Battlefield: Europe MOD v2.4

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

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

PeteMitchell
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Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell »

alexfilip wrote: Fri May 01, 2020 6:11 pm i should specify... i am talking about SP and barbarossa real+
Yes, 790... then 0 / 290 after first turn... :mrgreen:

While "real +" is probably closer to what it was like in reality...
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
alexfilip
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Re: Battlefield: Europe MOD v2.0

Post by alexfilip »

i am a bit confused. so 790 is the correct version in 2.14 barb real+ ?
so its not an error on my side?
PeteMitchell
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Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell »

I can't judge if it is correct... all I can say is that I have it as well... and personally I also think it is a reasonalbe number given the real+ conditions...

I think McGuba will clarify this once he is online again...
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
McGuba
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Re: Battlefield: Europe MOD v2.0

Post by McGuba »

Ah, yes, there have been some changes with the prestige system, basically there will be less prestige in the beginning than in the previous versions, but more will be given later. The idea was that players should not waste prestige early on when the Axis army is strong and get more later when they really need it. There would be about the same amount given throughout the war but it will be distributed differently. The other thing is Barbarossa should start with very little prestige as all the available resources had been invested into the creation of the Axis army prior to the offensive.

Again from the readme file:

Changes in v2.1x

- max core slot limit is reduced to 175 at the beginning, but will increase to 225 in 1942 and to 250 in 1943
- units which cannot be upgraded to another unit and/or receive either green or veteran replacements (strength points) now have a small symbol in the unit information screen (for more check the Changes section of the in game Library)
- some minor changes to the pre-Barbarossa scenarios (a few new units mainly)
- several unit icons improved
- "meaningful" German spies added to Tangier in turn 2
- camo trait removed from U-2 and Go 145
- bombardment zones of the Allied landings will be visible
- some bomber unit stats revised, most notably British strategic bombers have much lower ground attack stats (being used almost exclusively as night bombers they were less precise)
- some strategic bomber units can be retrained as fighters: a German medium bomber (with "KG" in its name) has to move to the Wien airfield and land after which it will disappear and 6 months later a new fighter unit will appear.
- in multiplayer and realistic+ versions each Axis capital city brings 10 prestige points less in each turn but these countries will contribute to the upkeep of the minor Axis infantry units as long as they survive
- in multiplayer and realistic+ versions there will be less prestige in the beginning, but more towards the end
- Some small multiplayer fixes:
--- unit uprgades now possible in Ufa
--- easier to defend the Axis ships in the French ports
--- Allied air units due for Malta now appear near Gibraltar and have to be taken there (or wherever) by aircraft carrier
--- Hexes where Allied units can "freeze" (run out of fuel for a while) are marked on the map with a red fuel tank marker
--- Unit upgrade charts for Allied side added to the Library, a few changes here e.g. Spitfire VB and IX available for upgrade later
--- one of the British battleships at Alexandria is activated as soon as the Axis captures a victory objective in the Mediterranean/North Africa, both are activated if the Axis tries to invade Cyprus or Palestina by sea, one is activated anyway in 1943 the latest
--- land defense of Britain is a bit weaker
--- airfields in Britian moved a bit so that Spitfires based there can no longer escort Allied bomber raids against Germany
--- Allied reinfocements in the Soviet Union in 1941-42 slightly reworked


....

So these are from the current latest release, but there will be a few more changes in the next version, some more units, fixes, some more rebalancing (mainly in the multiplayer version) and stuff like that.
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slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
alexfilip
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Re: Battlefield: Europe MOD v2.0

Post by alexfilip »

Thank you :)
PeteMitchell
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Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell »

Just fyi, ajs81 and I initiated a new MP match... played based on version 2.14 and via email, let's see ... :wink:
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
alexfilip
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Re: Battlefield: Europe MOD v2.0

Post by alexfilip »

Once I finish my games with Pete (me on Axis) and Uhu (both directions), I will be looking for another one myself.
slowgtp
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Re: Battlefield: Europe MOD v2.0

Post by slowgtp »

How about the addition of 'Brenner Pass' through the Alps?

Also, I have this mod loaded with 1.31 and I started at Dec. 1941. I got to a few months after Torch, and then the playscreen (except menu on the right) went completely black and became unplayable. Bug?
Intenso82
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Re: Battlefield: Europe MOD v2.0

Post by Intenso82 »

Updated statistics on MP games.
PeteMitchell has a first victory for the Axis.

https://docs.google.com/spreadsheets/d/ ... 1907476535
McGuba wrote: Thu Jan 30, 2014 10:51 am Battlefield: Europe - The Ultimate World War II Multiplayer Experience

If you got bored of fighting against the predictable AI why not give a try to the multiplayer version of this mod? :D
Playing against another human general is a completely new challenge and will put your skills to a real test. But fear not, when it comes to a duel, there has to be a loser (unless the result will be a draw) and when playing this mod even losing can be a lot of fun (and this is something I can guarantee as I have already lost two matches and have a good chance to lose another one or two soon :) ) and you can give your opponent a run for his money by making it a glorious loss!

Currently the recommended version for multiplayer games is the next beta version (BE v2.1 beta 4) for which you can find the download link above.

Also, we have a board for the matches to make it easier to find an opponent and to figure out who has more experience:

https://docs.google.com/spreadsheets/d/ ... 1907476535

And anyone can add new entries here:

https://docs.google.com/forms/d/e/1FAIp ... w/viewform
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
jeffoot77
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Re: Battlefield: Europe MOD v2.0

Post by jeffoot77 »

a good mod but too many restriction for me. Not enough liberties to make his own strategy .
my custom mini-campaign in order of battle :
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302

Panzer corps mods archive (folders or zip versions) : http://jeffoot.freeboxos.fr:41226/share/KmCyju7JFZX6dD2B/
PeteMitchell
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Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell »

jeffoot77 wrote: Sun May 03, 2020 9:28 am a good mod but too many restriction for me. Not enough liberties to make his own strategy .
Like what do you perceive as restrictions?

Personally, I think the mod reflects some historical setup/accuracy while there are still several liberties/options on how to approach it (especially in MP).

MP is worth trying for sure... :mrgreen:
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
alexfilip
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Re: Battlefield: Europe MOD v2.0

Post by alexfilip »

Personally i think it gives the axis player enough liberty, but the allied strategy is too path dependent.
jeffoot77
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Re: Battlefield: Europe MOD v2.0

Post by jeffoot77 »

"Like what do you perceive as restrictions?"

--> in solo or multi, Axis player can't cross turkish border, neither spain to attack Gibraltar. The mod also prevent player to use paratroopers to conquer greenland .
my custom mini-campaign in order of battle :
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302

Panzer corps mods archive (folders or zip versions) : http://jeffoot.freeboxos.fr:41226/share/KmCyju7JFZX6dD2B/
uzbek2012
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Re: Battlefield: Europe MOD v2.0

Post by uzbek2012 »

jeffoot77 wrote: Sun May 03, 2020 5:13 pm "Like what do you perceive as restrictions?"

--> in solo or multi, Axis player can't cross turkish border, neither spain to attack Gibraltar. The mod also prevent player to use paratroopers to conquer greenland .


I don't know how to play in multiplayer but they don't have to participate in a single ))) Spain sent the blue division, the Turks kept the netralet remembering how they were kicked during the First World War )))
https://topwar.ru/154316-tankovye-vojsk ... oekty.html
PeteMitchell
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Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell »

@McGuba: in version 2.14, I see Axis tanks without fuel around Vienna and Stuttgart... what is the story around them? ;)
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
McGuba
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Re: Battlefield: Europe MOD v2.0

Post by McGuba »

slowgtp wrote: Sat May 02, 2020 9:22 pm How about the addition of 'Brenner Pass' through the Alps?
Yes, maybe, I will look into it. But in single player I think it is better if the AI moves towards Vienna via the Ljubljana gap instead of crossing the Alps after capturing Italy from the Axis.

slowgtp wrote: Sat May 02, 2020 9:22 pm Also, I have this mod loaded with 1.31 and I started at Dec. 1941. I got to a few months after Torch, and then the playscreen (except menu on the right) went completely black and became unplayable. Bug?
It usually happens if you make a save game using a later version of the PzC exe and then try to load this savegame when using an earlier version of the PzC exe. For example you make a savegame with PzC v1.31, quit the game, then switch to PzC v1.30 and try to load the same game save. The map area goes black and nothing can be done until you try to load it again with 1.31. It happened to me a few times when I was testing different verisons of PzC exe.

If it is not the case then I do not know.

Intenso82 wrote: Sun May 03, 2020 1:35 am Updated statistics on MP games.
PeteMitchell has a first victory for the Axis.
Nice!
jeffoot77 wrote: Sun May 03, 2020 9:28 am a good mod but too many restriction for me. Not enough liberties to make his own strategy .


"Like what do you perceive as restrictions?"


--> in solo or multi, Axis player can't cross turkish border, neither spain to attack Gibraltar.
It was discussed here a few times in the past. There are several reasons for why it is not possible but in a nutshell, in this mod the Axis player can do many things but invading these neutral countries is not one of them.


The mod also prevent player to use paratroopers to conquer greenland.
I think it would be highly unrealistic to capture Iceland (I guess you mean Iceland because Greenland is not included in the game map) with paratroopers as it lies well beyond the maximum range of the Ju 52 flying from the closest Axis base in Norway. But it is still possible to do so as in Panzer Corps air transports do not use fuel and it is not possible to fix it by me as it is hard coded in the game.

PeteMitchell wrote: Sun May 03, 2020 7:33 pm @McGuba: in version 2.14, I see Axis tanks without fuel around Vienna and Stuttgart... what is the story around them? ;)
These will get activated during the fall of 1941, after a few turns. These represent the tanks of the 2. and 5. Panzer divisions which took part in the invasion of the Balkans and after some rest and refit joined Operation Barbarossa in October.
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slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
jeffoot77
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Re: Battlefield: Europe MOD v2.0

Post by jeffoot77 »

"the Axis player can do many things but invading these neutral countries is not one of them."

--> The axis player just can do nothing of his own . The mod has no enough liberties to make it replayable .
my custom mini-campaign in order of battle :
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302

Panzer corps mods archive (folders or zip versions) : http://jeffoot.freeboxos.fr:41226/share/KmCyju7JFZX6dD2B/
PeteMitchell
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Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell »

jeffoot77 wrote: Mon May 04, 2020 10:34 am "the Axis player can do many things but invading these neutral countries is not one of them."

--> The axis player just can do nothing of his own . The mod has no enough liberties to make it replayable .
I suggest to try MP
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
PeteMitchell
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Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell »

PeteMitchell wrote: Sun Mar 15, 2020 9:25 am Just fyi, Pingunator and I initiated a new MP match... played via the Slitherine PBEM server this time, let's see ;)
FYI, having played as Axis, I just surrendered the game with Pingunator at turn 14.

Not because I was to lose the game (yet) but because it was too frustrating for me to play the amazing Battlefield Europe mod via the Slitherine PBEM server with full random dice. I am very sorry for this and I am also sorry to say this but the fact that you can't choose dice chess in MP is very unfortunate IMHO.

Here is an interesting thread on this subject, too: viewtopic.php?f=121&t=43070

I know some people will say randomness is part of the game and part of war... maybe this is true but it is not so much for me... I recommend the BE MP version to anyone but only with dice chess and via email. If anyone wants to try BE MP, just PM me... :mrgreen:

@Pingunator: I am very sorry for this. I am happy to start again via email if you like.

BE_Turn_14.jpg
BE_Turn_14.jpg (89.44 KiB) Viewed 2392 times
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Uhu
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Re: Battlefield: Europe MOD v2.0

Post by Uhu »

Jeffot77,

did you already played (several times) the mod? Could you earn a victory?
I ask this, because this question was asked only from players, who A., did not yet play with the mod in deep level B., the mod was to hard for them.
I do not want to offend you, I just registered these facts. I played hundreds of hours with this mod on the hardest difficulty and than later made myself another extreme goals to give me even more challenges. I never felt, that there would be to few possibilities. True, this game has not the diplomacy possibility as other games. But it has other finesses.

And yes, when you start a multi game, it brings you into another dimension. I was skeptical with it, but now I'm obsessed with it. :)

jeffoot77 wrote: Sun May 03, 2020 9:28 am a good mod but too many restriction for me. Not enough liberties to make his own strategy .
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