Battlefield: Europe MOD v2.4

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

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

laubbaum13
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Re: Battlefield: Europe MOD v2.4

Post by laubbaum13 »

Hi bondjamesbond,

http://flashback.games/files/PanzerCorps132.zip dosn`t work again?

131 work very fine ;-)

BR laubbaum
bondjamesbond
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Re: Battlefield: Europe MOD v2.4

Post by bondjamesbond »

laubbaum13 wrote: Sun Feb 05, 2023 9:03 pm Hi bondjamesbond,

http://flashback.games/files/PanzerCorps132.zip dosn`t work again?

131 work very fine ;-)

BR laubbaum
Both versions work fine for me, though for example saves from version 1.30 or 1.31 will not work for version 1.32 there will be a black screen after loading
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McGuba
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

laubbaum13 wrote: Sun Feb 05, 2023 9:03 pm Hi bondjamesbond,

http://flashback.games/files/PanzerCorps132.zip dosn`t work again?

131 work very fine ;-)

BR laubbaum
Currently the recommended version for this mod is PanzerCorps v1.31. However, it also works with the "official" latest v1.30 version as well, the only difference between the two is in v1.31 naval bottom mines can attack submerged submarines as well whereas in v1.30 they cannot. There isn't really any advantage in running the mod with v1.32.
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tactical22
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Re: Battlefield: Europe MOD v2.4

Post by tactical22 »

Hi McGuba, is there any upgrade in progress? We are hungry!!! :D :wink:
Uhu
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Re: Battlefield: Europe MOD v2.4

Post by Uhu »

tactical22 wrote: Tue Feb 07, 2023 8:41 pm Hi McGuba, is there any upgrade in progress? We are hungry!!! :D :wink:
Did you play the historical saves? Or with different difficulty? They bring very fun challenge. I'm experimenting now with double Rommel (25% prestige) plus Field Marshall. :shock: :D
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Locarnus
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Re: Battlefield: Europe MOD v2.4

Post by Locarnus »

Asking for input from experienced Battlefield Europe players:

If strategic transports (train, sea, air) are purchasable, how many should you have from the start and what should be the costs for additional transports?

Imho lowering the available trains at the start would be an interesting way to simulate the German logistic difficulties during Barbarossa. That could also balance an alternative strategy where the player does not choose to go Soviet Union first.
Eg start at 6 available trains, each additional one would cost ~250 prestige?

Air transports could be reduced to 2 at the start, each additional costing ~500 prestige?

Not sure about sea transports, any suggestions?
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Re: Battlefield: Europe MOD v2.4

Post by bondjamesbond »

Locarnus wrote: Sun Feb 12, 2023 1:02 pm Asking for input from experienced Battlefield Europe players:


Air transports could be reduced to 2 at the start, each additional costing ~500 prestige?

Not sure about sea transports, any suggestions?
On the subject of the sea ) Marine supplies played a huge role but there is no point in them at the moment ) Convoys do not give pluses German sea wolves can hunt on transport routes only for their pleasure )))) It would be nice if for each sunken cargo ship would be given at least 20 units of prestige ))))
https://lsvsx.livejournal.com/1028714.html
https://en.topwar.ru/35451-lend-liz-dlya-gitlera.html

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https://masterok.livejournal.com/5106359.html

The total number of Soviet and German troops on the Eastern Front
in 1944 was 8000 thousand soldiers. Each of them needed weapons,
clothes, ammunition, food. The war lasted 1488 days. According to approximate calculations, only for front-line units during the war it was necessary to deliver 35,712 thousand tons of forest cargo. In addition, it was necessary to supply heavy equipment, take out the wounded, etc. Logistics dealt with all these issues
http://e.biblio.bru.by/bitstream/handle ... sAllowed=y


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https://foto-history.livejournal.com/2761928.html


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http://www.warmech.ru/index.html
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McGuba
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

tactical22 wrote: Tue Feb 07, 2023 8:41 pm Hi McGuba, is there any upgrade in progress? We are hungry!!! :D :wink:
Currently I do not really work on a new version but almost certianly a new version will be coming at some point in the future. Now I am mainly just thinking about some possible changes and improvements sometimes, but there are too many distractions in real life these days.

Until then, I agree with Uhu's suggestion to try the historical save games, a harder difficulty like FM or perhaps FM + Rommel, or multiplayer. These can all provide some extra entertainment for a while.

Locarnus wrote: Sun Feb 12, 2023 1:02 pm If strategic transports (train, sea, air) are purchasable, how many should you have from the start and what should be the costs for additional transports?

Imho lowering the available trains at the start would be an interesting way to simulate the German logistic difficulties during Barbarossa. That could also balance an alternative strategy where the player does not choose to go Soviet Union first.
Eg start at 6 available trains, each additional one would cost ~250 prestige?
As far as I know these strategic transports can only be added in the editor by the scenario designer and cannot be purchased during a scenario. Or maybe I am wrong? Did you find a way to make them purchasable for the player?


bondjamesbond wrote: Sun Feb 12, 2023 5:46 pm On the subject of the sea ) Marine supplies played a huge role but there is no point in them at the moment ) Convoys do not give pluses German sea wolves can hunt on transport routes only for their pleasure )))) It would be nice if for each sunken cargo ship would be given at least 20 units of prestige ))))
In fact since BE v2.3 the sinking of the convoy ship units in the North Atlantic do provide a prestige boost to the Axis player and a penalty to the Allied side. Quote form the BE readme file:
Changes in v2.3

...
- Sinking each of the Allied convoy ship units at or near the convoy routes gives 100 prestige points to the Axis side and 100 penalty to the Allies, but patroling the Allied convoy routes now gives 25 prestige points (instead of 50)
(Note that the prestige award is given at the beginning of the next turn and not immediately.)
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Locarnus
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Re: Battlefield: Europe MOD v2.4

Post by Locarnus »

McGuba wrote: Wed Feb 15, 2023 10:49 pm
Locarnus wrote: Sun Feb 12, 2023 1:02 pm If strategic transports (train, sea, air) are purchasable, how many should you have from the start and what should be the costs for additional transports?

Imho lowering the available trains at the start would be an interesting way to simulate the German logistic difficulties during Barbarossa. That could also balance an alternative strategy where the player does not choose to go Soviet Union first.
Eg start at 6 available trains, each additional one would cost ~250 prestige?
As far as I know these strategic transports can only be added in the editor by the scenario designer and cannot be purchased during a scenario. Or maybe I am wrong? Did you find a way to make them purchasable for the player?
Yes, unfortunately I did not find a way to really make them purchasable.
Instead I somewhat restrict the player from using some of them and lift those restrictions for a price.

Eg I would give the player 12 trains from the start, but make 6 already "occupied". Then "remove" that occupation with a script, once the player makes some form of payment. Eg the player sacrifices a strategic bomber (~500 prestige) and gets "2 trains" or "1 air transport". Or strategic bomber gives air transport and other "classes" can be exchanged for trains and sea transports. Not elegant, but imho worth it for the added strategic consideration.

I would need at least one of the 32 "zones" to include an additional airfield (different one than the Vienna airfield).
Do you know which of the zones could be used for that without disturbing existing scripts too much?

In my latest 2023-01 Addon download, the "Kursk3" scenario (called "Test 2" in the in-game scenario selection) has such a prototype script. It "unlocks" an air transport in exchange for a strat bomber.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Re: Battlefield: Europe MOD v2.4

Post by bondjamesbond »

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Where did the Wehrmacht spend so much fuel?
https://gusev-a-v.livejournal.com/291502.html

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https://iv-g.livejournal.com/994752.html

Ammunition consumption in WWII and the balance between the number of barrels and ammunition consumption.
https://kanaev55.livejournal.com/451017.html

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https://en.topwar.ru/174787-sovetskaja- ... manii.html


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https://dzen.ru/a/XjlN_pssSTWffMay


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https://magazine.neftegaz.ru/articles/n ... noy-voyny/

By starting World War II, Germany found itself in a kind of oil trap. Combat operations involving a huge army required enormous funds and resources, including huge fuel reserves. But with it the Third Reich was not doing brilliantly.



On the eve of the war the oil production in Germany looked just pitiful. German companies were producing only 0.55 million tons of oil per year.



For comparison
In 1938, the U.S. produced 164.1 million tons of oil, the USSR - 30.2 million tons, Iran - 10.4 million tons, Romania - 6.6 million tons.

Germany was sitting on a real needle of oil imports. It was about six million tons per year. The Third Reich received most of its oil products from the Americans. But after Hitler started World War II, these supplies virtually ceased. Since May 1940, the oil was delivered to Germany by Berlin's ally - Romania (in 1940 - about 1.2 million tons, in 1941 - about three million tons), but it was obviously not enough.



Tanks and aircraft were devouring huge amounts of fuel every day. And the more Germany was drawn into the war, the more gasoline, diesel and fuel oil it needed.



Germany's lightning war tactics were largely due to its lack of fuel supplies. One of the main objectives of military operations has always been the capture of the enemy's fuel resources. It was no coincidence that Hitler counted on a breakthrough to the Middle East and Iran, the largest oil regions in the world. An important place in his oil plans was also occupied by the Soviet Union.



Albert Speer, Minister of Armaments and War Industry of the Reich, later admitted: "We invaded Russia because of oil.



The war against the Soviet Union was also prepared as a lightning operation, which would lead to the capture of Soviet oil fields, fuel storages and refineries.



According to the German military, this would have paralyzed the Red Army and ensured victory for the Reich, on the one hand, and would have provided the necessary amount of oil for many years to come, on the other hand.



Read more at TASS:
https://tass.ru/spec/oilvictory

Translated with www.DeepL.com/Translator (free version)
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Last edited by bondjamesbond on Fri Feb 17, 2023 9:29 pm, edited 1 time in total.
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Uhu
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Re: Battlefield: Europe MOD v2.4

Post by Uhu »

I'm just curious: what was your earliest time, when you could capture and hold 2 oil fields (regardless of difficulty, but Realistic+)? In v2.4
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Uhu
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Re: Battlefield: Europe MOD v2.4

Post by Uhu »

McGuba,

Are the cav inf units counting into the minor nations sum as inf? So, let say, I have 5 other Romanian inf, plus the cav inf, than am I OK?
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bondjamesbond
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Re: Battlefield: Europe MOD v2.4

Post by bondjamesbond »

Uhu wrote: Fri Feb 17, 2023 9:30 am I'm just curious: what was your earliest time, when you could capture and hold 2 oil fields (regardless of difficulty, but Realistic+)? In v2.4
We have infinite fuel, the only thing you can spend a turn if the tank is empty, but there are players who turn off the weather, fuel and fog of the game)


If the loss of the oil rig would have given parts of the fuel , then whole special operations would have taken place for them ) And so it 's just a useless decoration for the game that visually pleases the eyes )


Uhu wrote: Tue Feb 21, 2023 7:33 am McGuba,

Are the cav inf units counting into the minor nations sum as inf? So, let say, I have 5 other Romanian inf, plus the cav inf, than am I OK?
The only thing to be afraid of is if they were prescribed scripts to switch to the side of the Red Army , or will they simply disappear when 1944 comes ? )

Finns , Slovaks, Romanians, Bulgarians, Italians, all these nations will rise up against the German yoke in 1944 ! Only Hungary will remain loyal to the Wehrmacht )But this was the case in reality , how will it be implemented in the mod ? And is it possible to depict such a thing at all as a voluntary transfer to the side of the enemy ??
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Uhu
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Re: Battlefield: Europe MOD v2.4

Post by Uhu »

So, I encountered a bug again: when a British partisan recaptures a major city in England, it gives the player 500 x 4 prestige. (I got 500, but I play on double Rommel.) It was turn 66, and England was already fully captured many turns earlier.
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Re: Battlefield: Europe MOD v2.4

Post by bondjamesbond »

Uhu wrote: Wed Feb 22, 2023 7:37 am So, I encountered a bug again: when a British partisan recaptures a major city in England, it gives the player 500 x 4 prestige. (I got 500, but I play on double Rommel.) It was turn 66, and England was already fully captured many turns earlier.
Well, mutiny, riots , uprisings and guerrilla warfare have not been canceled by anyone , especially in the occupied territory ! When I was playing I had to keep on ready in the vicinity of improvised garrisons In Yugoslavia, the USSR and Norway)))
Most of all there are partisans in Russia and Yugoslavia , which is really true since the partisan movement in these countries was massive )
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Re: Battlefield: Europe MOD v2.4

Post by Locarnus »

@McGuba:

Is there an issue with Panzer Corps version 1.32 that I am not aware of?
Otherwise I would switch to that for all the additional editor zones, using some of them for my "transport purchase" workaround.

About the initial transport restrictions:
I'm considering going as low as 4 trains and 2 air transports at the start, which would make german logistical problems much more important.
And perhaps only allowing the "purchase" of more trains and air transports after the first winter.
This would also somewhat offset the Addon benefit of available core slots and more upgrade options at the start of Barbarossa. It would create some "strategic upgrade dilemma" until spring 1942.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Re: Battlefield: Europe MOD v2.4

Post by Uhu »

Another bug. Maybe not a real bug, but misleading: it is reported, that two partisan units are on the rails, if not removed 100 prestige will be deducted. While in the truth, only one was on the rail, an another static, 3-str partisan units is at 114:43, which hex is not even at the neighborhood of a rail-hex. And I think, also no prestige will be deducted. So, interesting...
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

Locarnus wrote: Thu Feb 16, 2023 8:16 pm Yes, unfortunately I did not find a way to really make them purchasable.
Instead I somewhat restrict the player from using some of them and lift those restrictions for a price.
Ah, OK, I see, I did something similar in the multiplayer version when the Allied player cannot move his trains in the first 20 turns or so, after which they are unlocked.

I would need at least one of the 32 "zones" to include an additional airfield (different one than the Vienna airfield).
Do you know which of the zones could be used for that without disturbing existing scripts too much?
Not really, all of them have multiple uses.

Uhu wrote: Wed Feb 22, 2023 7:37 am So, I encountered a bug again: when a British partisan recaptures a major city in England, it gives the player 500 x 4 prestige. (I got 500, but I play on double Rommel.) It was turn 66, and England was already fully captured many turns earlier.
This is really strange. There is no script which would give 2000 prestige in one turn. Was there any message being displayed? Could you send me a save game of that turn? No idea what this is. I need more information.

Locarnus wrote: Wed Feb 22, 2023 9:28 pm Is there an issue with Panzer Corps version 1.32 that I am not aware of?
Otherwise I would switch to that for all the additional editor zones, using some of them for my "transport purchase" workaround.
Not that I know of. I mainly avoided it for now as it may potentially make the installation of the mod even more complicated to some people. As there are two different verions of the exe, one for steam and one for non-steam.

Other than it would be the logical next step in the development of the mod. I have been thinking about that for a while but never really needed it as I managed to squeeze everything into the 32 zones. Even though it did create a few minor issues as well.

About the initial transport restrictions:
I'm considering going as low as 4 trains and 2 air transports at the start, which would make german logistical problems much more important.
And perhaps only allowing the "purchase" of more trains and air transports after the first winter.
This would also somewhat offset the Addon benefit of available core slots and more upgrade options at the start of Barbarossa. It would create some "strategic upgrade dilemma" until spring 1942.
Interesting idea. But perhaps only 4 trains would be a bit too few to start with. It is hard to find the "right" balance in this regard. And also to find the "right" price for these.

Uhu wrote: Thu Feb 23, 2023 7:32 am Another bug. Maybe not a real bug, but misleading: it is reported, that two partisan units are on the rails, if not removed 100 prestige will be deducted. While in the truth, only one was on the rail, an another static, 3-str partisan units is at 114:43, which hex is not even at the neighborhood of a rail-hex. And I think, also no prestige will be deducted. So, interesting...
Again, it would be nice to have a save game of this turn. Normally there should not be a problem with this. Are you sure that you have checked all the railway hexes around the marshes and there is no static invisible partisan unit hiding somewhere?
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Re: Battlefield: Europe MOD v2.4

Post by bondjamesbond »

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https://vmo24.ru/news/vzorvat_most_lyuboy_cenoy
The partisans were also different , someone behaved like real bandits , but someone fought for their homeland )
https://en.topwar.ru/174990-tajnaja-voj ... telej.html

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https://vm.ru/society/510685-lzhepartiz ... ye-derevni


https://www.deepl.com/translator

At the beginning of 1943, a detachment of fifty policemen from the "auxiliary police" under the command of an SS Hauptsturmführer entered the Ukrainian village of Studenok near Putivl. The detachment was disguised as partisans; the occupation authorities wanted to find out how much the population supported the partisans. The German historian Erich Hesse gave an account of this experiment in his book:
https://artsgtu.ru/blog/lzhepartizany/

Countdown. False guerrillas. According to the Abwehr legend
During the Great Patriotic War a partisan detachment "Sokoly" headed by an experienced Soviet spy Kirill Orlovski operated in the territory of Baranovichi region. One day another detachment of Leontiev appeared in these very forests. It acted harshly, though not against Germans, but against civilians. Orlovsky quite quickly realized that he was not dealing with real partisans. After all, those who hid behind the name of people's avengers, did not hurry to free the country from the invaders.

What kind of games unfolded in the Belarusian forests in the summer of 1943? And who did the pseudo-partisans actually turn out to be?
https://artsgtu.ru/blog/lzhepartizany/



Food for thought
At first the subversive groups of false guerrillas were supervised by the secret Field Gendarmerie (Gehainmfeldpolizei), which, in turn, was subordinate to the SD and the Abwehr. However, already in 1944 on the orders of Himmler began to form a special unit - the Jagdferbandt, whose main function was the organization of terror, including in the occupied territories. The "Ost" and "West" groups operated in the western and eastern directions. Plus a special team - "Jangengeinsack Russland und Gesand. The Jagdferbandt-Pribaltikum was also part of it. This entire network was headed by the famous Otto Skortzeny, whom Hitler called "terrorist number one.
War and Fatherland fact sheet
According to the archive of the Pskov Oblast administration, in 1941, before the war began, there were almost 1.5 million people on the territory of the region. After the liberation, at the beginning of 1945 the population of the region was 500 thousands people. 391607 civilians were shot, hanged and burned. More than 150 thousand people were taken away to Germany and other countries. More than 5 thousand villages of the region were wiped off the face of the earth.
https://www.bagira.guru/war/lzhepartiza ... vojny.html
https://cyberleninka.ru/article/n/banda ... zan/viewer
https://specreport.belta.by/lzhepartizany

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Uhu
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Re: Battlefield: Europe MOD v2.4

Post by Uhu »

While I'm with the current status quo in the main mod, of course it's your choice to experiment with the Locarnus's one.
If you do so, I have an idea, how could it be managed:
- Create an invisible, static unit type with zero values
- Place them in a remote place like in the Alps
- If the player want to buy a given transport type, he removes one of the air/rail "transport buy" unit from the map
- This makes a script, where for example 250 prestige will be deducted from the players account and a transport unit will be unlocked
I hope it is understandable. :)
Locarnus wrote: Wed Feb 22, 2023 9:28 pm @McGuba:

Is there an issue with Panzer Corps version 1.32 that I am not aware of?
Otherwise I would switch to that for all the additional editor zones, using some of them for my "transport purchase" workaround.

About the initial transport restrictions:
I'm considering going as low as 4 trains and 2 air transports at the start, which would make german logistical problems much more important.
And perhaps only allowing the "purchase" of more trains and air transports after the first winter.
This would also somewhat offset the Addon benefit of available core slots and more upgrade options at the start of Barbarossa. It would create some "strategic upgrade dilemma" until spring 1942.
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