Re: Battlefield: Europe MOD v2.3
Posted: Sat Jun 12, 2021 11:06 am
Well done
you deserve a pause from operations, it is exciting to see all this different action from players.

I started from Poland, and generated 1000 extra prestige and had 1Stuka 2BF 109 and 2 PZ4 F

I think I answered your question with my next postuzbek2012 wrote: βSat Jun 12, 2021 11:19 am Marginaldefe , at At what difficulty level did you play and was the fog of War disabled initially as well as refueling
https://en.wikipedia.org/wiki/Kriegspiel_(chess)
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I think is logical to have limited transports, the scarcity of them was a usual thing for axis, during the war.Marginaldefeat wrote: βSat Jun 12, 2021 4:35 pm Summary: I said overall I enjoyed the campaign a lot, however, I felt one thing very very unfair and not understandable. We have 3 air transport 10 rail transport and 8 naval transport opportunity in the begining. BUT and this is a big BUT : I just have realized once I lose a naval transport unit, the MAXIMUM number of transport PERMANENTLY decreases by ONE. Just WHY ??????
I don t only ask it just because that was the only reason I didn t earn Total Victory, only Marginal. Btw, only London didn t fall. But I started Sealion only with 6 transport opportunity instead of 8, and then in one turn I lost 3 transport unit, so in the last 10 turn I was able to use only THREE transports....
If I could have used 6, I would earn a TOTAL victory easily. But once again, I don t ask it only because that was the reason I failed by a very small margim, but because it s unlogical.
I mean...with a same logic, if you lose one air transport and one train then why the maximum number of train and air transfer capaticy does not decrease by one ?
And what is the point of this and the logic is behind this ?
Unfortunately I saw nearly all videos and used to wrote whole library but I missed that:) And I see I was wrong air transport loss is permanent too, thanksfaos333 wrote: βSat Jun 12, 2021 6:18 pmI think is logical to have limited transports, the scarcity of them was a usual thing for axis, during the war.Marginaldefeat wrote: βSat Jun 12, 2021 4:35 pm Summary: I said overall I enjoyed the campaign a lot, however, I felt one thing very very unfair and not understandable. We have 3 air transport 10 rail transport and 8 naval transport opportunity in the begining. BUT and this is a big BUT : I just have realized once I lose a naval transport unit, the MAXIMUM number of transport PERMANENTLY decreases by ONE. Just WHY ??????
I don t only ask it just because that was the only reason I didn t earn Total Victory, only Marginal. Btw, only London didn t fall. But I started Sealion only with 6 transport opportunity instead of 8, and then in one turn I lost 3 transport unit, so in the last 10 turn I was able to use only THREE transports....
If I could have used 6, I would earn a TOTAL victory easily. But once again, I don t ask it only because that was the reason I failed by a very small margim, but because it s unlogical.
I mean...with a same logic, if you lose one air transport and one train then why the maximum number of train and air transfer capaticy does not decrease by one ?
And what is the point of this and the logic is behind this ?
If only you could have seen the Logistics tips video that explains number of transports and danger of losing them![]()
https://youtu.be/Ol-COZVKrSs
In case you mean the so-called "milk cows", i.e. u-boats tasked with replenishing other u-boats with fuel and (a limited amount of) torpedoes, I do not plan to add these to the mod. In reality there were few such boats and their main role was to assure that u-boats could reach areas like the US coastal waters or the Far East, areas which are outside of the map of the mod. U-boats which were acitve in the North Atlantic convoy routes, which is the main area of action in the mod, rarerly used these milk cows. Besides, I could only add them with fixed AI zones which would be known and thus in multiplayer games the Allied player could easily clear these areas of any milk cows making this game mechanic useless.uzbek2012 wrote: βFri Jun 11, 2021 5:14 pm Author tell me are you planning to make a cash cow for submarines or will you have to drive to the base for torpedoes and fuel ?
https://zen.yandex.ru/media/id/5bb492c1 ... 146a2544a5
https://reibert.info/threads/dojnye-kor ... ca.220883/
I do not plan to release v2.4 in the near future, I did not even touch the mod since the release of v2.3 so I guess it will remain the latest version for quite a while.Marginaldefeat wrote: βSat Jun 12, 2021 9:48 am I will play 2.3 or 2.4 instead from the begining, and do the Sealion in late 42. So TW should be mine, finally in my 4. playthrough
But for now, I must take a pause
I believe FM is harder than Rommel in this mod. In FM most Axis units start June 1941 with one less experience star making them much less effective, and also the speed of experience gain is halved. Whereas in Rommel Axis units start the scenario with full experience making them much more effective. So FM starts harder and the first year is very important. On the other hand Rommel of course gives half the prestige, but FM also requires the player to use more prestige to make sure he has at least a number of experienced units which means more elite replacements being used.Marginaldefeat wrote: βSat Jun 12, 2021 11:50 am I think I answered your question with my next post Hardest diff in everything, except it could be Rommel instead of FM. I think total victory would be still possible, but....it s more important for me to enjoy the play a bit with a hard challenge, so I think I will never try, because playing at Rommel diff is everything but fun I guess
Obviously all of these transport losses are permanent and not just naval transports. It is a hard coded game mechanic of the base game and not an added feature of this mod. In the game Panzer Corps these train, sea and air transports cannot be added during a scenario nor can be made available for purchase. Their number can only be determined in the editor for the beginning of the scenario and this number can only go down due to losses. (By the way it was the same in the original Panzer General so it is like that since 1994.I just have realized once I lose a naval transport unit, the MAXIMUM number of transport PERMANENTLY decreases by ONE. Just WHY ??????
...with a same logic, if you lose one air transport and one train then why the maximum number of train and air transfer capaticy does not decrease by one ?
And what is the point of this and the logic is behind this ?
In fact it is mentioned in the library in the "HINTS & TIPS" section:I didn t know that and as far as I know it was not mentioned in library.
Do you think is possible to invade UK with a Sea Lion late 41? in the current 2.3 version?
Heeey I have already admitted that I was wrongMcGuba wrote: βSun Jun 13, 2021 8:46 am
Obviously all of these transport losses are permanent and not just naval transports. It is a hard coded game mechanic of the base game and not an added feature of this mod. In the game Panzer Corps these train, sea and air transports cannot be added during a scenario nor can be made available for purchase. Their number can only be determined in the editor for the beginning of the scenario and this number can only go down due to losses. (By the way it was the same in the original Panzer General so it is like that since 1994.So I guess the only "logic" behind this is that it was the same in Panzer General.)
In fact it is mentioned in the library in the "HINTS & TIPS" section:I didn t know that and as far as I know it was not mentioned in library.
sample2301.jpg
I added it to"HINTS & TIPS" section of the library and not the "CHANGES" section because it is not a game feature changed by the mod but a default hard coded feature of the base game.
And it is also mentioned in the very first message box:
sample2302.jpg
But I know that despite all these a lot of players are still unaware of this and that's why the videos made by faos333 are extremely useful and important to explain these and other game mechanics.![]()
I usually invade Britain in early 42 and in the south. I use the winter snowing to move my units close to the coast when they cannot be seen. And of course winter snowing is somewhat random: after the initial 100% snowing the latter half of the winter is either snow or overcast which is decided randomly in each game. So it requires some luck as well. But even then it is hard because some coastal artillery and/or radar should be destroyed as well by then so that there is at least 1-2 coastal sea hexes that the AI cannot see. If the AI sees a sea transport next to the coast it usually moves a ground unit to attack it thereby blocking the landing area as well. So I usually also use my paratroopers to draw some attention on themselves but then they are duely destroyed. I usually also take an 88mm AA against the British tanks, which can also help with the air defense.
Yeah, sure, whatever,Marginaldefeat wrote: βSun Jun 13, 2021 1:26 pm I didn t even realise this that I lost 2 transports before, because on and back to Africa, obviously I never used 8 transports in a same time, so 8 or 6 was kind a same for me.
Just when at turn 91 when I was able to land another 3 more transports from 6 ( the first 6 arrived without losses and another 3 by air ) I realized the tragedy. And because transports needed 4 turns to land ( looong loong way because of a ton of mines ) I had no choice that to load turn 86 I never wanted this, hope you still accept it as a Total Victory if somehow I succeed
And obviously if I knew it before that transport losses are permanent, I would have played differently in turn 89 and 90, I just thought losses doesn t matter, and honestly I wanted to lose 2 of my transports on purpose to be able to embark the my 2 panthers. ( I could have deleted transports which is not a permanent loss right ? )
Please, do so.
Ah, yes, it is something I could not fix due to game engine limitations. The problem is, if you move a fighter unit to that Wien airport when it is being transported by the Ju 52 "Air Unit Transport" and then "land" it in the next turn the game script will run twice instead of just once and thereby the game will use two upgrade opportunities instead of just one. Then you would be able to upgrade only two fighters and not three (because you use two opportunities for one of them). It is because the script is triggered by the fighter unit being in landed mode and if it is transported by the "Air Unit Transport" then it is regarded as being in landed mode (because it was embarked into the Ju 52 while landed) even though the Ju 52 itself is in air mode above the airport. I tried to fix it by stopping the running of the script if the Ju 52 air transport is above the airport, but it did not work because the game handles these transports as "ghost" units - I guess that's why it is also not possible to limit their fuel as well. (They are not like other normal units.)P:S One more last question : What do you think the problem about the FW upgrades ? I mean in reality can you upgrade only 2 or what happened ?

keep it up, I very much liked your story of eventsMarginaldefeat wrote: βWed Jun 16, 2021 7:02 pm 1945, 4 of March ( TURN 92, 4 MONTHS TILL THE END :
The German High Command (OKH) received 2 devastating news in a same day : The first, that the Americans are now very close to develop a new secret bomb, which can destory whole cities.
German Spy Network reported that they are probably only months away, so completing a Sea Lion successfully and negotiate in a power position is more important and urgent than ever......
Yes, one more artillery. Other 2 bombard the shore ( they have 4 and 5 ranges ) from the other part of the channel.faos333 wrote: βThu Jun 17, 2021 11:04 amkeep it up, I very much liked your story of eventsMarginaldefeat wrote: βWed Jun 16, 2021 7:02 pm 1945, 4 of March ( TURN 92, 4 MONTHS TILL THE END :
The German High Command (OKH) received 2 devastating news in a same day : The first, that the Americans are now very close to develop a new secret bomb, which can destory whole cities.
German Spy Network reported that they are probably only months away, so completing a Sea Lion successfully and negotiate in a power position is more important and urgent than ever......
and the nice addition about the Hungarian unit, a tribute to McGuba
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Did you manage to bring any more artillery?
Marginaldefeat wrote: βThu Jun 17, 2021 12:07 pmYes, one more artillery. Other 2 bombard the shore ( they have 4 and 5 ranges ) from the other part of the channel.faos333 wrote: βThu Jun 17, 2021 11:04 amkeep it up, I very much liked your story of eventsMarginaldefeat wrote: βWed Jun 16, 2021 7:02 pm 1945, 4 of March ( TURN 92, 4 MONTHS TILL THE END :
The German High Command (OKH) received 2 devastating news in a same day : The first, that the Americans are now very close to develop a new secret bomb, which can destory whole cities.
German Spy Network reported that they are probably only months away, so completing a Sea Lion successfully and negotiate in a power position is more important and urgent than ever......
and the nice addition about the Hungarian unit, a tribute to McGuba
![]()
Did you manage to bring any more artillery?
Turn 95 now, I am only ONE hex away from London, King George made his dramatic speech to his nation, resistance started in Northern Ireland, Basra has fallen, and the endgame started in the Middle East, even Churchill is in danger.
I see, most likely you will get it![]()
My hungarian hussar regiment captured Glasgow, and we firmly control all objectives... except London. But in the next turn, the carpet bombing of London will begin, all of my Heinkel 177 level bomber regiment is still alive ( 5). Joined by 3 Italian battleships, the Tirpitz, and 2 more battlecruiers, the ugly sisters called Scharnhorst and Gneisenau.
The last 4 units will also land in next turn a Panther, a PZ 4 with 330 exp and 3 heroes, and 2 of my best infantry units as well![]()

