Battlefield: Europe MOD v2.4

A forum to discuss custom scenarios, campaigns and modding in general.

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Uhu
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Re: Battlefield: Europe MOD v2.3

Post by Uhu »

McGuba could answer this question. :) I just know, that it is under construction, as we discussed several modifications.
eskuche wrote: Fri May 27, 2022 3:58 pm I wasn't even aware a 2.4 is coming out! Any ideas on a rough timeline?
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Vano2004
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Re: Battlefield: Europe MOD v2.3

Post by Vano2004 »

Such mass activity may well bring the version up to Battlefield: Europe MOD v 3.0 and maybe further deeper stronger)))
McGuba
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Re: Battlefield: Europe MOD v2.3

Post by McGuba »

eskuche wrote: Fri May 27, 2022 3:58 pm I wasn't even aware a 2.4 is coming out! Any ideas on a rough timeline?
It is coming, but I still need some time for the finishing touches and testing. It is hard to say when, though... 8)
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WisemanHere
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Re: Battlefield: Europe MOD v2.3

Post by WisemanHere »

McGuba wrote: Mon May 30, 2022 12:20 pm
eskuche wrote: Fri May 27, 2022 3:58 pm I wasn't even aware a 2.4 is coming out! Any ideas on a rough timeline?
It is coming, but I still need some time for the finishing touches and testing. It is hard to say when, though... 8)
When it coming ? I demand on it MUST be upload immediatly ! Otherwise I'll complain about the delay to European Court of Human Rights!
There would be a mind, and success will come.
Locarnus
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Re: Battlefield: Europe MOD v2.3

Post by Locarnus »

McGuba wrote: Mon May 30, 2022 12:20 pm It is coming, but I still need some time for the finishing touches and testing. It is hard to say when, though... 8)
Since you are working on 2.4, may I ask for help with the desert camo patterns of British units?

The Africa Corps DLC uses a lot of
Mosquito Mk II and
Typhoon Mk I planes, as well as
Crusader IV tank units in the later scenarios.

I was wondering if you by any chance have desert versions for those or could help me with making them with the same camo pattern your other desert units use?
Sadly I'm not great with graphics, beyond simple shading, mini-symbols and using Dwight's Camo Painstshop. Any pointers are well appreciated!

Thank you very much and best regards,
Locarnus
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McGuba
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Re: Battlefield: Europe MOD v2.3

Post by McGuba »

Locarnus wrote: Sat Jun 04, 2022 9:12 pm Since you are working on 2.4, may I ask for help with the desert camo patterns of British units?

The Africa Corps DLC uses a lot of
Mosquito Mk II and
Typhoon Mk I planes, as well as
Crusader IV tank units in the later scenarios.
As far as I know the British did not use the Mosquito and the Typhoon in any considerable numbers in North Africa and that's why I did not make this camo. All I know that there were a few Mosquitos at Malta in mid 1943, but only a squadron strength unit. Maybe there were a few night fighters and/or recon types being used in the theatre, but the majority saw service in Europe.

As for the Typhoon, it looks like only three such aircraft were ever sent to North Africa for operational trials.
http://ww2f.com/threads/typhoon-in-north-africa.3259/

In all fairness, I think these numbers are way to low to justify the effort to create such a camo. Perhaps it would make more sense to replace these units in the DLC scenarios which other types that were much more commonly used historically in that theatre.

As for the "Crusader IV" tank, I do not have information about this unit. As far as I know the Mark III was the last variant of the Crusader. I also do not see this unit in the vanilla PzC equipment file.
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NOVO2005
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Re: Battlefield: Europe MOD v2.3

Post by NOVO2005 »

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Is it possible to implement real characteristics of tanks) for example, now I will explain my thought ) That's how the tanks were seen http://otvaga2004.ru/tanki/tanki-concep ... kix-tankov / And that's how they could punch each other naturally, sometimes there were amazing moments like the T-70 knocked out three Panthers, but it's still rare) What is all this about, for example, to show how a Tiger Tank could knock out 50 pieces of T-34-76 tanks) Or does this game not take into account all these characteristics and we are offered to play with slightly tuned bricks that can only be configured to view two cells and shoot one)?
Locarnus
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Re: Battlefield: Europe MOD v2.3

Post by Locarnus »

McGuba wrote: Sat Jun 04, 2022 11:02 pm
Locarnus wrote: Sat Jun 04, 2022 9:12 pm Since you are working on 2.4, may I ask for help with the desert camo patterns of British units?

The Africa Corps DLC uses a lot of
Mosquito Mk II and
Typhoon Mk I planes, as well as
Crusader IV tank units in the later scenarios.
As far as I know the British did not use the Mosquito and the Typhoon in any considerable numbers in North Africa and that's why I did not make this camo. All I know that there were a few Mosquitos at Malta in mid 1943, but only a squadron strength unit. Maybe there were a few night fighters and/or recon types being used in the theatre, but the majority saw service in Europe.

As for the Typhoon, it looks like only three such aircraft were ever sent to North Africa for operational trials.
http://ww2f.com/threads/typhoon-in-north-africa.3259/

In all fairness, I think these numbers are way to low to justify the effort to create such a camo. Perhaps it would make more sense to replace these units in the DLC scenarios which other types that were much more commonly used historically in that theatre.

As for the "Crusader IV" tank, I do not have information about this unit. As far as I know the Mark III was the last variant of the Crusader. I also do not see this unit in the vanilla PzC equipment file.
Whoops, sorry, meant the Cromwell tank (eg Mk IV for the DLC "winning path").

Imho the Africa Corps DLC in general is not too concerned with historical facts.
For example during Tunisian Bridgehead a Me 323 aircraft brings Tiger tanks as reinforcements. Or the Suez Canal cities are on the wrong side of the canal.
Not to mention the absurd number of enemy units in total (but I guess that is a workaround to PzC AI deficits).

I guess historically the Afrika Korps was defeated too early and too easily to warrant more involvement by the UK. Especially after the Axis was pushed away from Egypt and the Suez canal. And then also failed to beat back the US in Tunisia.

Though for an alternate history path (either DLC or Battlefield Europe) I guess the UK would have made more units available for desert warfare. Currently in BE it feels a bit strange to mainly encounter Grants, Crusaders and Valentines east of the Suez canal, on the way to the oil fields of Basra and perhaps Baku. Especially if that push happens only after fighting off the US in Tunisia during 42/43.
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tactical22
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Re: Battlefield: Europe MOD v2.3

Post by tactical22 »

WisemanHere wrote: Tue May 31, 2022 6:52 pm
McGuba wrote: Mon May 30, 2022 12:20 pm
eskuche wrote: Fri May 27, 2022 3:58 pm I wasn't even aware a 2.4 is coming out! Any ideas on a rough timeline?
It is coming, but I still need some time for the finishing touches and testing. It is hard to say when, though... 8)
When it coming ? I demand on it MUST be upload immediatly ! Otherwise I'll complain about the delay to European Court of Human Rights!
You are right, bro!!! This is outrageous!!! I support you!! :wink:
McGuba
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Re: Battlefield: Europe MOD v2.3

Post by McGuba »

Locarnus wrote: Sun Jun 05, 2022 2:33 pm Whoops, sorry, meant the Cromwell tank (eg Mk IV for the DLC "winning path").
Ah, ok so then here are two desert Cromwell tanks in BE style, perhaps one for the Mark IV and another for the late war Mark VII:
Cromwell_Mk.IV_Desert.png
Cromwell_Mk.IV_Desert.png (25.97 KiB) Viewed 2748 times

Cromwell_Mk.VII_Desert.png
Cromwell_Mk.VII_Desert.png (25.55 KiB) Viewed 2748 times

Imho the Africa Corps DLC in general is not too concerned with historical facts.
For example during Tunisian Bridgehead a Me 323 aircraft brings Tiger tanks as reinforcements. Or the Suez Canal cities are on the wrong side of the canal.
Not to mention the absurd number of enemy units in total (but I guess that is a workaround to PzC AI deficits).
Yes, and that's why I wrote my concerns in the very beginning that it may not be a good idea to adopt a historically more accurate(?) equipment file for an unhistorical campaign. An Me 323 with a maximum capacity of 10-12t carrying a 54t Tiger tank is a very good example for that. I guess there could be many other things like that in the vanilla scenarios which should be changed/fixed but then that would require extensive rebalancing and testing and in the end it may be just easier to create a new campaign from scratch instead of endlessly fixing the holes.

I guess historically the Afrika Korps was defeated too early and too easily to warrant more involvement by the UK. Especially after the Axis was pushed away from Egypt and the Suez canal. And then also failed to beat back the US in Tunisia.
I don't think that the AK was defeated too easily or early. For most of the time the Afrika Korps was outnumbered 2 to 1 or 3 to 1 but despite that they held out for quite long. Even though the Allies also had a much better supply situation. The Allied commanders did not really shine until the arrival of Monty, and the green US forces also had to pay a high price for their inexperience.

Though for an alternate history path (either DLC or Battlefield Europe) I guess the UK would have made more units available for desert warfare. Currently in BE it feels a bit strange to mainly encounter Grants, Crusaders and Valentines east of the Suez canal, on the way to the oil fields of Basra and perhaps Baku. Especially if that push happens only after fighting off the US in Tunisia during 42/43.
Yes, it is probably true that there could be some better Allied equipment in that case. It may be a good idea to add a few more of these better units after '43.
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Locarnus
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Re: Battlefield: Europe MOD v2.3

Post by Locarnus »

McGuba wrote: Thu Jun 09, 2022 1:20 pm Ah, ok so then here are two desert Cromwell tanks in BE style, perhaps one for the Mark IV and another for the late war Mark VII:
[...]

Yes, and that's why I wrote my concerns in the very beginning that it may not be a good idea to adopt a historically more accurate(?) equipment file for an unhistorical campaign. An Me 323 with a maximum capacity of 10-12t carrying a 54t Tiger tank is a very good example for that. I guess there could be many other things like that in the vanilla scenarios which should be changed/fixed but then that would require extensive rebalancing and testing and in the end it may be just easier to create a new campaign from scratch instead of endlessly fixing the holes.
Thank you very much for the Cromwell camo!

Agreed that it would be much easier to make a new AK campaign from scratch rather than "fixing" everything in the original DLC.
I originally just wanted a change of scenery and a smaller, more accessible campaign to showcase and get feedback on equipment changes (both vanilla to BE and BE to addon).
When I started the "compatibility conversion" I was surprised about the number of compatibility issues and the number of inaccuracies of the original Africa Corps DLC. But I felt that the ability for direct comparison between original, familiar DLC and BE addon was worth the effort.
And in the end I got much more equipment file feedback from that Africa conversion, than from the BE addon before that. Most likely more and earlier than I would have received, if I had started with another new Africa campaign from scratch.

And who knows, perhaps at some point a few people who just want a different flavor for their familiar Africa Corps DLC playthrough might install BE + Addon. And then come back later and try out the great but perhaps a bit intimidating BE scenario, since it is already installed and they are already familiar with most of the equipment. And then uninstall the Addon for some great scenario multiplayer, closing the circle ;-).
McGuba wrote: Thu Jun 09, 2022 1:20 pm I don't think that the AK was defeated too easily or early. For most of the time the Afrika Korps was outnumbered 2 to 1 or 3 to 1 but despite that they held out for quite long. Even though the Allies also had a much better supply situation. The Allied commanders did not really shine until the arrival of Monty, and the green US forces also had to pay a high price for their inexperience.
Oh, yeah, the Afrika Korps surely did bind a lot of Allied resources for a long time, despite being so outnumbered. I just meant that it was defeated relatively early in the war, so that neither Axis nor Allies had a reason to convert more advanced equipment for desert warfare. And defeating it would have been much harder for the British if they US did not pressure it from the other side as well.
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PeteMitchell
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Re: Battlefield: Europe MOD v2.3

Post by PeteMitchell »

So what will be new in the new version 2.4?
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
McGuba
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Re: Battlefield: Europe MOD v2.3

Post by McGuba »

PeteMitchell wrote: Tue Jun 14, 2022 9:41 am So what will be new in the new version 2.4?
Same as usually, some new units, fixes and tweaks, stat changes, map changes, etc.
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glaude1955
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Re: Battlefield: Europe MOD v2.3

Post by glaude1955 »

Nothing but good!

Thanks

Regards

Yves
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Re: Battlefield: Europe MOD v2.3

Post by Spiffing Brit »

Would anyone want to play some MP of this before the next edition pops out?
Mortal danger is an effective antidote for fixed ideas. - Erwin Rommel

(Not the Youtuber)
eskuche
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Re: Battlefield: Europe MOD v2.3

Post by eskuche »

Spiffing Brit wrote: Tue Jul 05, 2022 6:24 pm Would anyone want to play some MP of this before the next edition pops out?
hi
Duedman
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Re: Battlefield: Europe MOD v2.3

Post by Duedman »

I think I'm gonna do some youtube content once the new version arrives :)
Giant Europe Mod 2.0 - Sea Lion 44 with no fuel:

http://www.slitherine.com/forum/viewtopic.php?f=145&t=95886

Youtube English & German
https://www.youtube.com/channel/UCeFP6sUZtRykYNbcVTVMxcg/featured
PeteMitchell
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Re: Battlefield: Europe MOD v2.3

Post by PeteMitchell »

This would be great, please share your channel link here, too!
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
bondjamesbond
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Re: Battlefield: Europe MOD v2.3

Post by bondjamesbond »

Image
And now attention , when exactly will the new version be released ?
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McGuba
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Re: Battlefield: Europe MOD v2.3

Post by McGuba »

Duedman wrote: Wed Sep 07, 2022 10:42 am I think I'm gonna do some youtube content once the new version arrives :)
That would be great! :)

bondjamesbond wrote: Wed Sep 07, 2022 12:37 pm And now attention , when exactly will the new version be released ?
I did make some progress recently so I am hoping to release it by the end of this month. Since it is a hobby project I cannot give an exact date. It is subject to my available free time.
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