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Re: Battlefield: Europe MOD v2.0

Posted: Mon Jun 01, 2020 5:43 pm
by Uhu
Versuche aber die Deutsche Kern-Städte so lange, wie möglich schützen, denn nur dann bekommst du die Extra-Einheiten (und einige Speer-Prestige).
Großadmiral wrote: Mon Jun 01, 2020 3:51 pm Thanks!
Ich bin in Runde 85, dann werden wohl die Reichsgrenzen überrannt.
Oh mein Gott!
Geiler Mod!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Re: Battlefield: Europe MOD v2.0

Posted: Wed Jun 03, 2020 1:16 pm
by PeteMitchell
Uhu wrote: Thu May 14, 2020 4:45 pm
slowgtp wrote: Thu May 14, 2020 4:43 pm Is it just multiplayer? Becasuse I've simply never seen it in singleplayer
Probably yes. But you can also look at it, if you open the Kursk...pzscn files with the editor.
In version 2.14 it appears in MP

Re: Battlefield: Europe MOD v2.0

Posted: Sun Jun 28, 2020 9:58 pm
by McGuba
ver 2.15 ready for download
https://www.dropbox.com/s/6kjsfa7spuhku ... 5.zip?dl=0

It is still kind of beta version, for stable version and new players v2.0 is recommended. Nevertheless this latest version comes with lots of changes and fixes, the large majority of which will stay for the next (final?) version of the mod.



Battlefield: Europe v2.15 (changes from 2.14):

- Towed AT guns (up to 75mm) are all made multipurpose units to fix a vanilla PzC issue which makes ground units with "camo" trait invisible even if being transported by a land/sea/air transport with no camo trait. Therefore towed guns now have their own land transport attached as multipurpose units and have to be switched between towed AT gun mode with camo trait to make them invisble but with slow towed movement speed and a tractor unit for faster movement but not camo trait. Also, these can only embark sea and train transports when being switched to the land tractor mode making them visible while being transported by a ship or a train.
- In the multiplayer version the North Atlantic convoys are reworked: the Allied player has to move the convoy units along the convoy routes to reach Liverpool and deliver their cargo for a prestige award and then move them back to the western edge of the map for reload and then rinse and repeat until the end of the scenario. Thereby Allied convoy units can no longer be used to blockade the Axis naval units, but have to be used more like historically and as the AI does in the single player version.
- Several unit icons improved, air units with naval movement (coastal and seaplanes) now have an anchor marker, the different versions of the Mosquito and Beaufighter (fighter, bomber, naval, recon) have different icons
- Some half-tracked artillery tractors now have a tropiclaized version for desert use requiring an upgrade for such units when assigned to North Africa
- Oil fields generate 40 prestige in each turn instead of 50 and this prestige is added at the end of the turn and not in the beginning
- Some map fixes in the Rybinsk-Vologda area
- Axis and Allied towed AT gun availability charts added to the in-game Library
- Lots of other fixes, balancing and smaller changes mainly affecting the multiplayer version

- Unit stats changes:
--- 3.7 cm German FlaK is a bit more expensive (30 pp) and also all self-propelled AA guns equipped with this gun
--- Most wheeled ground recon units are more expensive by 20-30%, the cost-effectiveness of ground recon units is better balanced
--- Some Fw 190 versions are a bit cheaper
--- All multipurpose assault guns (StuH 42, Italian Semovente etc.) are more expensive
--- Italian tanks, ground recons are a bit more expensive, AB-43 late-war recon armoured car added
--- 7.5 cm Pak 97/38 towed AT gun of the Minor Axis nations is available for purchase later
--- German 5 cm Pak 38 and 7.5 cm Pak 40 are available for purchase and upgrade one turn later
--- All Sherman tank versions get +2 initiative and +1 hard attack (except for Firefly which only gets +1 ini)
--- All Panther versions have 1 less initiative, but are less expensive by 50-100 prestige points
--- Some German heroes (U-boat commanders and some infantry heroes) have their bonuses reduced
--- Panther and Tiger tanks have tropical versions for desert use (their wide tracked movement no longer useful on desert and dunes terrain)
--- Soviet 45 mm AT gun has +1 hard attack, all Soviet tanks using the same gun get the same increase, more Soviet 45 mm towed AT guns appear in the east
--- Some Soviet "beast killer" armoured units appear 2-5 turns later


Battlefield: Europe v2.14

- T-26 light tanks can be upgraded to T-60 recon tank, but only by moving them to the nearest Soviet upgrade city from turn 15. After turn 33 any surviving T-26 will upgraded to T-70 light tank in the same way. But there will be a message about this.
- Some Soviet units in 1941 appear further to the east but earlier so that the Axis player cannot overtake them
- there are much less "frozen" Soviet units in the beginning, and half of them activate in turn 13 so that they can possibly start a historical winter counter attack. The other half activates by mid/late 42, or any time earlier if the Axis player manages to capture most of Moscow. The rest (e.g. Katyushas) will appear later in the Ural as reinforcement units. It gives more freedom to the Allied side.
- the British will get some Motor Torpedo Boats (similar to German S-boats) with recon move. However:
- there are fewer British destroyers in the beginning in the North Atlantic, but if they suffer losses they get replacements immediately (up to a cetain amount, like 3-4)
- the British get more fighter planes in Egypt - but less capable ones (mostly Hurricanes and Tomahawks/Kittyhawks as historically). British fighter planes who appear in Egypt can only be upgraded to tropical versions of these, "tropicalised" Spitfire Vb appears later than "continental" Spit V. It all simulates the fact that the British mostly used second line fighter planes in Egypt in 1941-42 and retained the majority of Spitfire Vs for home defense.
- Malta now has a non-movable defensive fighter unit right above the airfield...


Battlefield: Europe v.2.13 multiplayer changes

- Soviets have more garrison infantry in the beginning but less reinforcements in winter 1941
- Starting Soviet units are a bit rearranged
- British naval mines at Tobruk a bit rearranged
- Germans have fixed defensive naval mines off the French ports from the beginning
- Only 4 German strategic bombers can be retrained to fighters (same as in single player version)
- Some messages fixed
- Some other minor fixes


Changes in v2.1 (from 2.0)

- max Axis 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 with much longer spotting range
- camo trait removed from U-2 and Go 145
- naval bombardment zones of the Allied landings will be visible so the Axis player knows where he should not place his units to avoid strength loss and suppression
- 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

Re: Battlefield: Europe MOD v2.0

Posted: Sun Jun 28, 2020 11:33 pm
by uzbek2012
Hi McGuba ! As I understand it fans of the single this version is not recommended or the single game this update also changes ?

Re: Battlefield: Europe MOD v2.0

Posted: Mon Jun 29, 2020 7:56 am
by PeteMitchell
Oh, this is great news! :)

Re: Battlefield: Europe MOD v2.0

Posted: Mon Jun 29, 2020 9:35 am
by McGuba
uzbek2012 wrote: Sun Jun 28, 2020 11:33 pm Hi McGuba ! As I understand it fans of the single this version is not recommended or the single game this update also changes ?
Ah, again I was not very explicit. 8) As with the previous 2.1x versions it mainly affects multiplayer games but also brings quite a lot of changes for single player games as well (new or modified units, graphics, unit stats, changes of mechanics like different use of towed AT guns, things like that). However, it is recommended mainly for veteran players of the mod who would like to see what direction the mod is aiming to get with the next "stable" release, which may or may not be the final version.

Re: Battlefield: Europe MOD v2.0

Posted: Mon Jun 29, 2020 11:09 am
by jeffoot77
Thank you for this awesome mod which is one of the top mod on panzercorps. There are several difficulty options to choose from: "moderate" "realistic", " realistic+". But still no "free"/"what if" mode where german player can invade Turkey or Spain for more replayability?

Re: Battlefield: Europe MOD v2.0

Posted: Tue Jun 30, 2020 1:59 pm
by McGuba
Sorry, but no.

Re: Battlefield: Europe MOD v2.0

Posted: Tue Jun 30, 2020 4:22 pm
by PeteMitchell
So I just tried to save a replay file based on a multiplayer game of version 2.0 but it suddenly stops at turn 39 (out of 80)... :(

I wonder why this is and what I could do? I had planned to share this replay file here on the forum...

I asked the same question in the general PzC forum as well: viewtopic.php?f=121&t=88608&p=862486#p862486

Re: Battlefield: Europe MOD v2.0

Posted: Sat Jul 18, 2020 3:01 am
by guille1434
Hello... While taking a look into what was about in the last upload of this great mos, I saw that there were icons for various types of transport ships (merchants, tankers, Liberty class ships, etc.) all of them had an icon for loaded condition (deep draft icons) and empty variants. Could someone explain what are those two variants of each ship type used for? Thanks!

Re: Battlefield: Europe MOD v2.0

Posted: Sat Jul 18, 2020 6:51 am
by Intenso82
guille1434 wrote: Sat Jul 18, 2020 3:01 am Hello... While taking a look into what was about in the last upload of this great mos, I saw that there were icons for various types of transport ships (merchants, tankers, Liberty class ships, etc.) all of them had an icon for loaded condition (deep draft icons) and empty variants. Could someone explain what are those two variants of each ship type used for? Thanks!
It is used in Atlantic convoys. To visualize the direction of movement. The loaded ones move to England, they are unloaded there, the player gets prestige and the icon changes to empty.
Which are then sent to America. When they reach the western edge of the map, they change to loaded again.
This works in the multiplayer version, I don’t know if it is in the single player version.

Re: Battlefield: Europe MOD v2.0

Posted: Tue Jul 21, 2020 1:32 am
by guille1434
Hello Intenso... Thanks for the explanation. And I agree with you that this would be more a "multiplayer" feature, because I don´t know if the game´s AI would be able to handle this kind of unit switching...
:-)

Re: Battlefield: Europe MOD v2.0

Posted: Tue Jul 21, 2020 2:00 pm
by McGuba
Actually it is able to do it. In the multiplayer the switching itself is made by the game autmatically as well and not by the player. But for the moment I do not plan to implement this particular feature in the single version as it is mainly here to help the human player to differentiate between the inbound and outbound convoy units so that he can move them accordingly. The AI moves the convoy units more randomly and not just back and forth as that would be too predictable.

Re: Battlefield: Europe MOD v2.0

Posted: Tue Jul 21, 2020 2:11 pm
by uzbek2012
What do you mean we're going to sink convoy PQ-17 ?
Image
https://topwar.ru/3046-gibel-konvoya-pq-17.html

Re: Battlefield: Europe MOD v2.0

Posted: Tue Jul 28, 2020 7:06 pm
by alexfilip
Hey guys, is there a limit (like one per turn) to how many fighters can refuel on a carrier? In an MP game of mine I had two fighters above a carrier with zero and almost zero fuel (nowhere else to go). Now there is only one fighter (a turn later).
Cheers.

Re: Battlefield: Europe MOD v2.0

Posted: Tue Jul 28, 2020 8:24 pm
by uzbek2012
alexfilip wrote: Tue Jul 28, 2020 7:06 pm Hey guys, is there a limit (like one per turn) to how many fighters can refuel on a carrier? In an MP game of mine I had two fighters above a carrier with zero and almost zero fuel (nowhere else to go). Now there is only one fighter (a turn later).
Cheers.
Image
Accordingly one well or two if you were an aircraft carrier moved a little smarter )
WHAT HAPPENS IF YOU BOARD SOMEONE ELSE'S AIRCRAFT CARRIER?
When the trees were big, you could have a good buck, and aircraft carriers went in groups, there were similar situations. The Americans called them wrong carrier landing (landing on a foreign aircraft carrier). This is when the pilot mistakenly landed on the wrong ship. It would seem, with whom does not happen? But malicious technicians from another aircraft carrier did not let this down…
https://warhead.su/2018/09/11/chto-proi ... avianosets

Image
https://en.wikipedia.org/wiki/Doolittle_Raid

Re: Battlefield: Europe MOD v2.0

Posted: Tue Jul 28, 2020 8:35 pm
by Uhu
alexfilip wrote: Tue Jul 28, 2020 7:06 pm Hey guys, is there a limit (like one per turn) to how many fighters can refuel on a carrier? In an MP game of mine I had two fighters above a carrier with zero and almost zero fuel (nowhere else to go). Now there is only one fighter (a turn later).
Cheers.
As I know you must land on the carrier and only fighters and tac bombers can be refuelled.

Re: Battlefield: Europe MOD v2.0

Posted: Tue Jul 28, 2020 8:42 pm
by McGuba
Yes, an aircraft carrier can top up the fuel level of one fighter or tactical bomber unit which ends the turn right over the carrier. Unlike land airfields, aircraft carriers cannot do the same for air units which end the turn on adjacent hexes, they have to be in the same hex and also carriers cannot refuel strategic bombers.

Re: Battlefield: Europe MOD v2.0

Posted: Tue Jul 28, 2020 9:52 pm
by PeteMitchell
Slightly different but possible... you can replace losses (i.e. buy reinforcements) for one plane... and then move the carrier below another plane which will then refuel at the end of the turn... (while the planes always need to be on the same hex as the carrier of course)

Re: Battlefield: Europe MOD v2.0

Posted: Wed Jul 29, 2020 12:02 am
by dalfrede
PeteMitchell wrote: Tue Jul 28, 2020 9:52 pm Slightly different but possible... you can replace losses (i.e. buy reinforcements) for one plane... and then move the carrier below another plane which will then refuel at the end of the turn... (while the planes always need to be on the same hex as the carrier of course)
Yes.