Battlefield: Europe MOD v2.4

A forum to discuss custom scenarios, campaigns and modding in general.

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P210
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Re: Battlefield: Europe MOD v1.8

Post by P210 »

McGuba wrote:
- Sd. Kfz. 232 (8-Rad) ignores bocage totally.
What do you mean by "ignores"? Currently it has All Terrain movement:
Bocage 3 -100 3
which means it uses 3 movement points when clear or snowy ground and going through Bocage and uses all of its movement points to enter a Bocage hex when muddy.
:?:
- One airfield in mid Europe does not work. Near Prague, if I remember correctly.
Well, I checked all, and could not find any issues. Would you be more specific which one, and why it does not work?
- ME410 icon is corrupted.
Hm... again, I do not really understand, would you be more specific? I do not see any problem with it, maybe you are missing this file for some reason??
Me_410A.png
P210 wrote:
Uhu wrote: And finally a frustrating issue: while the 1.30 pach brings some new nice features, it made also to freeze the game many times (without error message). Earlier was not this the cause (of course Nocache is on) - did anybody else encounter this?
No freezing of the game except the usual crash on turn 8 in France scenario. Though that has always been there regardless of the game version. Just need to load the save and play it again.
I still do not know why there is this crash in turn 8 in France. I never had that. Also I did not really have crashes in the big scenario, maybe one or two times. It might be because the scenario is getting too big, I mean too many units, graphics, sounds, etc, and on some older machines or if you are using many other programs in the background it might cause problems now. I think it is time to stop adding new features. But, anyway, I do not really want to as I think it is fairly finished, so...

232 movement. Loaded France scenario and my observation of 232 driving through bocage like nothing was perception error. It seemed that 232 can access any hex from any given point but when looking closely to the Normandy area it is actually so that the 8-rad is fast enough that it can use roads to enter any bocage hex. My bad.

Me 410 icon issue. Problem was that the icon was flickering in purchase screen and when Me 410 was on top of the land unit only the upper half of the large icon was visible. With some flickering in the parting line.

Airfield issue. Encountered this couple of times after parking aircraft on this particular airfield I could not refuel or upgrade it on the next turn. Then I just avoided that airfield. This was during Barbarossa.

Loaded random save from the campaign and put aircrafts on all airfields. Nothing. All worked as they should. Also the Me 410 on top of the land unit. No issues with the icon. I do not know what to say.

France turn 8. This happens shortly after the the first targets have been captured and some messages appear to assign new targets. There likely is some kind of memory overload happening. I'm using MacBook Pro with Boot Camp XP.

All in all, it seems that my gripes were unwarranted.

Therefore I could say that the mod is about perfect now.
Yrfin
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Re: Battlefield: Europe MOD v1.8

Post by Yrfin »

Why Norway and Soviet Nord (Myrmansk) not include in Battlefied 1.8 ?
Arctic convoy and Tirpitz - it was real Nord war theather.
Lets start it in Battlefied 1.9 !
When im died - I must be a killed.
Yrfin
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Re: Battlefield: Europe MOD v1.8

Post by Yrfin »

Taranto 1941
1 Flotillia
4 Flotillia
Trento

Is it all Italian Supermarine Force in July 1941 ? Discuss.
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Yrfin
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Re: Battlefield: Europe MOD v1.8

Post by Yrfin »

What you think about give all light tanks trait "reconmove" ? Discuss.
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Yrfin
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Re: Battlefield: Europe MOD v1.8

Post by Yrfin »

McGuba wrote: In my understanding countryside terrain should include some roads as well, at least some dirt/agricultural roads or paths which normally make movement easier, not harder as opposed to clear, undeveloped terrain which does not. So I think I am happy with the vanilla values here which make these two pretty much the same.
I dont think so. Countryside must be harde to move - its like badly clear. Hmm - like fresh ground without roads.
McGuba wrote: I see your reasoning here, but some sources claim that the T-34 was not THAT good:

Sure T-34 not spacebatteship :) But its must moving better then Pz I-IV at openfield territory (Clear and Countryside).

And i forget about Heavy Tanks
IDS_MOVT_HTRACK Heavy-track
# Tank Heavy
# Terrain Movement cost
# Dry Muddy Frozen
Clear 2 3 3
Countryside 3 4 4
Forest -100 -100 -100
Hills -100 -200 -200
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scipion1175
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Re: Battlefield: Europe MOD v1.8

Post by scipion1175 »

Hello Mc Guba,

I tried several times to download your mod 1.8, however it always stuck at 315Mo of the 401. Is there another site to download ?

Thank you.

Best regards
Yrfin
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Re: Battlefield: Europe MOD v1.8

Post by Yrfin »

What about add in Battlefield 1.9 HQ and Commander unit ?

10124 OKH 6 1000 4 65 6 1 0 1 0 0 0 0 4 6 2 0 0 ger_radOKH1.png 31.12.1934 30.05.1941 2 Mercedes LG3000 primary nopurchase 10125 sea rail glider
10125 OKH 6 1000 4 65 0 7 0 1 0 0 0 0 4 6 2 0 0 ger_radOKH2.png 31.12.1934 30.05.1941 2 Mercedes LG3000 nopurchase radar 10124 sea rail glider
Ger_radOKH1.png
Ger_radOKH1.png (14.91 KiB) Viewed 3908 times
Ger_radOKH2.png
Ger_radOKH2.png (16.41 KiB) Viewed 3908 times
60001 Stab 0 50 15 0 0 2 0 4 -2 -1 0 1 2 6 1 1 0 ger_inf_stab.png 15.03.1937 01.01.1946 3 nopurchase sea rail P1 PI
ger_inf_Stab.png
ger_inf_Stab.png (28.54 KiB) Viewed 3908 times
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kanniethexen
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Re: Battlefield: Europe MOD v1.8

Post by kanniethexen »

It seems I can only move infantry (I used a cavalry unit) to occupy Atyrau (163,43). Tracked units couldn't enter the hex. Even an all-terrain rec unit couldn't enter. Is this intentional?
McGuba
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Re: Battlefield: Europe MOD v1.8

Post by McGuba »

Yrfin wrote:Why Norway and Soviet Nord (Myrmansk) not include in Battlefied 1.8 ?
Arctic convoy and Tirpitz - it was real Nord war theather.
Lets start it in Battlefied 1.9 !
Due to the lack of AI zones. Arctic convoys and stuff like that would require a few additional free AI zones for correct scripting. PzC has only 32 AI zones and I used them all already. Also it would require a lot of additional work as many hex cooridnates would change as a result of the extension of the map and all the scripts should be checked and modified accordingly to avoid conflicts.
Yrfin wrote:Taranto 1941
1 Flotillia
4 Flotillia
Trento

Is it all Italian Supermarine Force in July 1941 ? Discuss.
No, the Italians have some other ships as well at that time.
Yrfin wrote:What you think about give all light tanks trait "reconmove" ? Discuss.
It is possible, but they do not have the movement speed to make it reasonable. It is better to upgrade them to medium tanks and use dedicated recon units and air units for scouting.
Sure T-34 not spacebatteship :) But its must moving better then Pz I-IV at openfield territory (Clear and Countryside).
Yes, I agree it should be better represented, especially in bad weather. I will think about it.
scipion1175 wrote:Hello Mc Guba,

I tried several times to download your mod 1.8, however it always stuck at 315Mo of the 401. Is there another site to download ?

Thank you.

Best regards
I used to use Mediafire as well, but unfortunately my service provider made it unaccessible for me. :( I do not really know other reliable sites. Maybe MEGA? I will give it a try.

Yrfin wrote: What about add in Battlefield 1.9 HQ and Commander unit ?
Interesting idea. I will think about it.
kanniethexen wrote:It seems I can only move infantry (I used a cavalry unit) to occupy Atyrau (163,43). Tracked units couldn't enter the hex. Even an all-terrain rec unit couldn't enter. Is this intentional?
It is not. Just a terrain bug, I will fix it.
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Yrfin
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Re: Battlefield: Europe MOD v1.8

Post by Yrfin »

McGuba wrote:
Yrfin wrote:Why Norway and Soviet Nord (Myrmansk) not include in Battlefied 1.8 ?
Arctic convoy and Tirpitz - it was real Nord war theather.
Lets start it in Battlefied 1.9 !
Due to the lack of AI zones. Arctic convoys and stuff like that would require a few additional free AI zones for correct scripting. PzC has only 32 AI zones and I used them all already. Also it would require a lot of additional work as many hex cooridnates would change as a result of the extension of the map and all the scripts should be checked and modified accordingly to avoid conflicts.
Understand. Its sad about AI zone limitation :(
Yrfin wrote:Taranto 1941
1 Flotillia
4 Flotillia
Trento

Is it all Italian Supermarine Force in July 1941 ? Discuss.
McGuba wrote:No, the Italians have some other ships as well at that time.
But I see only 3th Division ("Trento" "Trieste" and destroyers).
Where is:
Battleship "Vittorio Veneto "
1st.Division (Heavy Cruisers "Zara" "Pola" "Fiume" )
8th Division (Light Cruisers "Abrutzy" "Garibaldi")
and about 13 Destroyers at 26.03.41?
Yrfin wrote: What you think about give all light tanks trait "reconmove" ? Discuss.
McGuba wrote:It is possible, but they do not have the movement speed to make it reasonable. It is better to upgrade them to medium tanks and use dedicated recon units and air units for scouting.
I think about upraise light tanks role in "historical" aspect of game in 41-42. Maybe increase light tanks movement to 6 and reduce cost ?
Yrfin wrote: Sure T-34 not spacebatteship :) But its must moving better then Pz I-IV at openfield territory (Clear and Countryside).
McGuba wrote: Yes, I agree it should be better represented, especially in bad weather. I will think about it
Not only bad weather, but BAD territory too. I still think about change Contryside to BAD territory.
Yrfin wrote: What about add in Battlefield 1.9 HQ and Commander unit ?
McGuba wrote:Interesting idea. I will think about it.
Bad what PzC dont have trait '"ranged +1 ini for friendly units" :(
When im died - I must be a killed.
Yrfin
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Supply convoys

Post by Yrfin »

What do you think about Supply convoys (Just for gain prestige purpose)

"Send Supply Convoy from A to point B"

51410 Supply Truck 6 240 6 88 8 1 0 1 0 0 0 0 2 6 0 0 0 ger_tr_supply_truck.png 01.01.1938 01.01.1946 2
ger_tr_supply_truck.png
ger_tr_supply_truck.png (28.52 KiB) Viewed 3854 times

51411 Fuel Truck 6 240 6 88 8 1 0 1 0 0 0 0 2 6 0 0 0 ger_tr_fuel_truck.png 01.01.1938 01.01.1946 2
Ger_tr_Fuel_truck.png
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Uhu
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Re: Battlefield: Europe MOD v1.8

Post by Uhu »

Can somebody provide me a pure large strategic map picture from ingame? I have only a black screen with dots, if I change to that view. I need it for making AARs... :)
Image
Image
McGuba
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Re: Battlefield: Europe MOD v1.8

Post by McGuba »

Yrfin wrote:
Yrfin wrote:Taranto 1941
1 Flotillia
4 Flotillia
Trento

Is it all Italian Supermarine Force in July 1941 ? Discuss.
McGuba wrote:No, the Italians have some other ships as well at that time.
But I see only 3th Division ("Trento" "Trieste" and destroyers).
Where is:
Battleship "Vittorio Veneto "
1st.Division (Heavy Cruisers "Zara" "Pola" "Fiume" )
8th Division (Light Cruisers "Abrutzy" "Garibaldi")
and about 13 Destroyers at 26.03.41?
Now I am a bit confused. First you asked about July 1941 and now 26.03.41. So I am not sure which scenario you are talking about, the 3rd Balkans/North Africa/Crete one which starts in April 1941, and which indeed has a limited number of Italian ships for balancing reasons, or the 4th big 99 turn long Barbarossa scenario, which starts in June 1941, and which contains most, if not all of the Italian navy at that time.

Anyway, the Regia Marina suffered some heavy losses in the Battle of Cape Matapan in March 1941 (https://en.wikipedia.org/wiki/Battle_of_Cape_Matapan), losing 3 heavy cruisers (Zara, Fiume and Pola), so it should explain why these ships are completely missing from April. The battleship Vittorio Veneto, along with the Littorio are present in the big scenario (at coordinates 84,76 and 77,74 respectively.) As for the light cruisers and destroyers let's just quote the readme and the changes section of the mod:
- naval units rebalanced: now each battleship/battlecruiser unit represents one actual battleship/battlecruiser, each heavy cruiser unit represents 2 heavy cruisers, each light cruiser unit represents a flotilla of 4 light cruisers, each destroyer unit represents a flotilla of 8 destroyers/torpedo boats and each U-boat/submarine unit represents 20 subs. The number of naval units on the map are mostly rebalanced according to this rule of thumb by using historical ship availability charts.
So individual light cruisers are not represented in this mod as there would be just too many of them. The Regia Marina had some 12 light cruisers in 1940 and lost 2 of them by June 1941. So there should be 10 of them which would be too many at this map scale. That's why each light cruiser unit in the mod represents a flotilla of 4 actual light cruisers and for the same reason destroyer units represent about 8 destroyers or firgates/corvettes/torpedo boats. Therefore the 8th Division (Light Cruisers "Abrutzy" "Garibaldi") you are asking for are represented by the light cruiser unit Duca d'Aosta (at map coordinates 83,77), which in fact represents the four light cruisers of the 7th (Duca d'Aosta and Savioa) and the 8th (Abrutzy and Garibaldi) cruiser divisions. I hope it makes sense.
I think about upraise light tanks role in "historical" aspect of game in 41-42. Maybe increase light tanks movement to 6 and reduce cost ?
I would not give them unhistorical movement speed only to suit the supposed "historical" aspect of game in 41-42. It does not make much sense for me. But recon move might be possible for the late version of the Pz.II. There is not much point in reducing cost as they are already quite cheap, I guess. They should remain more expensive than comparable wheeled recon units. The production and maintenance of a tank should be more expensive than that of a wheeled vehicle.
What do you think about Supply convoys (Just for gain prestige purpose)
I like the idea in general, but not in this mod. At this scale land supply convoys are just too small and insignifcant. There should be dozens, if not hundreds on the way all over the map at any given time. Furhtermore, as I wrote earlier, there are no more free AI zones to designate "from A to point B".
Uhu wrote:Can somebody provide me a pure large strategic map picture from ingame? I have only a black screen with dots, if I change to that view. I need it for making AARs... :)
If you send me the savegames of the required turns I can make it. :D
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kanniethexen
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Re: Battlefield: Europe MOD v1.8

Post by kanniethexen »

Some naval units, like the S-boat (i.e. 5. Flottille) and the U-boat (III/1. Flottille) appear as a Recon unit class in the UI
Yrfin
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Re: Battlefield: Europe MOD v1.8

Post by Yrfin »

McGuba wrote:
Yrfin wrote:
Yrfin wrote:Taranto 1941
1 Flotillia
4 Flotillia
Trento

Is it all Italian Supermarine Force in July 1941 ? Discuss.
McGuba wrote:No, the Italians have some other ships as well at that time.
But I see only 3th Division ("Trento" "Trieste" and destroyers).
Where is:
Battleship "Vittorio Veneto "
1st.Division (Heavy Cruisers "Zara" "Pola" "Fiume" )
8th Division (Light Cruisers "Abrutzy" "Garibaldi")
and about 13 Destroyers at 26.03.41?
Now I am a bit confused. First you asked about July 1941 and now 26.03.41. So I am not sure which scenario you are talking about, the 3rd Balkans/North Africa/Crete one which starts in April 1941, and which indeed has a limited number of Italian ships for balancing reasons, or the 4th big 99 turn long Barbarossa scenario, which starts in June 1941, and which contains most, if not all of the Italian navy at that time.

Anyway, the Regia Marina suffered some heavy losses in the Battle of Cape Matapan in March 1941 (https://en.wikipedia.org/wiki/Battle_of_Cape_Matapan), losing 3 heavy cruisers (Zara, Fiume and Pola), so it should explain why these ships are completely missing from April. The battleship Vittorio Veneto, along with the Littorio are present in the big scenario (at coordinates 84,76 and 77,74 respectively.) As for the light cruisers and destroyers let's just quote the readme and the changes section of the mod:
- naval units rebalanced: now each battleship/battlecruiser unit represents one actual battleship/battlecruiser, each heavy cruiser unit represents 2 heavy cruisers, each light cruiser unit represents a flotilla of 4 light cruisers, each destroyer unit represents a flotilla of 8 destroyers/torpedo boats and each U-boat/submarine unit represents 20 subs. The number of naval units on the map are mostly rebalanced according to this rule of thumb by using historical ship availability charts.
Agree. Thanks for implemenation.
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Uhu
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Re: Battlefield: Europe MOD v1.8

Post by Uhu »

The replay file would be good for it, right? The end is enough I think, but If you can send all turns from turn 74, it maybe helps to make a more detailed AAR.
https://panzercorps.wordpress.com/2016/ ... -1-8-draw/
McGuba wrote:
Uhu wrote:Can somebody provide me a pure large strategic map picture from ingame? I have only a black screen with dots, if I change to that view. I need it for making AARs... :)
If you send me the savegames of the required turns I can make it. :D
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kanniethexen
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Re: Battlefield: Europe MOD v1.8

Post by kanniethexen »

Somewhere in the Barbarossa campaign there is a scenario message that Churchill is on the battleship HMS Revenge. Will sinking that ship have implications for the UK?
McGuba
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Re: Battlefield: Europe MOD v1.8

Post by McGuba »

kanniethexen wrote:Some naval units, like the S-boat (i.e. 5. Flottille) and the U-boat (III/1. Flottille) appear as a Recon unit class in the UI
It is because there is no good naval unit class for these. I did not want to make S-boats destroyers as I did not want them able to attack submerged submarines (These did not normally have depth charges or sonars. They were mainly used against surface ships. In WW2 S-boots sank nearly 150 surface ships, but only one submarine: https://en.wikipedia.org/wiki/E-boat). But I also did not want to make them capital ships for scripting reasons. So I had to add them to another class. It is indeed a compromise to reach an adequate solution. And pretty much the same applies to surfaced submarines.
Uhu wrote:The replay file would be good for it, right? The end is enough I think, but If you can send all turns from turn 74, it maybe helps to make a more detailed AAR.
https://panzercorps.wordpress.com/2016/ ... -1-8-draw/
Ok, I will try to make it and upload the pics.
kanniethexen wrote:Somewhere in the Barbarossa campaign there is a scenario message that Churchill is on the battleship HMS Revenge. Will sinking that ship have implications for the UK?
Not really. After all, he is just one man. And they also have a King. Also, the death of Roosevelt on the other side of the Atlantic did not really affect the outcome of the war. Someone just jumped in and took it over.

Even then, the sinking of that ship does not necessarily means the death of Churchill. There can always be survivors. I leave it to the players' imagination.

However, if a player gets to sink that battleship it normally means that the Axis captures the Middle East along with the oil fields. Now, THAT event has some implications. It is a bit like defeating the final boss in the last level of those good old games I grew up.
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McGuba
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Re: Battlefield: Europe MOD v1.8

Post by McGuba »

Ok, Uhu, so here are the screenshots of the strat map form your replay:

https://www.dropbox.com/s/40fkdw8otg5v7vm/Uhu.zip?dl=0

I made one for each turn from 74 till the end. I did not resize them so you can crop or resize if you want.

By the way it was a nice achievement. I did not think it is possible to make such a successful "Empire Strikes Back" play through. The Force was with you all over. :wink:
I think the main factor was the redeployment of the whole Luftwaffe to the East by totally neglecting Western Europe. Well played, Uhu! :D
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Uhu
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Re: Battlefield: Europe MOD v1.8

Post by Uhu »

McGuba wrote:I made one for each turn from 74 till the end.
By the way it was a nice achievement.
Thank you the detailed pic series and the compliments - it's great to hear it from The Creator himself! :)
With Rommel-prestige amount it wouldn't be possible. With that it would be maximum the same as with 1.7, or even more worse, because of the increased Allied air activity.
McGuba wrote: I did not think it is possible to make such a successful "Empire Strikes Back" play through. The Force was with you all over. :wink:
Probably, serving in the Tie Fighter Core long time ago helped for me this time too. ;) ( https://en.wikipedia.org/wiki/Star_Wars:_TIE_Fighter
McGuba wrote: I think the main factor was the redeployment of the whole Luftwaffe to the East by totally neglecting Western Europe. Well played, Uhu! :D
Yes, the people in Western Europe had a hard time, but they had to understand, that the fate of the Axis nations will be decided in the East, so all sacrifieces has to be made to achive the goals.

By the way, if somebody look these replays (timerun for turn 50 of 1.8 coming soon!) can think, how genious I am. Sure, am I. ;) :lol: But the thing is, if we look behind the scenes, there is a lot of reload, reload and reload in it. Nor for better combat results but for better choices. I have to reload sometimes even 20 turns back because things are turning out not so nice, as I wished. And of course a lot of hard brain storming.
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