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Re: Battlefield: Europe MOD v2.3

Posted: Wed Nov 24, 2021 8:56 pm
by McGuba
PeteMitchell wrote: Wed Nov 24, 2021 6:33 pm Seems the same with the US troops that get stuck in Morocco in the BE mod?
I think they are more likely to get stuck there because they try to advance towards Lyon in France but they cannot cross the sea. That's partly the reason why I added the Kasserine Pass as an additional objective as now it should be a bit closer to that area and thus would attract those units like a magnet. And it partly works as well, as far as I can tell, at least as long as the Axis holds the pass. Or at least in v2.2/v2.3 the AI seems to move more agressively towards Tunisia than in the previous versions, which is good. :)

Intenso82 wrote: Wed Nov 24, 2021 8:46 am 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.
I am not sure if Panzer General has better pathfinding algorithms than Panzer Corps. Perhaps it is just in Panzer General the AI is programmed to try to move naval units to the closest friendly port if they run out of ammo, which should be a relatively simple code. But they may still get stuck if they run into obstacles in their way, I don't know. But at least they try to replenish their ammo somehow and not just wait for a miracle in the middle of the sea. :)

However, to be fair, Panzer Corps AI is better than that of Panzer General in other areas, for example in Panzer Corps the AI tends to provide fighter escort to bombers in some cases when in Panzer General it only does so by accident, for example if a fighter attacks a ground unit and happens to end the turn next to a bomber as a result.

Re: Battlefield: Europe MOD v2.3

Posted: Thu Nov 25, 2021 7:59 am
by terminator
Pacific DLC in Panzer Corps engine :

dd4d3623d969570fe6c97bcc136f93ce2d5dab7f(3).jpg
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Re: Battlefield: Europe MOD v2.3

Posted: Thu Nov 25, 2021 4:47 pm
by PeteMitchell
It would be magical to see this Battlefield Europe journey continue)))

Re: Battlefield: Europe MOD v2.3

Posted: Thu Nov 25, 2021 6:10 pm
by McGuba
terminator wrote: Thu Nov 25, 2021 7:59 am Pacific DLC in Panzer Corps engine :
I think it should be more like this:


japsample.jpg
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No doubt that PzC2 has higher resolution and 3D and all the blah-di-blah but since there is almost 10 years between the two games I think it is a bit unfair to compare them based solely on this. (But of course I get the joke. :)) It is just the thing that some people prefer the visual clarity of 2D over blockbuster 3D when it comes to a turn based strategy game and that's it. But it was discussed and debated endlessly over there in the PzC2 development forums so I would not like to get into this here as it would be somewhat off-topic.

However, like I said the real problem here is not the question of graphics but the fact that Panzer Corps 1 lacks a lot of unit traits and features to make it a real naval game. Then add the difficulties of PzC1 AI when dealing with naval units and pathfinding around the islands and it does not really promise a lot of success, unfortunately.

Re: Battlefield: Europe MOD v2.3

Posted: Thu Nov 25, 2021 7:32 pm
by PeteMitchell
It could work for MP?

Re: Battlefield: Europe MOD v2.3

Posted: Sun Nov 28, 2021 3:10 am
by faos333
Barbarossa Opening Tipps video

Replay historical events with realistic force compositions and battle results in one scenario with 99 turns.
The opening tips video demonstrates turn one actions in all major theaters represented realistically from the BE Mod, East front, West front, Atlantic, Balkans, Malta and N. Afrika.
The 5 core units deployed, originate from earlier BE Mod operations - scenarios.


SEE THE VIDEO:

https://youtu.be/XD8edBhlTf8

Learn the new Mod mechanics, accumulate prestige, earn experience, have more fun with the historical set up and realistic battle results.

The latest tips video is to premiere 1st December.
It was supposed to be on air in October but some family issues resulted in this delay.
Subscribe and set your reminder not to miss it.
barbarossa tips scn.PNG
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Re: Battlefield: Europe MOD v2.3

Posted: Sun Nov 28, 2021 10:52 am
by Sapa
Great work!

But why is the Swedish Strv 103 (Tank S) in the 2021 Nato Campaign?

Regards Mats

It was not used after 1997 in the Armoured Brigades. There is four left in museum and rest was scraped...
2021-11-28 11_44_10-Stridsvagn S skrotas.jpg
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Maybe in the future you could add some more "toys"? ;-)
Like the Gripen E and the GrkPbv 90
Gripen E.jpg
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GrkPbv 90.jpg
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Re: Battlefield: Europe MOD v2.3

Posted: Sun Nov 28, 2021 8:10 pm
by McGuba
Sapa wrote: Sun Nov 28, 2021 10:52 am Great work!

But why is the Swedish Strv 103 (Tank S) in the 2021 Nato Campaign?

Regards Mats
Thanks! :)

But I think it's the wrong thread. 8)

I guess this is what you are after:
Modern Conflicts 1.7 (RELEASED)
viewtopic.php?f=147&t=72062

Re: Battlefield: Europe MOD v2.3

Posted: Mon Nov 29, 2021 9:45 am
by Sapa
Excuse me :oops:
Sorry!

Regards Mats

Re: BE MOD v2.3 Multiplayer file size

Posted: Wed Dec 01, 2021 9:30 am
by chrisjonesbath
All,

Does anybody know if there is a fix for the Multiplayer version of this mod failing to save if the file size becomes too large? Very frustrating when things stop working at turn 60 or so.

Log File:-
IR_WriteData(Server='www.slitherine.com' URL='/PBEM/panzer_corps_pc/upload_instance.php?GameInstanceID=338290&PlayerToUserName=xxxxxxxx&TurnNo=68&GameOver=0&FileSize=10510227&Crc32=168014706')
The following was returned by the server:

413 Request Entity Too Large

Image

Re: BE MOD v2.3 Multiplayer file size

Posted: Wed Dec 01, 2021 10:12 am
by Uhu
I did not earlier encounter luckily such error - I played two times about two years ago BE, with earlier version.
If you can trust your opponent(s), I absolutely suggest to play it with hotseat mode (sending the saves through mail), it has so much advantages.


chrisjonesbath wrote: Wed Dec 01, 2021 9:30 am All,

Does anybody know if there is a fix for the Multiplayer version of this mod failing to save if the file size becomes too large? Very frustrating when things stop working at turn 60 or so.

Log File:-
IR_WriteData(Server='www.slitherine.com' URL='/PBEM/panzer_corps_pc/upload_instance.php?GameInstanceID=338290&PlayerToUserName=xxxxxxxx&TurnNo=68&GameOver=0&FileSize=10510227&Crc32=168014706')
The following was returned by the server:

413 Request Entity Too Large

Image

Re: BE MOD v2.3 Multiplayer file size

Posted: Wed Dec 01, 2021 11:01 am
by chrisjonesbath
Uhu wrote: Wed Dec 01, 2021 10:12 am I did not earlier encounter luckily such error - I played two times about two years ago BE, with earlier version.
If you can trust your opponent(s), I absolutely suggest to play it with hotseat mode (sending the saves through mail), it has so much advantages.

We had never thought of doing that! I can't find any files associated with PBEM files saves, are the HotSeat save files kept in the usual single-player SAVE directory? I just check and I see they are. Will give it a go.

It is a great MOD a shame the PBEM version seems to have the file size issues.

Thanks for the suggestion

Chris

Re: BE MOD v2.3 Multiplayer file size

Posted: Wed Dec 01, 2021 12:43 pm
by Uhu
I can write how we play since a while the multi trough hotseat:
As I said, it is important to have a thrustworthy opponent, as cheats are working in the game. So, you choose hotseat in the scenario screen, choose, Battlefield multi, it is advised to choose at advanced option dice chess too. You play your turn, thank make a save at the end of your turn. Search the save in the same directory, as the other saves are and attach it to a mail. Optional you can compress it, other way it can develop over 10 MB a file.
The opponent loads the save, without looking, press ALT + E to end the turn. The his turn is next, and in that way, he can see all the new, nice messages of BE. He makes his turns, save it, send it back, etc.

Also it is useful to set up some house rules to counter some issues of the base game.

chrisjonesbath wrote: Wed Dec 01, 2021 11:01 am
Uhu wrote: Wed Dec 01, 2021 10:12 am I did not earlier encounter luckily such error - I played two times about two years ago BE, with earlier version.
If you can trust your opponent(s), I absolutely suggest to play it with hotseat mode (sending the saves through mail), it has so much advantages.

We had never thought of doing that! I can't find any files associated with PBEM files saves, are the HotSeat save files kept in the usual single-player SAVE directory? I just check and I see they are. Will give it a go.

It is a great MOD a shame the PBEM version seems to have the file size issues.

Thanks for the suggestion

Chris

Re: BE MOD v2.3 Multiplayer file size

Posted: Wed Dec 01, 2021 2:03 pm
by chrisjonesbath
Uhu wrote: Wed Dec 01, 2021 12:43 pm I can write how we play since a while the multi trough hotseat:
As I said, it is important to have a thrustworthy opponent, as cheats are working in the game. So, you choose hotseat in the scenario screen, choose, Battlefield multi, it is advised to choose at advanced option dice chess too. You play your turn, thank make a save at the end of your turn. Search the save in the same directory, as the other saves are and attach it to a mail. Optional you can compress it, other way it can develop over 10 MB a file.
The opponent loads the save, without looking, press ALT + E to end the turn. The his turn is next, and in that way, he can see all the new, nice messages of BE. He makes his turns, save it, send it back, etc.

Also it is useful to set up some house rules to counter some issues of the base game.
Thanks for the explanation. We will start a new game and see how far we can get using this method rather than the PBEM Multiplayer mode that is built in.

Chris

Re: Battlefield: Europe MOD v2.3

Posted: Sat Dec 04, 2021 10:22 am
by Intenso82
chrisjonesbath wrote: Wed Dec 01, 2021 9:30 am Does anybody know if there is a fix for the Multiplayer version of this mod failing to save if the file size becomes too large? Very frustrating when things stop working at turn 60 or so.
Maybe I can help,
write in PM.

Re: Battlefield: Europe MOD v2.3

Posted: Mon Dec 20, 2021 5:42 pm
by tactical22
Dear McGuba, are you planning any major update for Battlefield: Europe? My life seems meaningless without your mod :cry: :wink:

Re: Battlefield: Europe MOD v2.3

Posted: Wed Dec 22, 2021 10:12 pm
by McGuba
tactical22 wrote: Mon Dec 20, 2021 5:42 pm Dear McGuba, are you planning any major update for Battlefield: Europe? My life seems meaningless without your mod :cry: :wink:
Hi, no, currenty I am not working on a major update. I just have some fun in a very interesting multiplayer match in BE v2.3 and also try to keep an eye on some other ongoing multiplayer matches and collect as much feedback about them as possible. Now I have a fairly long list of possible balance tweaks and fixes based on these but these mainly affect the multiplayer version. What I also have in mind is to have a closer look at the various changes introduced by "Locarnus" to consider which of those could possibly make their way to the next version without breaking the current well tested balance.

So for now, all I can suggest (if you haven't done any of these) is to try the historical save games for later, post 1941 starting points for increased difficulty, or to try to achieve a victory while playing on Field Marshal (which is as close to the multiplayer experience as it can be) or just try multiplayer as well. These can all provide a lot of fun for those who have finished the mod in the recommended General setting and now look for more challenge or for the meaning of life. :)

Re: Battlefield: Europe MOD v2.3

Posted: Thu Dec 23, 2021 5:37 am
by PeteMitchell
I would still suggest to add the Spanish Civil War as a small starting/training scenario! :)

Re: Battlefield: Europe MOD v2.3

Posted: Mon Dec 27, 2021 6:11 pm
by faos333
Having tried the multiplayer, I strongly recommend to players to try the 2.3 version, great exp, immense feeling of reality in the Mod

Re: Battlefield: Europe MOD v2.3

Posted: Sun Jan 02, 2022 6:05 pm
by Locarnus
McGuba wrote: Wed Dec 22, 2021 10:12 pm
tactical22 wrote: Mon Dec 20, 2021 5:42 pm Dear McGuba, are you planning any major update for Battlefield: Europe? My life seems meaningless without your mod :cry: :wink:
Hi, no, currenty I am not working on a major update. I just have some fun in a very interesting multiplayer match in BE v2.3 and also try to keep an eye on some other ongoing multiplayer matches and collect as much feedback about them as possible. Now I have a fairly long list of possible balance tweaks and fixes based on these but these mainly affect the multiplayer version. What I also have in mind is to have a closer look at the various changes introduced by "Locarnus" to consider which of those could possibly make their way to the next version without breaking the current well tested balance.

So for now, all I can suggest (if you haven't done any of these) is to try the historical save games for later, post 1941 starting points for increased difficulty, or to try to achieve a victory while playing on Field Marshal (which is as close to the multiplayer experience as it can be) or just try multiplayer as well. These can all provide a lot of fun for those who have finished the mod in the recommended General setting and now look for more challenge or for the meaning of life. :)
My addon to BE 2.3 might be a bit too far off the path already (also due to the lack of feedback, which could have somewhat reeled it in). And thus it probably makes more sense now to just look at some of the ideas behind the additions/changes instead of the further reaching changes themselves.

Imho especially the following aspects can benefit BE itself:
1. Prestige during Barbarossa is viewed more as a production capability indicator and not as a "tactical reward" as it was in Panzer Corps vanilla. Thus Leningrad and Malta cost prestige in order to gain a strategic advantage, instead of being prestige pinatas ripe for the taking.
2. The 6 unit core before Barbarossa experiment in the recent version (just published today) might be interesting for BE itself. Hopefully that leads to a bit more core variety.
3. Having the realistic+ scenario (which seems to be the most popular, despite being the hardest) under the "Kursk" name instead of the "Kursk3"? name allows players to start it from the campaign window, not only from the scenario window.
4. Some minor aspects of the map changes. Eg giving Cyprus a port to evacuate non-airtransportable units, which might have been used to invade that island.
5. Or finding some better solution to stranding ships out in the ocean for dozens of turns, due to the limited range and lack of fuel calculation akin to planes. My attempt is imho unsatisfactory.