Re: Battlefield: Europe MOD v1.1
Posted: Sun Apr 06, 2014 7:55 pm
Great. Looking forward to it. Here's hoping for clear skies!McGuba wrote:As for the next update of this mod I should release it in 1-2 days if all goes well.
Great. Looking forward to it. Here's hoping for clear skies!McGuba wrote:As for the next update of this mod I should release it in 1-2 days if all goes well.
Akkula wrote:
I am running 1.23 (Steam), so the game is up to date. Maybe a glitch only for me hardware configuration?
PS: I like you have in consideration the chance to make the ally version of this great map.
Did you use the JSGME mod enabler?Akkula wrote:Ok. Did you know if there´s some campaign or big scenario (like this one) out there to play as soviet?. I cannot wait to Soviet Corps
Akkula wrote:EDIT: The game crahses after the scenario is loaded (any of them). I followed all the installation steps so I dont know what could it be. Some suggestion?
I will look for those mods, thanks!.Uhu wrote:You can play Nikivdd's or Bebro's Soviet campaigns - they make both excellent quality mods so I would recommend both.
Did you use the JSGME mod enabler?Akkula wrote:Ok. Did you know if there´s some campaign or big scenario (like this one) out there to play as soviet?. I cannot wait to Soviet Corps
Akkula wrote:EDIT: The game crahses after the scenario is loaded (any of them). I followed all the installation steps so I dont know what could it be. Some suggestion?
With this latest release I found a way to fix the problem. What I did was just resaved the sound file that caused the problem earlier with another codec which seems to work with the Steam version of PzC.Akkula wrote:
About the crashes, the solution from McGuba worked beautiful. A good tip for all steam version users.

This is great.McGuba wrote:A new v1.2 is released.
Please let me know more about your ideas and the progress of your testing. I suspect you made U-boats multipurpose - I was thinking about it as well. In Pacific General submarines had two modes: submerged and surfaced mode and it could be easily implemented in PzC as well. I can imagine that in surfaced mode U-boats would be in effect destroyers or capital ships, could move at least two times faster, use deck guns, but would be much more vulnerable to enemy attacks. Maybe their spotting would be a bit lower when submerged, however, when submerged they could use passive sonar to detect convoys beyound visual range so it could be just as high or even higher.I've also got a little mini-mod I just finished for U-boats which is based on ideas from LuftWFJ and guille to try and improve the naval component of the game.
Basically, I wasn't too happy that certain aspects of sub operations (such as silent running, crash dives and deck guns) weren't modeled in the game, so I've tried to emulate them to some degree. Still testing, but so far I'm pleased with the results.
How many versions do you plan to make!? I can barely finish off WWI (after the completion of the last scenario) in the time it takes you to update a mod. I'm guessing this is all of your spare timeMcGuba wrote:... into a later version of this mod.
Think it is time to distribute some gas masks and hazmat suits then.Kaiserschlacht releases tomorrow, so prepare to lose a few players to THE AWESOMENESS OF STORMTROOPERS AND POISON GAS!!!
Guess what: v2.0Now for an interesting question: What do you do after v1.9?
Yeah, you actually summed it up very well. I decided to go with three modes, surfaced, submerged (periscope depth) and crash dive (followed by silent running: a.k.a run-silent-run-deep). So I'm using three different icons for the switch.McGuba wrote:Please let me know more about your ideas and the progress of your testing. I suspect you made U-boats multipurpose - I was thinking about it as well. In Pacific General submarines had two modes: submerged and surfaced mode and it could be easily implemented in PzC as well.


iceFlame wrote:Yeah, you actually summed it up very well. I decided to go with three modes, surfaced, submerged (periscope depth) and crash dive (followed by silent running: a.k.a run-silent-run-deep). So I'm using three different icons for the switch.McGuba wrote:Please let me know more about your ideas and the progress of your testing. I suspect you made U-boats multipurpose - I was thinking about it as well. In Pacific General submarines had two modes: submerged and surfaced mode and it could be easily implemented in PzC as well.
You already touched on most of the differences in stats, so I'll just mention that the vulnerability on the surface is greatest (especially to planes), whereas the loss of visual contact adds a measure of extra defense at periscope depth. Then you've got the thermal layer and sheer depth adding maximum protection at near-crush depth.
The trade-offs of course are that you can't attack below periscope depth, so that mode is mostly useful if you're badly damaged or badly outnumbered (or both)!Speed is another trade-off, as the boat is dead slow in silent running whereas it's a little quicker while running on electrics (submerged) and fastest on diesels (surfaced).
Other factors include +1 to attack while surfaced to account for the deck gun, plus a token -1 to air defense for the turm flak. Then of course there's the increased spotting (due to hydrophones) at periscope depth. And probably a few other adjustments that I've already forgotten!![]()
But yeah, the tests seemed to go well as the boats are still subject to damage even in silent running (but not as ridiculous as before where even fighters could damage them with strafing runs). So a determined (heavy) attack can still finish them off, but IMO it's much more realistic this way.
Aside from the technical stuff, I'm finding it's making sub operations a lot more fun. This way I almost feel like a Kapitan zur See as I choose to maneuver my boat based on the strategic situation.
For example, I especially like being able to simulate risky surface attacks (with maximum firepower). Is the prospect of a quick kill worth the potential damage, or should we play it safe? If it's a lone isolated merchant, flank speed!
I do not make patches (out of the fear of mixing up things) so you have to download the full new version. The latest version is always at the first page of this topic. To install, first you have to disable the earlier version with JSGME and then enable the newer version.demyansk
Should I download the new version or a patch for the 1.1 version? Is the downloadable file at the beginning of the thread? thanks


It is a built-in feature of the submarine class only. That's why I think surfaced U-boats should be moved to another class so that these do not have it. If a U-boat is caught on the surface it is doomed.Uhu wrote:
And the "evade" chance is still existing?
On the contrary, I think it is quite important to have the proper historical city names. Imagine what would people think is Stalingrad would be named Volgograd, as it is called today.BNC wrote:
Just one thing I noticed (in v1.0, it may have already been done): Hex (151,28) is labelled as "Samara". The name for this city was Kuybyshev at the time. No big deal tho
If I see any more, I'll let you know.McGuba wrote:On the contrary, I think it is quite important to have the proper historical city names. Imagine what would people think is Stalingrad would be named Volgograd, as it is called today.BNC wrote:
Just one thing I noticed (in v1.0, it may have already been done): Hex (151,28) is labelled as "Samara". The name for this city was Kuybyshev at the time. No big deal tho![]()
I tried to use historical city names in most cases e.g. today's Donetsk was called Stalino in WWII, but I could not correct all, so thanks for reporting it, I will fix it. There might be some other erroneous citiy names, though.
You're welcome.McGuba wrote:iceFlame:
Thank you for sharing the U-boat min-mod.
So I ran a test in the vanilla Norway scenario. I just added some more subs for both Axis and Allies.
I quickly realized that giving recon class to a dived sub is not a good idea, even for testing as it made the following funny event possible:
'Crash dived' Axis sub can attack 'Periscope depth' Allied sub. Predicted result: Axis loses 9, Allied loses 0...
Yeah, you might be right about the blank icon. I was mostly thinking the icon represented the start of the crash dive, but maybe that's logically inconsistent since it already has all the defensive bonuses of being near crush depth. So I agree that it wouldn't be visible, and I do like the heightened drama concept. It's just the totally blank icon looks a little strange, at least the first time you look at it. But maybe I'll get used to it. Unless we think of something else.I found the 'Crash dived' sub icon a bit strange, to be honest. Maybe over time I could get used to it, but would not it be better to make the icon image completely empty / blank? After all it is so deep that it could not be seen from the surface at all. It would also add to the drama that you feel you are fighting an unseen enemy.
'Submerged' U-boat icon should be a bit lowered.
I thought about doing that, (as you're quite correct about double the surfaced cruise speed), its just I was concerned about how much it might effect game balance, so I kept it closer to vanilla stats. If the testing goes okay, I think it'd be great to go with the realistic values, just so long as the engine can handle it. But I do like the risk element.I would make bigger difference between the movement speed of submerged and surfaced U-boats. U-boats had about two times higher cruise and max speed
when surfaced. It would make surfaced mode a risky, but effective way for travelling long distancies or to escape from the chasing destroyers.
Wonderful idea. This would make the deck gun a real factor in the game. Love it.I suggest moving surfaced U-boats into the capital ship class class with firing range = 2. This way these could attack hapless merchants from a distance. It would also make sub-vs-sub engagements possible.
Yes. Another good idea. Thanks for all the input.Maybe 'Dived' U-boat could be tested with the "camo" trait added (unit is hard to spot, like a minefield).
Glad to hear it. I really do think the triple switch will make U-boat operations a lot more fun. It adds a whole new 3D dimension to the game. Now we've got actual depth!UPDATE: actually the AI seems to use these triple-action submarines. Not very effectively, but at least it changes class now and then, and does not stick to only one (I was testing with capital ship - submarine - submarine classes). However, its favourite class seems to be the middle one (periscope depth), which is quite reasonable. So I have started to like this mod.
Sounds like a plausible work-around. If testing goes well, I'd be delighted to see this included in Battlefield Europe. The Kapitan in me would be very happy.Implementing it to the Battlefield: Europe mod would have the some problem, though. Currently if the player brings capital ships (battleships or cruisers) to the convoy zone it triggers an Allied response that they would spawn their own capital ships there as well. Now if we have a surfaced submarine with capital ship class in the convoy zone it would trigger the same event which is not desirable. So I tested it with recon class for the 'Surfaced' U-boat, but the AI does not seem to use it as well as if it was in the capital ship class. Maybe there could be two types of U-boats one for the human player (with recon class in surfaced mode) and one for the AI (with capital ship class in surfaced mode). Anyway, it has to be tested thoroughly, but I like it so far.