Re: Battlefield: Europe MOD v2.2
Posted: Thu Apr 29, 2021 12:11 pm
Some elite replacements on selected units can make sense, e.g. for spearheading tank units or on fighters to maintain experience... Overstrength I am not so sure...
Upgrade and purchase cities are the same, these two things cannot be separated in the game. Since ground unit upgrades are only possible in Germany and in a few Italian cities, so do unit purchases.PeteMitchell wrote: ↑Thu Apr 29, 2021 11:52 amThis is very interesting. What was the rationale for this? Just curious...
Even 1000 extra prestige is better than nothing, isn't it?Marginaldefeat wrote: ↑Thu Apr 29, 2021 12:02 pm the evil creator had a surprise up my sleeve The -500 prestige in France and the -1500 just before Barbarossa... Well I knew it would not be so easy
So in reality I ll be able to start my FM /Realistic / dice chess campaign only with 2800 prestige, only 1000 more than normally.
I think reloading to get a better dice roll is cheating anyway and I don't do this regardless of how I play. Mainly because the AI always accepts its losses and never makes a another dice roll if it gets a bad result. It is just a human thing that we only tend to notice and remember bad luck, but when we have good luck we see it as the norm.dice chess can be even more tricky than normal, I mean, it s not possible to cheese anymore, or even just a few times reload a turn if I had an extremely bad luck, meanwhile go on with those turns, when I was very lucky
I think that some overstrength may be useful if you can afford because you need to destroy a lot of weak units in 1941 and a little extra unit strength can make the difference between a successful breakthrough or slowing down.I am thinking about spending even a bit more ( 3-400) prestige for overstrenghting for my 2 tanks and fighters and bomber.
Hm, I checked it and unfortunately it looks like a bug. It was fine in some earlier versions of the mod but now it is like that. Probably I made a mistake at some point.JimmyC wrote: ↑Mon May 03, 2021 1:29 pm I purchased the Lancia (Italian SPAA) and it seems that it only has passive air attack. Ie. if an enemy aircraft attacks it or a unit next to it, it will passively attack, but it cannot attack the aircraft in its own turn. Is this deliberate? Seems pretty useless IMO. Am now really regretting purchasing it...
You extract first and then you copy paste the file battlefield europe 22 into the "MODS" file. Assuming you have installed and using the generic mod enabler tool.
Exactly what i did on realising it!McGuba wrote: ↑Mon May 03, 2021 3:11 pmHm, I checked it and unfortunately it looks like a bug. It was fine in some earlier versions of the mod but now it is like that. Probably I made a mistake at some point.JimmyC wrote: ↑Mon May 03, 2021 1:29 pm I purchased the Lancia (Italian SPAA) and it seems that it only has passive air attack. Ie. if an enemy aircraft attacks it or a unit next to it, it will passively attack, but it cannot attack the aircraft in its own turn. Is this deliberate? Seems pretty useless IMO. Am now really regretting purchasing it...![]()
I will fix it for a next version and for now I can only suggest disbanding this unit in the next turn and giving back its price with the prestige cheat.
Thanks, but I think I know about this problem and it should only happen if you play the mod starting with one of the enclosed game saves like Kursk or Normandy. If you start the big scenario from turn 1 it should not happen if I am right. I noticed this glitch when preparing the save games and although I fixed it for the final release, I did not want to restart the whole thing only because of this. Mostly because as you already mentioned that it is not a major problem and besides, I am almost sure that this is only a visual thing and even if the barrage graphics is there it would not affect units because the script does not work there. And of course it is on a deep river and the barrage stops just before the winter freezes so only brigde engineers could move there. However, there is another similar glitch near Tobruk and I think that one is active i.e. it may reduce the strength of Axis ground units who happen to move there, but that one is hopefully far from the actual combat at that time of the war. But, like I said, players who start the scenario from turn 1 should not encounter any of these.
In this mod I deliberately tried to avoid any political implications. Additionally, the basic assumption of the mod is that it is in a paralel universe in which the Nazi leaders are removed from power and the mod aims to find out if there is a chance to win the war without them. Besides being so evil, they did things like using the limited number of trains to transport people to the camps instead of using the same trains to transport supplies to the frontline. It all contributed to the Axis defeat.after digging around, I think I could name a lot of inaccuracies(I immediately remember the German concentration camps where my compatriots were taken...)
Sorry about that, I did not want to hurt your patriotic feelings. I am fully aware that historically Stalingrad was not completely captured by the Germans, but as far as I know about 90% was lost to the invaders. Now in this map the city of Stalingrad covers only 3 hexes and if I left one hex for the Soviets, then it would be 2:1 or 66% to 33% which would not be accurate either because the Germans captured more than two thirds of the city in reality. At this map scale it cannot be simulated perfectly, there has to be a compromise. And I think in the Stalingrad save game scenario the Soviets should be able to recapure one hex immediately so it is not that bad.For example, the fact that in the scenario of 1942, Stalingrad was completely captured by German troops(although in reality it did not completely fall). I am indignant as a Volgogradian - _ - (aka Stalingrad)
It is of course possible, but not recommended. This multiplayer version of the mod was designed to be played by two human players. The computer AI is not good enough, it plays worse than the worst human opponent. So it is not ideal, because the computer will not be able to attack very efficiently after a while. But of course you can try such a game, however, you may need to give some more advantages to the computer enemy, for example change the advanced settings and give it more prestige and experience and less of these to the Allied side. If you want to play the Allies normally you have to play the multiplayer version of the mod against a human opponent.From the questions, is it possible to play a scenario for multiplayer against a bot (for allies)?
Here is an example (from an earlier version) of what happens when you try this...McGuba wrote: ↑Sat May 15, 2021 5:08 pmIt is of course possible, but not recommended. This multiplayer version of the mod was designed to be played by two human players. The computer AI is not good enough, it plays worse than the worst human opponent. So it is not ideal, because the computer will not be able to attack very efficiently after a while. But of course you can try such a game, however, you may need to give some more advantages to the computer enemy, for example change the advanced settings and give it more prestige and experience and less of these to the Allied side. If you want to play the Allies normally you have to play the multiplayer version of the mod against a human opponent.From the questions, is it possible to play a scenario for multiplayer against a bot (for allies)?
Basically, Panzer Corps is not well equipped to really detail with politics, and particularly the politics of totalitarian rule or democide. Panzer Corps 2 has dabbled with it a bit more and I do remember the DMP had one rather ambitious perspective to do it more wholly, but the latter collapsed without too much progress (Decisive Campaigns: Barbarossa seems to be one of the better ways I've seen of handling this, ditto Cauldrons of War).
Sure, but most of this happens in the background, in the stuff you are generally not directly controlling. In much the same way that you do not see the similar (though smaller) depredations the Reich inflicted on Western civilians to that effect in Vanilla or most mods (including in the WWI mod where you had the Hindenburg Programme). Logically the player's avatar would still be complicit in these crimes, but a lot of them are simply beneath the notice of the game's interface or action.Anderkav wrote: ↑Sat May 15, 2021 7:22 pm Soviet prisoners of war, as well as ordinary citizens of the Soviet Union, were an important part of this war machine. Starting from loading and unloading operations and work at various heavy enterprises(coal industry, ferrous and non-ferrous metallurgy, etc.). Even the same Atlantic rampart was also built by the hands of prisoners. You can also recall the export of various resources from the territory of the Union(such as grain or even chernozem (soil)). All this helped to maintain both the economy and the social situation in Germany at a good level. A chivalrous war as with the allies in North Africa was impossible.
I got side-tracked a bit, I will try my best to upload it on this coming week.PeteMitchell wrote: ↑Sat May 15, 2021 10:44 pm When were you planning to release the version 2.3 with the minor fixes?