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Re: Battlefield: Europe MOD v1.0

Posted: Wed Mar 12, 2014 5:05 pm
by Uhu
U-Boat war doesn't seems to work (at least as intended) - the U-boats are quickly detected (even in 1941) and fast destroyed. Maybe if the repair cost would be low at it would work or if I collect many (10?) U-Boats and surface ships and attack at once maybe but how actual is it is not a chance to make a historical approach.

UPDATE:
McGuba wrote:So you only need to keep as many Axis naval units on the convoy routes as you can and get 50 prestige for each in every turn.
So I don't need to destroy the merchant ships just block their way? :shock: Well that makes a total different gameplay... :) And the merchant ships follow a path (like a rail) and if it is blocked they cannot move and therefore each of them "give" me 50 prestige (max. 250). Am I right? So if I destroy them, I eventually destroy my prestige income... Warships has to be destroyed.

Hmm, maybe you should explain this in the message window more clearly, that other player don't play it in a false way.

Re: Battlefield: Europe MOD v1.0

Posted: Wed Mar 12, 2014 5:13 pm
by Uhu
Italian armour upgrade issues: while we can upgrade from L/35 to M15/42, it is not possible to upgrade from M13/40 to M14/41 and not to M15/42. But later from M/15/42 we can upgrade to P26/40...
For late-war equipment instead of the Panther I suggest the P30/43. I made an icon for the IC 2.0 which you can use of course.

Re: Battlefield: Europe MOD v1.0

Posted: Wed Mar 12, 2014 5:24 pm
by Uhu
"if not, the problem is with your files..."
Yes, I checked my file was modified, thanks!

Re: Battlefield: Europe MOD v1.0

Posted: Wed Mar 12, 2014 5:28 pm
by Uhu
McGuba wrote:So Stalin would send in a few divisions reluctantly from 1942, but the main crush would come some time later. Still, you should not neglect the defense of the eastern border of Germany and you should keep an eye on the Romanians: if the Soviet tanks get too close to their border they might decide to change side at some point. And since you are playing an alternative timeline, it can happen earlier than it happened historically.
Niceeee!!! :)
Well the Romanians are anyway weak so I have to bolster them. I'm making now the strategy that I destroy the defenders of the main objectives in Russia (what light forces I can do slowly...) but do not occupy them. I let them self goverment. :lol:
So maybe If I want later to capture some of the cities which are good defense-bastions than I can do it easy.

---

Another question: what effects make the Allied tankers? I saw some of them in the Atlantic but also destroyed one near Tobruk. If it succeed to enter the town than extra units had been spawn for the defenders of Tobruk?

Re: Battlefield: Europe MOD v1.0

Posted: Wed Mar 12, 2014 7:48 pm
by McGuba
U-Boat war doesn't seems to work (at least as intended) - the U-boats are quickly detected (even in 1941) and fast destroyed. Maybe if the repair cost would be low at it would work or if I collect many (10?) U-Boats and surface ships and attack at once maybe but how actual is it is not a chance to make a historical approach.
Then maybe I need to make it a bit easier, at least early on. But, historically the U-boats started to suffer some heavy losses from early 1941 - the three biggest aces of the "Happy Times" Prien, Schepke, and Kretschmer, were all killed or captured in March. So it should not be a cakewalk. I agree, though, that U-boat could be made cheaper, then it would make more sense to take back damaged boats to the ports for repair. Some more boats can also be added. And less experience to early war British destroyers.

So I don't need to destroy the merchant ships just block their way? :shock: Well that makes a total different gameplay... :) And the merchant ships follow a path (like a rail) and if it is blocked they cannot move and therefore each of them "give" me 50 prestige (max. 250). Am I right? So if I destroy them, I eventually destroy my prestige income... Warships has to be destroyed.

Hmm, maybe you should explain this in the message window more clearly, that other player don't play it in a false way.
You get prestige for the naval units being placed on the convoy routes. The more U-boats (and other naval vessels) you have on the convoy routes marked with the "$", the more prestige you get. It does not matter if you destroy the merchants or not. But, it is a good idea to sink the merchants, as if they run into a U-boat or detect it in any other way they will "radio" any nearby destroyers and aircraft who will run there and attempt to destroy the U-boat.

Obviously it would be better to get prestige for the actual sinking of enemy ships, but I do not know how to script it properly. So what really matters here is the naval blockade which can be maintained by the U-boats being placed on the convoy routes for as long as possible. Currently, as I wrote, a strat bomber can help a lot.

I will try to make the message more clear regarding this.


Italian armour upgrade issues: while we can upgrade from L/35 to M15/42, it is not possible to upgrade from M13/40 to M14/41 and not to M15/42. But later from M/15/42 we can upgrade to P26/40...
For late-war equipment instead of the Panther I suggest the P30/43. I made an icon for the IC 2.0 which you can use of course.
OK, I will look into this.

I'm making now the strategy that I destroy the defenders of the main objectives in Russia (what light forces I can do slowly...) but do not occupy them. I let them self goverment. :lol:
Interesting strategy. I wonder what Uncle Joe thinks about that. It must cause some eyebrow raise, at least. :?


Another question: what effects make the Allied tankers? I saw some of them in the Atlantic but also destroyed one near Tobruk. If it succeed to enter the town than extra units had been spawn for the defenders of Tobruk?
At the moment they are only cosmetic. They represent the allied convoys and supplies going to Malta and Tobruk. They do not have special in-game effect, even though they should have. Maybe later I will try to script some of those. Still, same goes for them, if you can, just sink them. Even though they are harmless on their own they can detect your units and "radio" their position to nearby allied units who will attack them if they can.

Re: Battlefield: Europe MOD v1.0

Posted: Wed Mar 12, 2014 10:00 pm
by borsook79
I have to say this mod is amazing, it's actually much more interesting and fun than the vanilla game! Great job! I've not played enough to know how well the AI fares, but if it manages alright then this is a dream come true :)

Re: Battlefield: Europe MOD v1.0

Posted: Thu Mar 13, 2014 12:41 pm
by iceFlame
McGuba wrote:What I would really like to have is some natural looking object next to or behind the flag which would make those flags stand out, but also go well with the roads, houses, bridges and the other terrain features of the map. I just do not know what it could be. Maybe some kind of HQ building or watch tower which really stands out? Dunno.
This sounds like a very good idea. If it could be blended with the look of the tiles, yet still stand out enough to identify the victory hex then it'd be a win-win. Maybe an HQ symbol of some sort on the building would do the trick.
Anyway, I do not want you to spend the rest of your life making alternative graphics (do not forget that the Kremlin is waiting for you visit, and I heard they have a nice Mausoleum nearby :wink: ), so I think the pin with the glowing flag would do for now unless someone comes up with a really really great and original idea. :D
Very true. I hear the Kremlin tour books up fast, so I don't want to keep Uncle Joe waiting. :wink:

But before I head east, one last idea for now. A bit of a takeoff on the push pin only more 'martial' in appearance. I haven't finalized the size and position yet, so is this is just a beta look for style purposes. It's kind of a sword in the stone idea, e.g. do you have what it takes to hoist the mighty Excalibur?

Image

Image
Uhu wrote:I'm making now the strategy that I destroy the defenders of the main objectives in Russia (what light forces I can do slowly...) but do not occupy them. I let them self goverment. :lol:
Say what? 'I came, I saw, I didn't conquer?' Poor Caesar must be turning over in his grave. :lol:

Re: Battlefield: Europe MOD v1.0

Posted: Thu Mar 13, 2014 5:23 pm
by Uhu
Some new comments:
(I started third times because I left the first game after 30 turns - I captured Cairo but I found my progress too slow and I thought the the false playing of the U-Boat would make me high prestige losses.)

- Fallschirmjäger actions should be restricted to not let the player make from every normal inf a flying hero with than he captures all far objective and than buy everything in a distant and unconnected town and than advance forward as it would be realistic... I know there is the 3 air transporting limit but if the 3 guys are on the ground another 3 can make an operation.
OK, it's just an anticipation I didn't want to try that method.
(Maybe making the FJ's extreme expensive or give a few FJ's by default and not let by more. But ground-FJ's - which cannot fly - can be inserted for late war times.)

- Because the Hungarian Mobile Corps disappears (gone home) in nov. 1941 I tended to sacrifice them - "let the sacrifice, they anyway disappear soon"... :roll:

- My strategy of "I don't capture Soviet objectives just eliminate it's defenders" to not let trigger the Russian Bear's responses sounds for me a little cheating type. Maybe you could prevent such actions that you set the trigger not about who occupies them (or which flag is active) but if the units of the player touches an 1 hex radius around them it will already trigger the alarm.

- A warning message would be useful that in the winter season when rain or snow falls it effects also the Mediterranean theatre too - it is logical from the game mechanic (one map) but maybe it is not cleat for everyone - and it is also a good notifying message to the others too to plan the operations in the Mediterranean accordingly.

Re: Battlefield: Europe MOD v1.0

Posted: Thu Mar 13, 2014 7:47 pm
by Uhu
iceFlame wrote: Say what? 'I came, I saw, I didn't conquer?' Poor Caesar must be turning over in his grave. :lol:
He should play Civilisation to not move/turn in boringness. :lol:

Re: Battlefield: Europe MOD v1.0

Posted: Thu Mar 13, 2014 8:20 pm
by LandMarine47
Uhu wrote:
iceFlame wrote: Say what? 'I came, I saw, I didn't conquer?' Poor Caesar must be turning over in his grave. :lol:
He should play Civilisation to not move/turn in boringness. :lol:
The man won't even DIE in civilization.... Someone keep hitler away from the German civ :shock: I want to live in a world where hitler didn't colonize the Americas :|

Re: Battlefield: Europe MOD v1.0

Posted: Thu Mar 13, 2014 10:25 pm
by McGuba
Borsook wrote:
I have to say this mod is amazing, it's actually much more interesting and fun than the vanilla game! Great job! I've not played enough to know how well the AI fares, but if it manages alright then this is a dream come true :)
Dziekuje bardzo!

Na dobra, I tried to make the AI as good as it can be without making it a kurwa cheater so I added more than a hundred script lines to make it "behave" in a fairly reasonable and human like way in certain situations. Still, I could not prepare it for every possible human strategies so if you (or anyone else) encounter some erratic or strange AI behaviour please report it back by giving the turn number and describing the general situation. It may or may not behave as intended.
Dzieki! :wink:

iceFlame wrote:
But before I head east, one last idea for now. A bit of a takeoff on the push pin only more 'martial' in appearance. I haven't finalized the size and position yet, so is this is just a beta look for style purposes. It's kind of a sword in the stone idea, e.g. do you have what it takes to hoist the mighty Excalibur?
Hm, so we are going back in time now? I am afraid there would be just too many Excaliburs on the map - taking out all of these would certainly exhaust our poor King Arthur, how would you explain it to a fairly disappointed Guinevere? :roll:



But, seriously, the medieval theme is a bit out of place here IMO and I liked the red push pins more. And in the meantime I had an idea to explain why the flag is glowing:


Image

The thing is that if we can provide a reasonable explanation to the seemingly unreal glowing of the flag than it would help a lot, I guess. So I will try to add one or two of these stylish WWII search lights pointed at the flag to see how it works. It may or may not help to blend that glowing flag with the other more real terrain objects of the map. Hopefully creating yet another win-win situation. :)

Anyway, I do not want you to spend the rest of your life making alternative graphics (do not forget that the Kremlin is waiting for you visit, and I heard they have a nice Mausoleum nearby :wink: ), so I think the pin with the glowing flag would do for now unless someone comes up with a really really great and original idea. :D
Very true. I hear the Kremlin tour books up fast, so I don't want to keep Uncle Joe waiting. :wink:
I have some good news for you: I have managed to arrange a free V.I.P. ticket for you! All you have to do is to get there by early December as they are closing down early this year. I hear they are packing up in a hurry to move to the Ural Mountains for some reason.

By the way, the ticket includes a private V.I.P. behind-the-scenes guided tour with Natasha (last year's Miss Moscow), and unlimited eating and drinking at the buffet.

Here it is:

Image

Have fun! :wink:


Uhu wrote:
- Fallschirmjäger actions should be restricted to not let the player make from every normal inf a flying hero with than he captures all far objective and than buy everything in a distant and unconnected town and than advance forward as it would be realistic... I know there is the 3 air transporting limit but if the 3 guys are on the ground another 3 can make an operation.
OK, it's just an anticipation I didn't want to try that method.
(Maybe making the FJ's extreme expensive or give a few FJ's by default and not let by more. But ground-FJ's - which cannot fly - can be inserted for late war times.)
I think you are quite right in this: I cannot expect everyone to approach the mod in a noble way - there might be guys out there who are more evil than me (even though it is hard to imagine). :evil: :twisted:

I think the best would be to have only 2-3 fallshirrmjumperguys on the map in turn 1 and do not let the player buy more. Late war grounded paratroopers is a good idea as well, all we need is to remove the parachute from the icon. It would definitely make the mod more expectable and harder to beat.

- Because the Hungarian Mobile Corps disappears (gone home) in nov. 1941 I tended to sacrifice them - "let them sacrifice, they anyway disappear soon"... :roll:
:shock: Oh, my, oh my! I did not even hear this! And I just wrote it is hard to imagine anyone more evil than me! Did you forget that my granddad was with them? It would mean that I was not even born! (Well, not really, but almost...) :cry:


- My strategy of "I don't capture Soviet objectives just eliminate it's defenders" to not let trigger the Russian Bear's responses sounds for me a little cheating type. Maybe you could prevent such actions that you set the trigger not about who occupies them (or which flag is active) but if the units of the player touches an 1 hex radius around them it will already trigger the alarm.
There is no "alarm" in that sense - there would be just more enemy units appearing and earlier. But, anyway, I think it makes more sense to prepare a strong defense line and entrench than to run around only to capture nothing. What is the gain in that? If the player just sends out his units without taking objectives they would only be too vulnerable in the open when the inevitable Soviet offensives start. And all for nothing, as they do not actually take the objectives. :?:

- A warning message would be useful that in the winter season when rain or snow falls it effects also the Mediterranean theatre too - it is logical from the game mechanic (one map) but maybe it is not cleat for everyone - and it is also a good notifying message to the others too to plan the operations in the Mediterranean accordingly.
True. Will do that.

Re: Battlefield: Europe MOD v1.0

Posted: Fri Mar 14, 2014 7:42 am
by iceFlame
McGuba wrote:The thing is that if we can provide a reasonable explanation to the seemingly unreal glowing of the flag than it would help a lot, I guess. So I will try to add one or two of these stylish WWII search lights pointed at the flag to see how it works. It may or may not help to blend that glowing flag with the other more real terrain objects of the map. Hopefully creating yet another win-win situation. :)
Agreed. I think that would help a lot. I've never been a big fan of the glow as it just doesn't seem to fit the overall scheme of things. And as you say, what's the reason for such a thing? Unless of course the victory hex has already been subjected to an early atomic weapon test. In which case, who would want it? :P

What about a light stream from the searchlight to the flag and a circular highlight on the flag instead of the glow? I mean if the searchlight is hitting it, it should only illuminate a portion of the flag... Might provide a nice contrast.
I have some good news for you: I have managed to arrange a free V.I.P. ticket for you! All you have to do is to get there by early December as they are closing down early this year. I hear they are packing up in a hurry to move to the Ural Mountains for some reason.
That's very kind of you, but odd that they're leaving so early this year. I didn't realize the Urals were such a popular vacation spot in December. :wink:
By the way, the ticket includes a private V.I.P. behind-the-scenes guided tour with Natasha (last year's Miss Moscow), and unlimited eating and drinking at the buffet.
Now how can I possibly refuse a deal like that? As soon as Lt. Heinz finds my keys, I'll have him warm up the Pz IV and set course straight away! Also must send a memo to Hermann G. and ask him to hold off on the bombing. I'm sure if I explain my concern for the safety of the buffet table he'll happily comply. As long as he gets first dibs that is. :lol:
Here it is:

Image

Have fun! :wink:
Now that's awesome!! Thank you very much! :D

...On second thought, maybe I won't tell Hermann about the buffet. If he finds out there might not be anything left for the rest of us! :cry:
Did you forget that my granddad was with them? It would mean that I was not even born! (Well, not really, but almost...) :cry:
No we can't have that. Grandad has to make it, otherwise there'll be no PzC mod to play in 2014!
But, anyway, I think it makes more sense to prepare a strong defense line and entrench than to run around only to capture nothing.
Exactly. You'd be leaving yourself exposed in a precarious position without the advantage of urban entrenchment. Not really advised if you hope to hold when the inevitable storm arrives.

*******

Incidentally, I'm not totally happy with the pin. I think the red is bleeding too much into the green background. Needs more of a black border IMO.

Also, I like your Bf-110c so much that I decided to customize it a bit. (Hope you don't mind)... I added the Wespe insignia and put it in my game as a new unit. That way I can have a special squadron with elite pilots. All in the name of fun! :D

Image

Re: Battlefield: Europe MOD v1.0

Posted: Fri Mar 14, 2014 8:08 am
by LandMarine47
I want in on these tickets :? :| I'll tell good ol' Guderian to stop his attack on Kiev! Come on I've been saving up! (last years Wienershnitzel Festival was a bust when the Polish Sausage vender was arrested :evil:) maybe a new Panzer IV with some beautiful Iron Skirts will change your mind :roll: :wink:

Re: Battlefield: Europe MOD v1.0

Posted: Fri Mar 14, 2014 10:16 am
by BiteNibbleChomp
No we can't have that. Grandad has to make it, otherwise there'll be no PzC mod to play in 2014!
Yes there will, It's called Kaiserschlacht!

- BNC

Re: Battlefield: Europe MOD v1.0

Posted: Fri Mar 14, 2014 9:22 pm
by McGuba
iceFlame wrote:
...On second thought, maybe I won't tell Hermann about the buffet. If he finds out there might not be anything left for the rest of us! :cry:
Sure, I agree that Hermann needs to go on a diet, maybe he should even start to visit an aerobics class on a regular basis. The thing is that he and his best mate had swallowed just too many countries between 1939-41 and I fear that Mother Russia would be too big of a bite...


What about a light stream from the searchlight to the flag and a circular highlight on the flag instead of the glow? I mean if the searchlight is hitting it, it should only illuminate a portion of the flag... Might provide a nice contrast.
Sure, so I tried to do it like that:

Image

Image

Image

Kinda reminds me of the 20th Century Fox intro, can you hear the fanfares?
https://www.youtube.com/watch?v=qjpm5xXn8SM

Also, I like your Bf-110c so much that I decided to customize it a bit. (Hope you don't mind)... I added the Wespe insignia and put it in my game as a new unit. That way I can have a special squadron with elite pilots. All in the name of fun! :D
Why should I mind? By the way, the Bf-110, just like the overwhelming majority of those outstanding air unit icons, was made by bebro, not me. I only converted some of those to the minor nations by adding their insigna and such.

However, if we are here, if you could upload that modified Bf-110 I could add it as the Bf-110C so that it would have a different icon from the later versions. I do not really like to have different unit types sharing the same unit icon. You might even come up with suggestions what other nose art to add to the other Bf-110 D and F versions and maybe something for the Bf-109G2, G6 and G14 which also use the same icon. Only if you feel like. You know, I just like to tell apart the different versions at a glance without clicking on them.

LandMarine47 wrote:
I want in on these tickets :? :| I'll tell good ol' Guderian to stop his attack on Kiev! Come on I've been saving up! (last years Wienershnitzel Festival was a bust when the Polish Sausage vender was arrested :evil:) maybe a new Panzer IV with some beautiful Iron Skirts will change your mind :roll: :wink:
What?! :shock:

Are trying to bribe me?! :x

Do you think I am a corrupt person?! :evil: :twisted:

!?!?!?

(Well, in that case, you are quite right. I will PM you the number of my account in Switzerland, to which you can send your... hmm... donations? Then I will see what I can do about it.)

Re: Battlefield: Europe MOD v1.0

Posted: Fri Mar 14, 2014 10:59 pm
by Arvidus
Those searchlights.
I'd suggest lowering the opacity on those lights, as well as fading them out at the end of them

Re: Battlefield: Europe MOD v1.0

Posted: Fri Mar 14, 2014 11:52 pm
by LandMarine47
How about a Panther with iron skirts :win better yet a TIGER with Iron Skirts :D make it snappy and I might get some steel skirts 8)

Re: Battlefield: Europe MOD v1.0

Posted: Sat Mar 15, 2014 7:13 am
by McGuba
RumpNissen wrote:
Those searchlights.
I'd suggest lowering the opacity on those lights, as well as fading them out at the end of them
Here it is if you want to play around with it or if someone wants to test it:
victoryhex.png
victoryhex.png (9.46 KiB) Viewed 5707 times
I am more or less pleased with it, but the opacity could surely be lowered and it could fade away more at the end. My only problem with it is that it is less visible on those desert and winter terrain, and reducing its opacity would probably make it even worse:

Image

Re: Battlefield: Europe MOD v1.0

Posted: Sat Mar 15, 2014 7:46 am
by iceFlame
McGuba wrote:
iceFlame wrote:What about a light stream from the searchlight to the flag and a circular highlight on the flag instead of the glow? I mean if the searchlight is hitting it, it should only illuminate a portion of the flag... Might provide a nice contrast.
Sure, so I tried to do it like that:

Kinda reminds me of the 20th Century Fox intro, can you hear the fanfares?


Oh yeah, I can hear it. Loud and clear. :D

What I especially like about it is the extra significance it gives to the victory squares. To me it says other city hexes aren't important enough to warrant additional air defense, but these ones are. I think it strikes the right balance of fitting in with the look and feel of the map, while also highlighting the importance of the key hexes. I vote for the searchlight. Best idea yet.

Oh, and no more glow - hooray!
However, if we are here, if you could upload that modified Bf-110 I could add it as the Bf-110C so that it would have a different icon from the later versions.
Sure, I'd be honored to see it in the mod. :D

Here's the current version:
Erpro_210-my.png
Erpro_210-my.png (35.21 KiB) Viewed 5703 times
Hmmm... Haven't done an attachment before. Does that look right? Hope I didn't mess it up. :lol:
I do not really like to have different unit types sharing the same unit icon. You might even come up with suggestions what other nose art to add to the other Bf-110 D and F versions and maybe something for the Bf-109G2, G6 and G14 which also use the same icon. Only if you feel like. You know, I just like to tell apart the different versions at a glance without clicking on them.
Yeah, it's nice to have them distinctive so you can readily tell them apart. That plus IMO, the historical insignias add to the immersion (and enjoyment) of game play. I did the same thing with Silent Hunter, with recreations of the actual historical skins for each boat plus it's own insignia as well. Just couldn't play any other way. :)
LandMarine47 wrote:I want in on these tickets :? :| I'll tell good ol' Guderian to stop his attack on Kiev! Come on I've been saving up! (last years Wienershnitzel Festival was a bust when the Polish Sausage vender was arrested :evil:) maybe a new Panzer IV with some beautiful Iron Skirts will change your mind :roll: :wink:
Beautiful Iron Skirts? Sounds sexy! I think I'd take that deal. Besides, now that Hermann isn't coming there should be lots to go around. :wink:

Re: Battlefield: Europe MOD v1.0

Posted: Sat Mar 15, 2014 8:30 am
by BiteNibbleChomp
The attachment worked!

- BNC