Re: Battlefield: Europe MOD v1.9
Posted: Fri Oct 27, 2017 2:54 pm
Understood
I will count my POWs
I will count my POWs
I do not really understand. If you installed the mod correctly it should work both in the game and in the editor. You need to have PzC 1.30 to use this mod. A possible explanation might be that you are using an earlier version of the game which does not contain a certain unit icon that was added to it later and since some later icons are being used by the mod the game cannot find them and crashes. Or it might be a memory problem. Basically it can be anything.Andrea69 wrote:Hello McGuba
I tried to load your Barbarossa scenario in the scenario editor but it keeps crashing, it seems to load just about 1/4 of the map and then freezes. Any clue please?
It is enough to capture any victory objective city hex in Britain, which includes any of London, Glasgow, Liverpool or Plymouth. However, if the British (or their partisans) can recapture all of these victory objectives and the Tirpitz is not in Trondheim then the invasion can happen. It is pretty much the same as with the D-day landings. As long as their country is not theirs they do not think about invasions.hugh2711 wrote:Does taking london automatically stop any invasion of norway/trondheim? or do you have to keep units there right to the end/taking ALL of uk. e.g. if you have all of the uk but not scotland
Yes, sure, these are all valid options, but all these would require a complete rework of the main scenario. Which has been developed for nearly four years now and which has become immensly complex. There are many scripts and units which are governed by the turn number which is relative to turn 1, which is currently 22/06/1941. Any date change would ruin these and would require a very heavy rework and testing. That's why I rather focus on the multiplayer scenario instead.Yrfin wrote:Im still thining about start Main Campain for BF v2.0.
From my historical knowlege BF can be starated BEFORE 22.06.41.
- South Africa (Rommel) : early 1941.
- "Unternehmen Seelöwe" can be started at Late 1940/ Early 1941.
- Alliance with Spain (unhistorical but planned) can be started at late 1940.
Any suggestion ?
And what ? Of coz MP tuning BF 1.9 are looking good for Intenso and youMcGuba wrote:
Yes, sure, these are all valid options, but all these would require a complete rework of the main scenario. Which has been developed for nearly four years now and which has become immensly complex. There are many scripts and units which are governed by the turn number which is relative to turn 1, which is currently 22/06/1941. Any date change would ruin these and would require a very heavy rework and testing. That's why I rather focus on the multiplayer scenario instead.
I do not really understand. If you installed the mod correctly it should work both in the game and in the editor. You need to have PzC 1.30 to use this mod. A possible explanation might be that you are using an earlier version of the game which does not contain a certain unit icon that was added to it later and since some later icons are being used by the mod the game cannot find them and crashes. Or it might be a memory problem. Basically it can be anything.McGuba wrote:Andrea69 wrote:Hello McGuba
I tried to load your Barbarossa scenario in the scenario editor but it keeps crashing, it seems to load just about 1/4 of the map and then freezes. Any clue please?
Yrfin wrote:And what ? Of coz MP tuning BF 1.9 are looking good for Intenso and youMcGuba wrote:
Yes, sure, these are all valid options, but all these would require a complete rework of the main scenario. Which has been developed for nearly four years now and which has become immensly complex. There are many scripts and units which are governed by the turn number which is relative to turn 1, which is currently 22/06/1941. Any date change would ruin these and would require a very heavy rework and testing. That's why I rather focus on the multiplayer scenario instead..
So BF v2.0 is looking dead ? RiP
JimmyC wrote:Haha, yes. I think Uhu plays more than anyone!
So far i play to mid '42. I like the all the free units that get given (Hungarian, Italian, Romanian expeditionary, etc.). Its also challenging struggling with the technology gap in early '42 - how to stop the T34's with your fairly weak armour? As always, the answer is the LuftwaffeBut what about in bad weather
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Personally i find it hard to stay focused on key objectives. For example i decided to ignore Crimea until later. But then a Russian tank came out from there and attacked me. I attacked it back and forced it to retreat back into the Crimea. Before i know it, i've committed 2 artillery, 4 infantry and a tank and am sieging Sevastopol!
As always, i'm really enjoying the game. Well done McGuba!
McGube dont use SS Troops in his BF World.P210 wrote: I have only one proposal. Would it be historically correct to have one Estonian Infantry unit appearing in late '43? I am not sure if the numbers warrant it, but Estonian troops did play a role in the war.
Yeah McGube make a right choice about movement changes ...P210 wrote: I was little worried about the movement changes, but did not find anything strange happening. New movement parameters feel natural and better than original. Probably took lot of time and testing to get it right.
Sure, and it was indeed a real problem which forced the Wehrmacht to develop new tanks and tank hunters to counter this unexpected threat. And I think they did adapt quite fast. And another option in the mod might be some well placed towed AT guns which now have the camo trait making them useful not only in bad weather, but also in good.JimmyC wrote: Its also challenging struggling with the technology gap in early '42 - how to stop the T34's with your fairly weak armour? As always, the answer is the Luftwaffe But what about in bad weather
Thanks, and congrats to you as well for this achievement.P210 wrote:Congratulations, excellent work with the v1.9. It, again, feels like a new game.
Just completed a test game. Whole campaign on default General level. Wanted to see how air war in West works so did not go for England. Result, everything except the last ME oil well (just couple more turns away) and England under Axis control.
Yes, I am also pleased with the new movement rules and it did not require too much testing, just some extra thinking.I was little worried about the movement changes, but did not find anything strange happening. New movement parameters feel natural and better than original. Probably took lot of time and testing to get it right.
Yes, the Hungarians only commited 1-2 fighter and bomber squadrons in rotation to the eastern front between 1941-43, and kept the bulk of their planes at home for a possible clash with the Romanians. In this mod an air unit represents a German Geschwader (or a US Wing or a British Group) with 9 or more squadrons and 100-150 aircraft. So I decided to remove the early Hungarian air units, and replace them with some German ones to keep the balance. For example that's why the JG 77 is on the map in turn 1 now.I did miss Hungarian air force early on the game, but fortunately it did appear later. Which is probably historically correct as the number of Hungarian aircraft operating in Eastern front was relatively low in beginning of Barbarossa (as far as I have been able to figure out).
Yes, I was thinking to add this or maybe some Litvanian forces, too, but the problem is it would require an additional AI zone added to the Estonian capital Tallin, so that the Estonian unit only appears if it is owned by the Axis. For example, what if a player decides not to advance into Russia at all, and does not capture Estonia? How should the game know if this unit can appear or not? Would not it be strange to have a new Estonian unit appear in the middle of the Soviet controlled area? Needless to say, I have no more free AI zones to make it happen.I have only one proposal. Would it be historically correct to have one Estonian Infantry unit appearing in late '43? I am not sure if the numbers warrant it, but Estonian troops did play a role in the war.
Thanks for your positive feedback.Yrfin wrote:McGube dont use SS Troops in his BF World.P210 wrote: I have only one proposal. Would it be historically correct to have one Estonian Infantry unit appearing in late '43? I am not sure if the numbers warrant it, but Estonian troops did play a role in the war.
But still call BF Mod: "historical"...
So SS.Pz.Divs "Das Reich"and "Totencopf" and "LAH" just not exist in BF World (Just a question.. Who was in 4-th Pz.Army in South Group Armee in July 43 on EastFront (Kursk) ?).
And 6-th Pz.SS Armie (Ardennes Counterattack) doesnt exist in BF World...
And 800.000 Waffen SS troops just doesnt exist in BF World...
But McGuba call BF Mod "historical" and worried about 200 (!) chassies of Pz IID (1 Unit from 200+)...
LOL.
There were many other special formations in the Wehrmacht and in the other Axis and Allied armies, not only these. Adding each and every one of them would most likely increase the number of Axis units on the map well over one thousand. This would require a much larger map and would make the whole scenario a lot slower and more complex. I think if someone, it must be you who would also agree that this is not the way:Also looking strange things about not SS (but Elite) Unit "Gross Deutchland" ? And LeHR Troops (Elite)?
Its absent in "historical" BF World Mod . Why ?
Instead, only the most important and influential ones are present like the Spanish "Blue Division" or the Brandenburgers or the Fallschirmjagers. The other "elite" formations are also there, just not named and they are represented by the numerous units with high (200+) experience.Yrfin wrote:With all respect....
PzC engine not for play about manage with 1000+ units ...
Well, it is nice to know that McGube could do at least one thing right.Yrfin wrote:Yeah McGube make a right choice about movement changes ...
Movements System are very importance in PzC mechanics/Rules.
Anyway you did RIGHT things. You are did PzC content more interesting.McGuba wrote: Well, it is nice to know that McGube could do at least one thing right.