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Re: Battlefield: Europe MOD v2.3

Posted: Tue Nov 02, 2021 6:51 pm
by goose_2
Ok before I detail my positive feedback on the mod. I have a poll question.

When I play through next time do you want to see me play through on the McGuba 2.3 or the Locarnus add on playthrough.

I only have time for 1 right now and want to be playing the one that has the most interest.

Re: Battlefield: Europe MOD v2.3

Posted: Tue Nov 02, 2021 6:52 pm
by PeteMitchell
If possible, I would like to see the original McGuba one as it already has changes from version 2.0 to 2.3...

I like Locarnus ideas but his addon mod still seems more experimental to me...

Re: Battlefield: Europe MOD v2.3

Posted: Tue Nov 02, 2021 8:25 pm
by Locarnus
My addon is certainly more experimental.
The whole point of it was to explore different solutions to balancing and PzC engine workaround problems.
Some of those approaches may improve the experience, some may not work out, and sometimes fixes to one aspect create balancing issues for another.
For most it will probably depend on the personal preferences of the players.

In general there are more liberties and outliers (eg special units). Though naturally those are hard to balance with an engine not meant for such large maps, thus they are easier to abuse without some house rules. But of course the Germans were famous for such special units and imho they are part of the WW2 appeal (and many probably were not worth the resources in the final analysis).

So imho BE 2.3 is certainly more polished, as it builds upon all the feedback of previous versions that were built with the same design philosophy in mind.
And most people here are probably familiar with either BE 2.3 or BE 2.2 itself:
1. Thus I would recommend voting for BE 2.3 alone, if people want to compare their own BE 2.3 experience with the one goose_2 will have (as well as BE 2.0 vs BE 2.3 from goose_2's perspective). To see the exact same mod they are familiar with from a different perspective.
2. On the other hand I would recommend voting for BE 2.3 + Locarnus addon, if people want to have a comparison between the BE 2.3 they are familiar with and the probably unfamiliar BE 2.3 + Addon (and thus allowing a discussion of the "experiments"). To get a taste of a different flavor compared to what they are familiar with.

As the author of the addon, I naturally vote for option 2, BE 2.3 + Addon.
Imho BE 2.3 is very much visible even with the addon, for the comparison to the BE 2.0 playthrough and the "different perspective of the familiar". While experiments can only contribute to the overall development, if they are reviewed and tested for their advantages and disadvantages.

Re: Battlefield: Europe MOD v2.3

Posted: Thu Nov 04, 2021 9:11 am
by Marginaldefeat
goose_2 wrote: Tue Nov 02, 2021 6:51 pm Ok before I detail my positive feedback on the mod. I have a poll question.

When I play through next time do you want to see me play through on the McGuba 2.3 or the Locarnus add on playthrough.

I only have time for 1 right now and want to be playing the one that has the most interest.
Seconded, I love the changes Locarnus made, and I am about trying it in a month on my own, but I prefer you to do it with Mc Guba's original 2.3 version :)
Congrats for your brilliant victory as well.

Re: Battlefield: Europe MOD v2.3

Posted: Thu Nov 04, 2021 9:27 am
by Uhu
I vote on McGuba's 2.3
goose_2 wrote: Tue Nov 02, 2021 6:51 pm Ok before I detail my positive feedback on the mod. I have a poll question.

When I play through next time do you want to see me play through on the McGuba 2.3 or the Locarnus add on playthrough.

I only have time for 1 right now and want to be playing the one that has the most interest.

Re: Battlefield: Europe MOD v2.3

Posted: Sun Nov 14, 2021 1:04 am
by faos333
Congrats Goose on your total victory on the v2.0 version.
I was one the viewers of the You Tube videos, you made our weekends special with your broadcasting, you did great as a first trial.
We learnt so many things from you about the Mod in the process and we are waiting for a new playthrough.
Personally I vote for McGuba version, since it is more developed. Locarnus add-on is interesting, but I think is still on experimental base.

ps For those who want to see the conclusion of Goose in You Tube
https://youtu.be/fCvNCCkb0Ek

Re: Battlefield: Europe MOD v2.3

Posted: Sun Nov 14, 2021 1:07 am
by faos333
goose_2 wrote: Tue Nov 02, 2021 6:51 pm ........
Waiting for a final You Tube commentary video from your playthrough :D :D :D

Re: Battlefield: Europe MOD v2.3

Posted: Sun Nov 21, 2021 9:38 pm
by PeteMitchell
@McGuba: I hope you are well! Have you ever thought of making something similar for the war in the Pacific? :) :D

Re: Battlefield: Europe MOD v2.3

Posted: Mon Nov 22, 2021 8:30 pm
by McGuba
PeteMitchell wrote: Sun Nov 21, 2021 9:38 pm @McGuba: I hope you are well! Have you ever thought of making something similar for the war in the Pacific? :) :D
Hi, yes, thanks I am fine. And yes, I have thought about it and I think it would be great! But it would be a massive work. Nevertheless, I hope someone will make it one day. :)
However, I think Panzer Corps engine is not very well suited for largely naval scenarios, for example there should be aircraft carrier decks, dedicated carrier based air units, ship damage control, and a better AI for naval movements. The AI of PzC does not even move its naval units to a nearby port if they are out of ammo. Interestingly, I last year I again played Panzer General in the lockdown and was surprised to see that the AI of that old game does move its naval units to a port to replenish their ammo. So in some regards the AI of Panzer General is seemingly superior to that of Panzer Corps, which was made many years later. :|

Re: Battlefield: Europe MOD v2.3

Posted: Mon Nov 22, 2021 10:57 pm
by lennis29
McGuba wrote: Mon Nov 22, 2021 8:30 pm
PeteMitchell wrote: Sun Nov 21, 2021 9:38 pm @McGuba: I hope you are well! Have you ever thought of making something similar for the war in the Pacific? :) :D
Hi, yes, thanks I am fine. And yes, I have thought about it and I think it would be great! But it would be a massive work. Nevertheless, I hope someone will make it one day. :)
However, I think Panzer Corps engine is not very well suited for largely naval scenarios, for example there should be aircraft carrier decks, dedicated carrier based air units, ship damage control, and a better AI for naval movements. The AI of PzC does not even move its naval units to a nearby port if they are out of ammo. Interestingly, I last year I again played Panzer General in the lockdown and was surprised to see that the AI of that old game does move its naval units to a port to replenish their ammo. So in some regards the AI of Panzer General is seemingly superior to that of Panzer Corps, which was made many years later. :|
Hello McGuba.
all good.

Re: Battlefield: Europe MOD v2.3

Posted: Tue Nov 23, 2021 6:56 am
by Uhu
Pacific is interesting, but I would also play with a possible continuity of the BE, invading the USA as the next scenario, where we bring over units from BE.

Re: Battlefield: Europe MOD v2.3

Posted: Tue Nov 23, 2021 9:46 am
by terminator
Panzer Corps 1 does not seem made for naval battles. With the next DLC Pacific, Panzer Corps 2 should have new naval rules.

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Re: Battlefield: Europe MOD v2.3

Posted: Tue Nov 23, 2021 10:37 am
by Uhu
Oh no, not that poor, ugly visuals... OOB has also dedicated naval warfare and it has way more better semi-3D graphics.

terminator wrote: Tue Nov 23, 2021 9:46 am Panzer Corps 1 does not seem made for naval battles. With the next DLC Pacific, Panzer Corps 2 should have new naval rules.

Re: Battlefield: Europe MOD v2.3

Posted: Tue Nov 23, 2021 12:33 pm
by terminator
Uhu wrote: Tue Nov 23, 2021 10:37 am Oh no, not that poor, ugly visuals... OOB has also dedicated naval warfare and it has way more better semi-3D graphics.
Are you playing PanzerCorps 2 ?

Re: Battlefield: Europe MOD v2.3

Posted: Tue Nov 23, 2021 12:55 pm
by Uhu
Nope, what I saw visually and in walkthroughs and what other players said, I do not want to waste my time.

terminator wrote: Tue Nov 23, 2021 12:33 pm
Uhu wrote: Tue Nov 23, 2021 10:37 am Oh no, not that poor, ugly visuals... OOB has also dedicated naval warfare and it has way more better semi-3D graphics.
Are you playing PanzerCorps 2 ?

Re: Battlefield: Europe MOD v2.3

Posted: Tue Nov 23, 2021 1:00 pm
by terminator
Uhu wrote: Tue Nov 23, 2021 12:55 pm Nope, what I saw visually and in walkthroughs and what other players said, I do not want to waste my time.
I play both games (OoBWWII & PzC2) on the same PC so I can get a better idea.

Re: Battlefield: Europe MOD v2.3

Posted: Tue Nov 23, 2021 3:13 pm
by PeteMitchell
Uhu wrote: Tue Nov 23, 2021 6:56 am Pacific is interesting, but I would also play with a possible continuity of the BE, invading the USA as the next scenario, where we bring over units from BE.
I very much like this idea! :) Plus the Spanish Civil War before Poland scenario :mrgreen:

But what about the Manhattan Project in this case: https://en.wikipedia.org/wiki/Manhattan_Project

The US nuked Japan in August 1945.

Anyway, there was already a Pacific mod for Panzer General where you could do the island hopping: https://en.wikipedia.org/wiki/Leapfrogging_(strategy)

Re: Battlefield: Europe MOD v2.3

Posted: Tue Nov 23, 2021 4:14 pm
by uzbek2012
PeteMitchell wrote: Tue Nov 23, 2021 3:13 pm
Uhu wrote: Tue Nov 23, 2021 6:56 am Pacific is interesting, but I would also play with a possible continuity of the BE, invading the USA as the next scenario, where we bring over units from BE.
I very much like this idea! :) Plus the Spanish Civil War before Poland scenario :mrgreen:

But what about the Manhattan Project in this case: https://en.wikipedia.org/wiki/Manhattan_Project

The US nuked Japan in August 1945.

Anyway, there was already a Pacific mod for Panzer General where you could do the island hopping: https://en.wikipedia.org/wiki/Leapfrogging_(strategy)
Yes , the game is Pacific General , but there were also mods ) it was possible to arrange great naval battles there) There were also land operations according to the plot)


I 'm not thrilled with the second case, graphics are not the main thing for such games )

There is not much left and we will see the DLC about the Asian Theater of Operations Panzer Corps 2

PAZIFIK KORPS - Release so far, the only real mod on the theme of Asia)
viewtopic.php?p=951053#p951053

Re: Battlefield: Europe MOD v2.3

Posted: Wed Nov 24, 2021 8:46 am
by Intenso82
McGuba wrote: Mon Nov 22, 2021 8:30 pm The AI of PzC does not even move its naval units to a nearby port if they are out of ammo. Interestingly, I last year I again played Panzer General in the lockdown and was surprised to see that the AI of that old game does move its naval units to a port to replenish their ammo. So in some regards the AI of Panzer General is seemingly superior to that of Panzer Corps, which was made many years later. :|
I think it's the pathfinding algorithms.
In scenarios without water, this is just a path to the nearest coordinates (X, Y).
But in the case of sea routes, it is necessary to take into account the relief and use more complex algorithms for calculating the route.

AI in the PZC does not know how. In my mod, I had to remove flags on Windave in Courland. Otherwise, many Axis troops were stuck on the peninsula and could not get out of there)
I also tried to round off the coast so that the units would not get stuck :) For example, if a seaplane can only move over sea hexes ((

Re: Battlefield: Europe MOD v2.3

Posted: Wed Nov 24, 2021 6:33 pm
by PeteMitchell
Seems the same with the US troops that get stuck in Morocco in the BE mod?