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Re: Battlefield: Europe MOD v2.4
Posted: Tue May 28, 2024 12:37 pm
by Der_Kuenstler
glaude1955 wrote: ↑Tue May 28, 2024 5:32 am
These are border markers
Ah thank you!
Re: Battlefield: Europe MOD v2.4
Posted: Tue May 28, 2024 2:53 pm
by Der_Kuenstler
To get charged the 100 point prestige penalty, does the enemy bomber have to be directly over the city, or just adjacent to the city, like this? I've noticed almost all the bombers come in adjacent to the cities and not directly over them.

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Re: Battlefield: Europe MOD v2.4
Posted: Fri May 31, 2024 4:12 am
by McGuba
Der_Kuenstler wrote: ↑Tue May 28, 2024 2:53 pm
To get charged the 100 point prestige penalty, does the enemy bomber have to be directly over the city, or just adjacent to the city, like this? I've noticed almost all the bombers come in adjacent to the cities and not directly over them.
Yes, it has to be directy over the city for that. Unfortunately the AI is not "aiming" very good when it comes to positioning its units at certain given hexes. It looks like when if it is ordered to move them to a certain hex or group of hexes the AI places them randomly within a 1 hey radius for some reason instead of directly where it should. It is not explained or known why it is like that but it is almost certainly coded like that intentionally. And it is of course a feature of the vanilla game and not affected or caused by this mod.
However, later during the war when there will be more and more bombers it will be more and more likely that they will "hit" the target more often. It can also be assumed or "role played" by the player that whenever the AI bombers "miss" the target like that then it means that they literally miss their intended target during the bombing raid. In fact it happened quite often, especially with the British night bombing raids since precision weapons and night vision were almost non-existent during WW2, except for a few occasions in the last year or so and even then it was mainly employed by the Germans and not the Allies.
Re: Battlefield: Europe MOD v2.4
Posted: Fri May 31, 2024 1:34 pm
by Der_Kuenstler
Nice, thorough explanation - thank you McGuba!
I am enjoying this mod more than 99% of the new games they make and charge for today, even though I've already played it through a couple of times in past years. Thank you for all of your time and effort making, sharing and updating it.
Re: Battlefield: Europe MOD v2.4
Posted: Fri May 31, 2024 3:54 pm
by PeteMitchell
+1
Re: Battlefield: Europe MOD v2.4
Posted: Fri May 31, 2024 4:54 pm
by jeffoot77
+1
This mod will be still playable for a so long time! With PAK, this mod is a masterpiece.
Re: Battlefield: Europe MOD v2.4
Posted: Sat Jun 01, 2024 7:38 am
by rubyjuno
McGuba wrote: ↑Fri May 31, 2024 4:12 am
Unfortunately the AI is not "aiming" very good when it comes to positioning its units at certain given hexes. It looks like when if it is ordered to move them to a certain hex or group of hexes the AI places them randomly within a 1 hey radius for some reason instead of directly where it should.
I have a possible explanation for this, but it's only an educated guess after pondering your post. Maybe if the AI is told to place a unit at a specific hex, it is given a random choice of that hex and those surrounding it, picks one at random, and if that hex is unoccupied (in this case by another air unit), chooses that hex. So the AI has 7 hexes to choose from at random and places the unit in the first hex that comes up that that avoids vaporising another unit. Why not attempt to place it in the exact hex and if occupied then choose a random adjacent hex (obviously I'm aware that an aircraft unit can occupy the same hex as an AA unit)? I don't know... maybe it was easier to code that way, or maybe the programmers chose this way to give it a little bit of uncertainty (as in real life).
Perhaps I'm talking nonsense, but I was thinking about this and could think of no other explanation.
Re: Battlefield: Europe MOD v2.4
Posted: Wed Jun 05, 2024 12:42 pm
by Der_Kuenstler
What do you veterans of this mod put in front of this fortress during the Leningrad siege? AT guns are visible because they are adjacent to it, along with everything else. Anything I put there gets pounded away on by the fortress guns for weeks, draining a lot of prestige just to keep the unit alive.

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Re: Battlefield: Europe MOD v2.4
Posted: Wed Jun 05, 2024 10:15 pm
by PeteMitchell
Infantry?
Alternative is to try to suppress, deplete ammo with strats a bit, and use 8.8 but takes a long time, too...
Re: Battlefield: Europe MOD v2.4
Posted: Thu Jun 06, 2024 12:33 am
by Der_Kuenstler
PeteMitchell wrote: ↑Wed Jun 05, 2024 10:15 pm
Infantry?
Alternative is to try to suppress, deplete ammo with strats a bit, and use 8.8 but takes a long time, too...
OK thanks - I'll try some cheap infantry - maybe the fortress won't bother wasting its ammo!
Re: Battlefield: Europe MOD v2.4
Posted: Thu Jun 06, 2024 12:47 am
by PeteMitchell
It's a forest hex, so I would put an infantry unit... please report back what the fortress will do...

Re: Battlefield: Europe MOD v2.4
Posted: Sat Jun 08, 2024 11:26 pm
by Der_Kuenstler
PeteMitchell wrote: ↑Thu Jun 06, 2024 12:47 am
It's a forest hex, so I would put an infantry unit... please report back what the fortress will do...
It just keeps firing on it every turn, knocking it down 1-2 strength each time...

Re: Battlefield: Europe MOD v2.4
Posted: Sun Jun 09, 2024 3:45 am
by PeteMitchell
I guess with these big guns there is no free lunch, you need to rotate infantry in and out...
Re: Battlefield: Europe MOD v2.4
Posted: Sun Jun 09, 2024 3:46 am
by PeteMitchell
Or take out the fortress

Re: Battlefield: Europe MOD v2.4
Posted: Sun Jun 09, 2024 9:33 am
by glaude1955
Personally I use the Karl-Gerät to weaken the fortress and I occupy the area with 3 infantry.
A rotation is necessary to always have a 10 STR unit on the hexagon.
The first unit will be placed on the hexagon, the second will be the one that has just given way and the third will be replenished and available for the next turn at full strength.
Re: Battlefield: Europe MOD v2.4
Posted: Sun Jun 09, 2024 11:12 am
by McGuba
This seems to come up quite often, but in fact the siege of Leningrad was "possibly the costliest siege in history due to the number of casualties which were suffered throughout its duration" - and although Soviet losses were much higher, the Axis side also suffered over 500 thousand casualties and in the end the Red Army managed to lift the siege.
https://en.wikipedia.org/wiki/Siege_of_Leningrad
Also historically the Krasnaya Gorka coastal artillery fortress located in the Oranienbaum bridgehead was never captured, just as the island fortress of Kronstadt was held by the Soviets throghout the siege. From these, and from the anchored ships of the Baltic fleet, the Soviet defenders were able to keep shelling the German attackers.
Apart from this, all the suggestions here are valid, probably the most cost effective way in the mod is to use inexperienced infantry units and rotate them and then just give them cheap green replacements. The longer the siege is maintained, the weaker the defenders will be, but it can take two or more years of continuous uninterrupted blockade to significantly weaken them.
Re: Battlefield: Europe MOD v2.4
Posted: Wed Jun 12, 2024 3:36 am
by Der_Kuenstler
McGuba wrote: ↑Sun Jun 09, 2024 11:12 am
This seems to come up quite often, but in fact the siege of Leningrad was "possibly the costliest siege in history due to the number of casualties which were suffered throughout its duration" - and although Soviet losses were much higher, the Axis side also suffered over 500 thousand casualties and in the end the Red Army managed to lift the siege.
https://en.wikipedia.org/wiki/Siege_of_Leningrad
Also historically the Krasnaya Gorka coastal artillery fortress located in the Oranienbaum bridgehead was never captured, just as the island fortress of Kronstadt was held by the Soviets throghout the siege. From these, and from the anchored ships of the Baltic fleet, the Soviet defenders were able to keep shelling the German attackers.
Apart from this, all the suggestions here are valid, probably the most cost effective way in the mod is to use inexperienced infantry units and rotate them and then just give them cheap green replacements. The longer the siege is maintained, the weaker the defenders will be, but it can take two or more years of continuous uninterrupted blockade to significantly weaken them.
I'm quite OK with the losses involved, and you are correct to set it up that way! I just wanted to make sure I was doing the siege right (with as minimal loss as possible). I don't like my boys dying needlessly.

Re: Battlefield: Europe MOD v2.4
Posted: Wed Jun 12, 2024 10:08 pm
by McGuba
So it looks like this topic had over 1,000,000 views by today since it was started like 10 years ago
Which might as well mean that this may be one of the first, if not the first topic in this forum to reach this magical number.
Does it mean anything? Probably not.
Apart from thanks for all the posts and chit-chat!

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Re: Battlefield: Europe MOD v2.4
Posted: Thu Jun 13, 2024 1:54 am
by PeteMitchell
Wow, congrats!
Re: Battlefield: Europe MOD v2.4
Posted: Thu Jun 13, 2024 2:27 am
by bondjamesbond
McGuba wrote: ↑Wed Jun 12, 2024 10:08 pm
So it looks like this topic had over 1,000,000 views by today since it was started like 10 years ago
Which might as well mean that this may be one of the first, if not the first topic in this forum to reach this magical number.
Does it mean anything? Probably not.
Apart from thanks for all the posts and chit-chat!
1M.jpg
VIEWS: 1000338
This means that the developers long ago should have taken a closer look at the genius of mod building and take him already on the team to make addons for Panzer corp remaster )))
P.s. Congratulations you have a great mod )