Re: Battlefield: Europe MOD v2.4
Posted: Fri Oct 28, 2022 4:59 pm
Thanks, confirmed, the Mod makes the difference. I thought I had missed a new version of BE
Thanks for your help and for this great work. I'll play as intended.
Hm, yes, now I see. But it looks like from the first Duedman video showcasing the mod that the big scenario is based on the 2.4 version. Which presents a continuity problem in the Addon as while pre-Barbarossa scenarios have the original cavalry and "Grenadier" units, these are changed in the main scenario to the mounted/unmounted cavalry and Schützen inf. Which may confuse some players.
Yes, thanks I noted these, and will visit them again if and when a later version will be made.
The first showcase video seems to be a mixup of a BE 2.4 savegame, but loaded from a BE + Addon install.McGuba wrote: ↑Tue Nov 01, 2022 12:05 am Hm, yes, now I see. But it looks like from the first Duedman video showcasing the mod that the big scenario is based on the 2.4 version. Which presents a continuity problem in the Addon as while pre-Barbarossa scenarios have the original cavalry and "Grenadier" units, these are changed in the main scenario to the mounted/unmounted cavalry and Schützen inf. Which may confuse some players.![]()

Another change I was thinking was the removal of the Pioniere/Engineer units. As at this level it would not make much sense to have this unit. (Every infantry regiment had a combat engineer platoon so they should be included in the current infantry units which represent the soldiers of 8-10 infantry regiments.) Also there is only one such unit in the Axis army so its removal would not make a huge difference balancewise. And in my playthroughs I always struggled to find a role for that unit. Due to its high price it is a favourite target of the AI and as a result it mostly performs as a prestige drain. Giving it elite replacements is not a good idea, even when there is enough prestige. But then it gets gradually weaker and less effective loosing its main function of being the main assault infantry unit. While its usefulness is rather limited: similarly to the earlier Grenadiers, it is too slow on its own and too vulnerable when being transported. But I was just not bold enough to remove it now.Uhu wrote: ↑Fri Nov 04, 2022 7:39 am the modified heavy inf units are also a new experience. Since the icon change I admired them not anymore so much as earlier as heavy inf and because of the low prestige situation, many times they were not resupplied, so they made guard duties with 3-4 str points. But at the first phase of Barbarossa and when resupplied, they were great and important asset. I was sceptic about it, but this change was a bold and smart move in the direction of reality! Also the change of Cavarly unit into this new type of reg inf-horse transport is a loved change to reality.
Yes, for sure it is fine and all, but I think it is a bit too easy as it is now. I noticed the same in the current Duedman yt playthrough. And in fact it looks like the only good solution, much more lucrative than the historical strategic encircling. Which should not be the case or at least not so easily. And thus for the next version I have already made it a bit harder so that it will not be so easy to destroy those units with forced surrenders and yet achieve a decisive victory. It will still be possible to do it like that but then it will be harder to achieve a decisive or even a marginal victory because it will take more time.I made a tons of forced surrenders, especially at the France scenario - spoiler: Dunkirk did not happen...
Hm, I am not so sure if the Finns should be released from this restriction after the fall of Leningrad. What's the reasoning behind that? Why would they become more aggressive and move further into the SU after that? I think if I ever add this restriction they should be confined to their historical area of operations for the entire war, that would make more sense.After taking Leningrad, the Finns joined the Crusade and were freely used.
If your really want to, you can do so with cheats. First check how much it would cost to fully reinforce a unit, then divide this prestige amount with the number of strenght points to learn how much it costs to replace one strength point. Then make the necessary adjustments with the prestige and unit strength cheats. (Add as many strength points to the given unit as you want to and then reduce your prestige accordingly. And of course do not perform any action with that unit in that turn, just press "resupply".A partial reinforcement option would be also useful. Of course these goes over the possibilities of this mod, just mentioning.
I still think that a Rommel + Field Marshal combined difficulty would be interesting as well.thank you Goose_2 for the idea of playing on double Rommel!
As far as I know cavalry units were well equipped with anti tank rifles and AT guns. Whether they were able to use them or not while riding a horse is another thing... But I think here the situation is similar to one of the earlier versions in which I gave 0 hard attack value to the tankettes and recons which only have machine guns. Then, if I remember well, it was you who protested against it, and you were right. And thus I reset these values in the subsequent version of the mod. Since even machine guns can have a limited anti armour capability, at least against thin armour. Or just damaging the periscope and stuff on the outside of a tank thereby reducing its effectiveness. And the same is true for the rifles and light machine guns used by cavalrymen. So I think it is good for them to have a minimal HA.- Horse inf transport is overpowered. First, HA should be zero, as horses have no chances against any armored vehicle (
Only on losing path, it is like that since at least v2.0- Cossacks appeared not anymore. I Don't know, if it is intended, that the player gets them only on loosing path?
This is really strange, I never had this, and no one else has reported such a thing. Moreso, there is no script which would add 2000 prestige to the Axis suddenly. It would be nice if you could send me the save game after said turn so that I can check it in a replay what is happening.- After I captured England and a British partisan retakes first time a major city, the Axis player suddenly gets 2000 (?) prestige extra (I only 500 of course with 2x Rommel).
There were a few occasions when a lone U-boat bombarded a small weather station in the Arctic Sea or a fuel tank in the Caribbean, but these were rather rare and isolated incidents. And with little actual effect. I do not know about any occasion when a u-boat, or a group of u-boats attacked enemy ground units to support an ongoing land battle. And of course it is not good from balance/gameplay point of view to use them to make the enemy artillery run out of ammo or lowering entrenchment and the like.- I not really understood why the land attack possibilites of subs and S-boats were taken away. Maybe the later OK, although even a 20mm cannon could have an SA 2, HA 1, but the subs had heavy guns on their decks, which were occasionally used for attacking land targets in WW2, so... I can understand it from gameplay/balance direction though, as they cannot be used now for entrenched level lowering, or sucking away the ammo of a given defending land unit.
Yes, something should be done about this. Just not sure yet what exactly. It is quite complex due to the risk of ruining the current balance. But anyways, I think it should be made harder to capture Tobruk in 1941. However, that would of course start a domino effect.- I wrote your findings about the Italian navy fuel situation. Thank you for that, very interesting! Maybe we could change is some way to represent more the situation: until late 1941, as I read, with some kindness, to situation could be the same as now. After that, all Italian capital ships would have fuel 6, until Malta is captured. With Malta captured, the overall theater would be much secure, so the fuel would not need to guard so much the convoys. So, the fuel settings would be raised to the level, what now is after the start of the fuel crisis. The only problem is how to balance the option what now is, that we can guard the way W-NW of Malta with the Battleships from Sicily in 1941-42. This would be not anymore the case. Maybe giving more mines? Or give all Italian capital ships 15 fuel until Malta is captured.
Sadly in Panzer Corps 1 there is no mechanic that rewards large scale encirclements.McGuba wrote: ↑Fri Nov 04, 2022 5:00 pmYes, for sure it is fine and all, but I think it is a bit too easy as it is now. I noticed the same in the current Duedman yt playthrough. And in fact it looks like the only good solution, much more lucrative than the historical strategic encircling. Which should not be the case or at least not so easily. And thus for the next version I have already made it a bit harder so that it will not be so easy to destroy those units with forced surrenders and yet achieve a decisive victory. It will still be possible to do it like that but then it will be harder to achieve a decisive or even a marginal victory because it will take more time.I made a tons of forced surrenders, especially at the France scenario - spoiler: Dunkirk did not happen...
I have already made the Allied armies in Belgium a bit stronger. Now it shall take longer to destroy all these units one by one, by which time the player may run out of turns.Duedman wrote: ↑Tue Nov 08, 2022 8:25 am Sadly in Panzer Corps 1 there is no mechanic that rewards large scale encirclements.
But why don't you add triggers like Kiev / Leningrad while making the defenders a real threat with 1 or 2 long range Artys that constantly drain prestige?
Edit: Or combine a Kiev-like trigger with a Prestige penalty per turn if there are still Allied units in that area after turn X.
Maybe on a minus Prestige per remaing unit level? That would prevent the player from "harvesting" these units.
I just can't help it haha.McGuba wrote: ↑Tue Nov 08, 2022 1:14 pm And if we are here, while watching this video, I was wondering why did you insist on destroying all the Allied units in the pocket for the extra prestige when you were supposedly aware that (as opposed to vanilla BE) the Locarnus addon removes all the prestige accumulated before the main scenario? When playing the BE mod on its own it makes sense to save as much prestige as possible in the early scenarios, but the Locarnus addon makes it more or less pointless.![]()
Hm, yes, now I think I see the point. And I might be able to do something about that. For example giving 0 fuel to those units waiting around Paris so that the player can feel safer when moving towards the Channel.
Hm, well, yes indeed, perhaps there could be something more, I will think about that. But it should be something that is plausible from a historical point of view.Duedman wrote: ↑Tue Nov 08, 2022 8:58 pm Immobilizing the units around Paris would indeed make a push for Abbeville feasible. But still - what do I gain from getting Abbeville early?
If there would be (for example) constantly respawning enemy Airforce and capturing Abbeville would put and end to that or something similar then I would consider it.
As I wrote, I already made some changes which will make this prestige harvest more time consuming in the next version. Which in turn may result in missing the deadline for a decisive or even a marginal victory if the player continues to commit artillery and strat bombers for forced surrenders in Belgium instead of moving them forward.But as it is now, I can instead smash forward, beating the clock while the slow units harvest prestige and join up via rail later to then already captured train stations.
It is one of the reasons why I put the Pz.III and the Panther in the same upgrade line (or family) originally in the mod. It makes the choice between the Pz.III and Pz.IV even more interesting. As Pz.IVs are indeed very very important from 1942 to 1943, but after that the Panther becomes the king, which in turn makes the Pz.III a long term investment.I just could not bring myself to passing on the IVs - because we all now the long barrelled version is the workhorse during the important years of the war. And with prohibitively high costs for upgrading to another line I was too scared to have not enough of those later on.
I think just for that reason I would've gone with 2 IV and 1 III even with considerably weaker stats on the IVs.
I guess it is that "Bunkerflak" thingy? If so, indeed, only 10 were produced and that's why I did not include such units in the vanilla BE mod. It is far too few as in the mod a tank or similar vehicle unit represents about 200 actual vehicles. On could argue that they could have produced more of these if they wanted to, but it does not look like a successful design. It had to get close to a bunker to destroy it with direct fire, but since it only had a thin armour it must have been very vulnerable in the process. Its relatively high silhouette only made things worse in this regard. It appears that all were lost by early 1943.I did pass on that mobile 8.8 Antitank tho. Historically they existed but never close to a number that would justifiy them beeing a unit in game.
Agreed, at the moment the Pz IV D is overpowered in the Addon at the start of France.McGuba wrote: ↑Tue Nov 08, 2022 7:45 pm And also, now that I took a closer look on the unit stats, it looks like Locarnus made quite a lot of changes in those as well. For example I noticed that the Panzer IVD has significantly better stats in the Addon than in the vanilla mod.
In Locarnus addon PzIVD Ini: 6, Soft Attack:9, Hard Attack:9
In BE 2.4 it is like: Ini: 5, Soft Attack:8 Hard Attack:6.
while their defense stats are the same.
Which makes the PzIVD significantly better in the addon. Especially when compared to the Pz.IIIF (Ini: 6, SA:6, HA:6). (However it looks like the stats of the PzIIIF were also changed a bit in the addon, but only its SA is higher, which is not so important in this case.) So now, since the PzIVD is a significantly better all around tank than the PzIIIF in the Locarnus addon, understandably you upgraded all your tanks to Pz.IVs for France. But then you had a significantly stronger armoured spear that made it even more tempting to use brute force and destroy and force surrender every enemy unit instead of following the historical path and encircle the Allies.
Imho the Pz III being designed against tanks and the Pz IV being designed against soft targets does not make the Pz III better against tanks, especially with that 3.7cm gun it initially had. It still was the time where desired and actual effect of vehicle designs could be very far apart, for all nations.McGuba wrote: ↑Tue Nov 08, 2022 7:45 pm And if we are here, I must state that the scenarios of the mod were designed and tested over the years with the vanilla BE unit stats and thus such significant changes may cause strange results. For example in this case there is not much point in using the early Pz.III in the Locarnus Addon, while in reality it was more numerous in 1940 than the Pz.IV. In 1940 the main role of the Pz.IIIE/F was to destroy other tanks, while the Pz.IVC/D was more against infantry and other soft targets. Thus the two types are better balanced in vanilla BE for their different roles, as opposed to the Addon, in which the Pz.IV is simply better in almost every aspect and for only a modestly higher price. In the Addon the Pz.IV is 18% more expensive than the Pz.III, while in vanilla BE by 33%, and it is less effective against hard targets. Which makes it less tempting to upgrade all core tank units to a Pz.IV in vanilla BE.
I think this is a point where our design philosophies are just a bit different.McGuba wrote: ↑Tue Nov 08, 2022 7:45 pm And these things may continue to drag on in the main scenario as players of the Addon will most likely have a core full of Pz.IVs which is again not very accurate historically as in 1941 there were more Pz.IIIs than Pz.IVs. While in the case of vanilla BE there are debates here every now and then about best ratio of Pz.III and Pz.IV tanks in the core, which is great, I think. It shows that these two tank types are fairly well balanced in the vanilla mod as players struggle to decide or agree on the "correct" ratio. Probably because there is no such thing as "correct" ratio for all as in this case it depends on the playing style of the given person.
Interesting!Duedman wrote: ↑Tue Nov 08, 2022 8:58 pm On the PzIII vs PzIV issue I have to say that I was also surprised about the overall superior stats on the IV.
I do not know why Locarnus made that and I'm not a fan of that. Like you said, the struggle of choosing between III and IV and then having the right ones at the needed locations was a fun part of the game.
I just could not bring myself to passing on the IVs - because we all now the long barrelled version is the workhorse during the important years of the war. And with prohibitively high costs for upgrading to another line I was too scared to have not enough of those later on. I think just for that reason I would've gone with 2 IV and 1 III even with considerably weaker stats on the IVs.
This partially goes back to the different philosophies. In the addon, the player has the earlier option to in-game "min/max" away the Panzer III, however that is a decision to play the game in that way.McGuba wrote: ↑Wed Nov 09, 2022 1:35 am Historically the Panther in effect completely replaced the Pz.III between mid 1943 and mid 1944, while the Pz.IV remained in use until the end of the war. Therefore it felt logical to place the Pz.III and the Panther in the same line in the BE mod. But again, for some reason Locarnus changed this as well and removed the Panther from the Pz.III line in the addon. In his addon Pz.IIIs can be upgraded to StuG IIIs basically for free as he placed these in the same line. Which is all nice as well as it also makes the Pz.III disappear, but it will start to happen earlier, from late 1942, when the StuG IIIF-8 appears. From a historical point of view it is too early as in the Kursk battle the Panzer III was still the second most numerous armoured vehicle (after the Pz.IV). But in the addon nothing would stop the player from upgrading all existing Panzer IIIs to StuG IIIF-8s (and some time later Gs) since these are in the same line and cost about the same. In fact the StuGs are even cheaper with much better hard attack stats.
I agree that the "losing path" could need some work for the addon, in terms of prestige and unit availability.McGuba wrote: ↑Wed Nov 09, 2022 1:35 am Which leaves the Pz.IVs to be upgraded to Panthers, but in turn it may make the Pz.IV disappear from the map by 1945 if the player has enough prestige. Moreso that Pz.IVs in the addon can be upgraded for cheap or even free to other fancy units like Hummels, Brummbars or Jagpanzer IVs. I think it basically guarantees that there will be no Pz.IV units on the map by late 1944, which is not really in line with the historical events.
And if the player does not have enough prestige, for example because he is on the losing path, he may struggle to upgrade any tanks to a Panther, but then again it may be unhistorical as in reality the Germans had a lot of Panthers by the end of the war, even if they were losing. Vanilla BE with Pz.IIIs and Panthers being in the same line helps this as well to some extent, as players being on the losing path can easier afford to upgrade at least some surviving Pz.IIIs to Panthers as they do not have to pay the full price. And it happens like that especially in multiplayer matches when the Axis player is on defense.
It looks like all the scenarios of the addon are modified versions on the scenarios of BE 2.3. Including the main big scenario. Now I checked the main scenario of the Addon and it does not have any of the map adjustments and other fixes I made for 2.4. It also does not seem to have any of the scripts that I added after v2.3. The Addon does not seem to use many of the new unit icons I made for BE 2.4, like the new icons for the 8-rad recon series, the German Panzergrenadier and the new Allied units like the Lancaster Special or the Barracuda. Under the "Downloads and version history" of the first post of the Addon thread he lists a few unit changes which are inspired by BE 2.4 like modified naval force standards, and that's it. Currently the Addon looks more like a submod of BE 2.3 with a few twists from 2.4, but I might be wrong.
There are a few changes in BE 2.4 compared to BE 2.3 in this regard, but now I have made several more on top of those for the next version. For example I reduced the turn limit to 22 and I also made the Allied forces in Belgium more resistant to relatively quick force surrenders.If you did something already to counter the harvesting then I might have to try that.
But even if the player is forced to take some Arty and bombers away from that due to stiffer resistance elsewhere, it should still be easy. It will take longer but because you got 24 turns that should not matter. There is not much use for the harvesters anyway after they finished their job. So if it takes them till turn 24.... thats still ok.
Yes, I have made some steps to fix this potiential issue as well. In the next version it will also be harder to capture the additional French cities which were not captured historically in this campaign. And also I reduced the turn limit for marginal victory to 22.Btw. I tried doing a Major Victory with some french units and flags left and then loaded the save, harvested some more and got more flags. The Minor Victory gained a few hundred more prestige in the end.
Ah, OK, so if there was another version which offers 7 core units would you prefer that one? Come on.I did not do much research into what Locarnus' mod changes compared to Vanilla BE. What I liked was the prestige cut to 350 and the 6 core units.
With all due respect to your different philosophy, I am not so sure that the majority of the players are aware of when a certain unit type was replaced in the frontline. Also I am not so sure that the majority of the players would take the time and effort to do the necessary research to find it out. Or just that they would bother to do so. I think players are much more likely to maximize their chances to win by using whatever assets are made available by the campaign designer. And if the designer makes it possible to upgrade all Pz.IIIs to a much better StuG IIIF-8 or G for little or no price, they will do so as soon as they can. After all, everbody wants to win and it is hard to blame them for that. Therefore I do not think that whether or not players use unhistorical upgrades is a conscious decision at all times. They might just think like: "OK, so the designer made this asset available so it must be right for me to use it". The same thinking might be behind the use of the recon "trick", which is clearly a game bug and should not be used IMO. But since it is there players who are aware of it tend to use it anyways. Unless they realise the balancing problems it can cause and make the conscious decision not to use it.
I guess it might be because air units are quite busy in the first turns, but I am not sure, Duedman should know better. Often it may be better to use a slightly weaker unit a little longer than sending it for an upgrade which can take 2 turns even with air units, meaning they cannot be used for these 2 turns actively. In general, the best time to upgrade air units is the early winter turns when the weather is guarteed to be bad.But for example the Bf 109 F-4 and the Bf 110 E/F are available for quite some time in Duedman's playthrough, yet there are still Bf 109 E-7, F-2 and Bf 110 C flying around in turn 9. And those do not even need to shuffle back to the Reich for upgrades.
Altough my German is very limited, as far as I understood from the video, Duedman decided to make this upgrade because he likes this particular unit very much, and this dates back to the time of Panzer General. So it might be more of an "emotional" decision than a rational decision, perhaps the latter would have taken into account the reduced stats of this particular unit in the mod.On the other hand, the Pz I chassis has been min/maxed away in favor of Bison I (Sturmpanzer I) units.
I fundamentally disagree that "everybody wants to win".McGuba wrote: ↑Wed Nov 09, 2022 2:36 pmWith all due respect to your different philosophy, I am not so sure that the majority of the players are aware of when a certain unit type was replaced in the frontline. Also I am not so sure that the majority of the players would take the time and effort to do the necessary research to find it out. Or just that they would bother to do so. I think players are much more likely to maximize their chances to win by using whatever assets are made available by the campaign designer. And if the designer makes it possible to upgrade all Pz.IIIs to a much better StuG IIIF-8 or G for little or no price, they will do so as soon as they can.
After all, everbody wants to win and it is hard to blame them for that.
"Speedrunners" exist for many games, yet most of those games are fine for the usual player.McGuba wrote: ↑Wed Nov 09, 2022 2:36 pm Therefore I do not think that whether or not players use unhistorical upgrades is a conscious decision at all times. They might just think like: "OK, so the designer made this asset available so it must be right for me to use it". The same thinking might be behind the use of the recon "trick", which is clearly a game bug and should not be used IMO. But since it is there players who are aware of it tend to use it anyways. Unless they realise the balancing problems it can cause and make the conscious decision not to use it.
Or "optimizing" and thus "winning" is not such a priority in this instance.McGuba wrote: ↑Wed Nov 09, 2022 2:36 pmI guess it might be because air units are quite busy in the first turns, but I am not sure, Duedman should know better. Often it may be better to use a slightly weaker unit a little longer than sending it for an upgrade which can take 2 turns even with air units, meaning they cannot be used for these 2 turns actively. In general, the best time to upgrade air units is the early winter turns when the weather is guarteed to be bad.But for example the Bf 109 F-4 and the Bf 110 E/F are available for quite some time in Duedman's playthrough, yet there are still Bf 109 E-7, F-2 and Bf 110 C flying around in turn 9. And those do not even need to shuffle back to the Reich for upgrades.
McGuba wrote: ↑Wed Nov 09, 2022 1:35 am I guess it is that "Bunkerflak" thingy? If so, indeed, only 10 were produced and that's why I did not include such units in the vanilla BE mod. It is far too few as in the mod a tank or similar vehicle unit represents about 200 actual vehicles. On could argue that they could have produced more of these if they wanted to, but it does not look like a successful design. It had to get close to a bunker to destroy it with direct fire, but since it only had a thin armour it must have been very vulnerable in the process. Its relatively high silhouette only made things worse in this regard. It appears that all were lost by early 1943.
Isn't this one of the most interesting experiences for a game playthrough?McGuba wrote: ↑Wed Nov 09, 2022 2:36 pmAltough my German is very limited, as far as I understood from the video, Duedman decided to make this upgrade because he likes this particular unit very much, and this dates back to the time of Panzer General. So it might be more of an "emotional" decision than a rational decision, perhaps the latter would have taken into account the reduced stats of this particular unit in the mod.On the other hand, the Pz I chassis has been min/maxed away in favor of Bison I (Sturmpanzer I) units.
Which again, takes us back to our "philosophical differences". In vanilla BE it was a conscious decision on my side to make the 15 cm sIG 33 (aka "Bison I" or "Sturmpanzer I") hard to get since in reality it was used in small numbers, mainly because it was not a very successful vehicle. If it was any better most likely they would have converted more Pz.Is to this vehicle. As in 1941 there were still hundreds of Pz.Is in reserve and only being used for training and policing. And yet, only 38 of these were ever converted to a Bison I. Whereas in the addon a Pz.I can be easily upgraded to it like Duedman did. And probably he did so mainly because this unit was unhistorically depicted as being an overpowered early war self-propelled artillery in Panzer General and even in Panzer Corps which resulted in it becoming a favourite unit for many players. And so when they see that the useless Pz.I can be upgraded to it relatively easily, they would do so without hesitation and perhaps even withouth checking out that its stats are now reduced to better represent its historical flaws. Which potentially results in a bad decision, as you noticed it as well. Or without checking out how many Pz.Is were actually converted to Bison Is in reality. And so it looks like many players make an unhistorical decision, even though they believe they are playing a historically accurate mod, only because the addon makes it possible for them to do so.