD v1.6
Posted: Sun Feb 28, 2016 2:08 pm
by Uhu
Has any use to upgrade for 1.25? As I read, there isn't any major (although needed) change in it... I'm still using 1.22 and I'm fine with it.
And by the way, the new soviet units can be incorporated manually (if even needed) to the eqp file + icons.
JimmyC wrote:All i can think is that the steam version may be slightly different from the non-Steam?
Alternatively, perhaps because i was playing a saved game?
Anyway, i will fire it up again tonight and see if i am still having the problem. It could be that my computer just crapped out as i was playing some other resource intensive games just before i started playing PzC...
Re: Battlefield: Europe MOD v1.6
Posted: Sun Feb 28, 2016 4:55 pm
by McGuba
StefanDK wrote:Hi,
Oh, that just makes so much more sense then

A friend and I have been playing the 1941 scenario (not this mod) and that works really well in multiplayer. So we thought we could try out luck with another advanced scenario.
Thank you for letting me know the exact hexes in case we continue the multiplayer game. And you are absolutely right - there needs to be certain regulations as to how you move/behave as allied forces to make it a bit more fair/accurate if playing with another human player.
Thanks!
OK, in case you decide to play it on in multi, please let me know about your experiences. I have quite a lot of feedback from single players, but none from multi so far. After all it is a single player mod...

But, still kinda curious...
Uhu wrote:Has any use to upgrade for 1.25? As I read, there isn't any major (although needed) change in it... I'm still using 1.22 and I'm fine with it.
And by the way, the new soviet units can be incorporated manually (if even needed) to the eqp file + icons.
I think is only the new units, pretty much. And they have changed the location of the intro move in the folder system. Or maybe it was earlier? I dunno, up until now I was using 1.22, too... Anyway, I have updated as I was interested in the new units. Unfortunately I only found a few useful ones as many of the new Soviet units are prototype only units, which are not suitable for this mod. And the others are those Land Lease units which I already have. But since now I am saving the next version of the mod with PzC v1.25 this version will be needed otherwise there will be a blank screen when starting the mod.
Re: Battlefield: Europe MOD v1.6
Posted: Sun Feb 28, 2016 6:43 pm
by StefanDK
McGuba wrote:OK, in case you decide to play it on in multi, please let me know about your experiences. I have quite a lot of feedback from single players, but none from multi so far. After all it is a single player mod...

But, still kinda curious...
Well, first of all we decided to give it a go (and we will just avoid the surrender hexes).
I will try to remember to let you know how it goes. I guess there is the possibility to use the "handicap" portion of the multiplayer setup to shift the balance a bit in the Axis favour. Right now it is evenly balanced, but we might change that if we want a replay. We have played 1941 four times and each game lasted a few months so it might take a while to get back to you.
And btw, thank you for your work (and time!).
Re: Battlefield: Europe MOD v1.6
Posted: Wed Mar 02, 2016 8:56 pm
by StefanDK
I am sorry if this question has been answered in the past ...
How do convoys and the larger "tankers" work? I play the allied side and would really like to understand their use. I understand that if I get a carrier and convoys close to Malta, then I get more airplane or something like that. But what about the large support ships (tankers or what they are called)?
Re: Battlefield: Europe MOD v1.6
Posted: Thu Mar 03, 2016 12:41 am
by McGuba
No problem at all.
Playing the Allied side they do not have much use. They can only be used to cover the North Atlantic convoy routes so that they can spot Axis U-boats hiding there. The Axis player gets 50 prestige for each U-boat (or other naval unit) which ends the turn on those convoy route hexes (marked with "$"). So you should patrol those routes to limit the Axis prestige income. Once you spot a U-boat send in your destroyers and aircraft. Another possible use might be to block enemy ports, and use them as spotters, especially in the Med.
You are correct with Malta, though, if you manage to take aircraft carriers and Merchants next to the island you might get a few extra fighters there.
Re: Battlefield: Europe MOD v1.6
Posted: Thu Mar 03, 2016 8:05 am
by StefanDK
McGuba wrote:No problem at all.
Playing the Allied side they do not have much use. They can only be used to cover the North Atlantic convoy routes so that they can spot Axis U-boats hiding there. The Axis player gets 50 prestige for each U-boat (or other naval unit) which ends the turn on those convoy route hexes (marked with "$"). So you should patrol those routes to limit the Axis prestige income. Once you spot a U-boat send in your destroyers and aircraft. Another possible use might be to block enemy ports, and use them as spotters, especially in the Med.
You are correct with Malta, though, if you manage to take aircraft carriers and Merchants next to the island you might get a few extra fighters there.
Thanks for the quick reply. That makes sense since the scenario was not designed for playing the allies (it is a bit boring in multiplayer since I need to move large amounts of troops from the farthest reaches of Eurasia... and the axis seems to be getting all the fun happenings - at least for now).
Re: Battlefield: Europe MOD v1.6
Posted: Sun Mar 06, 2016 7:10 am
by McGuba
StefanDK wrote:it is a bit boring in multiplayer since I need to move large amounts of troops from the farthest reaches of Eurasia...
Ah, yeah, another disadvantage.

However, it is the only way to avoid that the AI gets new units spawned in the middle of the map. And of course the AI do not complain for having such a tedious job to do.
StefanDK wrote: and the axis seems to be getting all the fun happenings - at least for now
You are very true in this. The allies need some time to build up their war economy. But once they do no one will be able to stop the Russian Steamroller.

Re: Battlefield: Europe MOD v1.6
Posted: Tue Mar 08, 2016 6:02 am
by JimmyC
Sorry for going awol but my computer died. Will try loading my save and see if there are any graphics/sound issues with the new v1.25.
Will post again here if i have any issues.
Re: Battlefield: Europe MOD v1.6
Posted: Tue Mar 22, 2016 8:07 am
by Slimak81
Amazing mod. Just amazing. So well tuned unit characteristics and price. Overall campaign is a lot of fun. So many game event's well done.
Soviets a little bit too passive. And I think Italy could have a little bit larger home fleet. And one moment more Stug 3F/8 price is to low or characteristics are to hight. Better in all aspects then Pz4G but in fact cheaper
Re: Battlefield: Europe MOD v1.6
Posted: Thu Mar 24, 2016 1:40 am
by McGuba
Thanks.
Soviets a little bit too passive.
Only until late 1942. After that the Russian Steamroller is unleashed.
And I think Italy could have a little bit larger home fleet.
Maybe. However, their operations were limited by the lack of fuel. And some of their ships were always in dock for repair. So they could never use the whole Regia Marina. Also they were somewhat cautious to use them in large operations as the Italians were behind the Allies technologically (no radars, no aircraft carriers, worse sonars, etc.).
And one moment more Stug 3F/8 price is to low or characteristics are to hight. Better in all aspects then Pz4G but in fact cheaper
The StuGIIIF/G was actually cheaper than the Pz.IVG/H (82,000 Reichsmarks compared to over 100,000 RM). And at some point (fall 1942) it had better overall characteristics (thicker armour, better gun) than the tank. German High Command was aware of this 'anomaly' and as a result the StuGIIIG became the most produced German AFV of the war with nearly 8,000 produced. It is well represented in the mod and players are encouraged to invest in the StuG. However, it has its limitations as being an Anti-Tank unit it gets penatlies when attacking so it has limited use in the offensive. But it is very good in defense, at least until late in the war when the Soviet heavy tanks start to show up in numbers.
Re: Battlefield: Europe MOD v1.6
Posted: Thu Mar 24, 2016 8:15 am
by StefanDK
A little update on our multiplayer game where we have played 25 turns with me as allied:
Soviet troops are making the germans run for their life, advanced to-three hexes west each turn and are advancing into Poland and all the other East European countries. Also, Finland has been conquered with almost no trouble at all. Caucasus has been secured. Meanwhile, in the Mediterranean the german and italian troops are blown to pieces and the Italian fleet has been utterly wiped out leaving the sea open to all sorts of allied operations, however none that can threaten the European mainland since the allied forces cannot embark troops and transport them from Africa. In the Atlantic there are only trace of one german bomber and it has not much of a chance bombing anything. The few ships that have managed to siege the trade routes are wiped out in an instant and the Allies truely dominates all the seas, also the North Sea where the german ships have been wiped out. Great Britain now has a few dozen planes to attack Germany with.
It does not bode well for the Axis with this pace of destruction of their forces...
Re: Battlefield: Europe MOD v1.6
Posted: Thu Mar 24, 2016 10:08 am
by Slimak81
Or there began a true hell for Germans by the mid 1943's. So many many hordes of T-34's and KV's. OMG . But more of this - allied bombers everywhere. They actually spawn 10 times faster i could kill them.
Purchased 2 Tiger 1 At july 1943 but have lost almost all Ukraine by that time , all africa, USA ground invasion to Italy, and soviet's advancing at full speed on Romania.

by the beging of 1944 it was a game over for me. No money income and hordes of Soviet's and sky full of allied crafts.
Re: Battlefield: Europe MOD v1.6
Posted: Thu Mar 24, 2016 10:17 am
by Uhu
Hmm, I slowly get interested to play as Axis multiplayer with someone. Or at least try out.
StefanDK wrote:A little update on our multiplayer game where we have played 25 turns with me as allied:
Soviet troops are making the germans run for their life, advanced to-three hexes west each turn and are advancing into Poland and all the other East European countries. Also, Finland has been conquered with almost no trouble at all. Caucasus has been secured. Meanwhile, in the Mediterranean the german and italian troops are blown to pieces and the Italian fleet has been utterly wiped out leaving the sea open to all sorts of allied operations, however none that can threaten the European mainland since the allied forces cannot embark troops and transport them from Africa. In the Atlantic there are only trace of one german bomber and it has not much of a chance bombing anything. The few ships that have managed to siege the trade routes are wiped out in an instant and the Allies truely dominates all the seas, also the North Sea where the german ships have been wiped out. Great Britain now has a few dozen planes to attack Germany with.
It does not bode well for the Axis with this pace of destruction of their forces...
Re: Battlefield: Europe MOD v1.6
Posted: Fri Mar 25, 2016 4:39 pm
by hugh2711
I re-install windows and programs regularly. Every time i do that if i want to do the big scenario i have to replay the first three scenarios again in order to keep my units with heroes. What do i need to save/copy and where do i have to put it on a new installation to be able to play just the big scenario with hero'ed units from a previous play after a reformat/re-install?. Just saving and copying the savecore files doesnt seem to do it. Thanks for info.
( I am NOT using JGME i am using the copy your installation and then overwrite it method)
Re: Battlefield: Europe MOD v1.6
Posted: Sun Mar 27, 2016 1:56 am
by McGuba
StefanDK wrote:A little update on our multiplayer game where we have played 25 turns with me as allied:
I am not so surprised that against a human player the Axis have not much chance. But I did not expect that the Allied player takes the upper hand so early. I was expecting it around turn 40-50. Now I guess by then this game would end.
hugh2711 wrote:I re-install windows and programs regularly. Every time i do that if i want to do the big scenario i have to replay the first three scenarios again in order to keep my units with heroes. What do i need to save/copy and where do i have to put it on a new installation to be able to play just the big scenario with hero'ed units from a previous play after a reformat/re-install?. Just saving and copying the savecore files doesnt seem to do it. Thanks for info.
( I am NOT using JGME i am using the copy your installation and then overwrite it method)
Keeping and re-using the savegames should work. Normally they are in "...\Documents\My Games\Panzer Corps\Save".
Re: Battlefield: Europe MOD v1.6
Posted: Wed Mar 30, 2016 3:19 am
by JimmyC
On my computer some of the animations have gone AWOL since last update. The game still works fine, but the shooting animations for some units have disappeared. Im running the Steam version.
Anyone else noticed this?
Re: Battlefield: Europe MOD v1.6
Posted: Wed Mar 30, 2016 1:47 pm
by McGuba
It would be good to know which units. No one else has reported it so far, by the way.
Re: Battlefield: Europe MOD v1.6
Posted: Thu Mar 31, 2016 5:10 am
by JimmyC
It seemed to be with a lot of the auxillary units (minor axis nation ones). I'm taking a break from PzC for a while, but next time i play i will try and note down which particular units this is effecting.
Re: Battlefield: Europe MOD v1.6
Posted: Sat Apr 02, 2016 10:47 am
by hugh2711
I dont know if this is difficult or trivial to implement but; is there any way? of having somewhere something that will tell you how may units you have on the map at any time. there are occasions in your big mod i would be happy to disband a couple of naff units somewhere useless to getting a new unit somewhere useful and staying under the 200 limit. thanks