Re: Battlefield: Europe MOD v2.4
Posted: Tue Nov 11, 2025 3:30 pm
Hi Locarnus, ... just to add: I played Battelfield Europe for sure 10-20 times, but in the hardest version, it is simply imposslibe for me. ... always a lack of prestige...
PzC is all about priorities, but pretty bad about communicating those or providing feedback.
Hm, since I'm doing some PzC modding myself, I have mostly focused on that.
Ah, that campaign is great, it is called "GTPG" and the 2.0 version can be downloaded from the second post of this thread:RobertCL wrote: ↑Wed Nov 19, 2025 8:42 pm Hi Milizltk,
When I was young I played with Panzer General.
Georg Treitler made a superb alternate campaign.
This alternate campaign has been ported to Panzer Corps (see the signature of Locarno -by Locarno himself ?-).
For me this is the best campaign so far (no big map, many scenarios in 1945 in USA and even in India, alternate history scenarios, a very long campaign with experienced units).
You can play a long time.
You should try it with Locarno mod.
Have fun!
Hm, perhaps someone in the GTPG thread knows about it.milizltk wrote: ↑Thu Dec 04, 2025 6:44 am Hi Locarnus and Robert,
as recommended, I play now the GTPG. After Madrid and Danzig, now I have a Map called "3rd Tutorial" which can not be ended successfully. Already after turn 8 from 15 I have captured all objects but the game does not stop until the last turn, where I finally get the message "loss"! Can this bug be fixed somehow? kind reguards, miliz ltk
Thanks I tried that (added 25) and the total turns became 25. Total turns appear to be capped at 99?glaude1955 wrote: ↑Mon Jan 12, 2026 7:20 am Press Ctrl+alt+Shift+C to enter a cheat code.
Enter turns x ( x means an integer number)
Adds x to scenario turn count. Can be negative.
Oh OK I get it now - thanks!
Although it can be extended with a cheat as suggested, it is not really recommended. Everything comes to an end and this mod was designed to last for 99 turns. After that most, if not all the scripts run out, for example the none of the sides will get any more prestige, the Allies will not get any more reinforcements, etc. etc. So while it can be played a little longer with the cheat, be aware that it may not so much fun after a few turns. However, the surviving AI units will continue to advance towards the nearest Axis objective city until their last breath.Der_Kuenstler wrote: ↑Mon Jan 12, 2026 4:39 am Is there any way to ad more turns to this? I'm on turn 98 and still having fun with it!
It is indeed somewhat hard to spend Allied prestige up to that point. But in the next version there will be a bit less Allied prestige, which may help. It is also true that there are not a lot of good Allied units to upgrade to in this period. Which is somewhat true historically, though.eskuche wrote: ↑Mon Sep 15, 2025 2:37 pmMore thoughts on balance for MP:
The Allies don't have much to spend prestige on up to 1943. Any Soviet fights that you try to train up experience-wise can be picked off immediately, and upgrades being limited to the far east and 4 trains only, with only a few models worth considering, has been a sad experience. I have 3000-5000 prestige saved up in several games. Maybe I am not looking at it from the right angle, but upgrading a T34/41 to a /42 for 400 prestige, for example, does not make sense at all. Can Soviets only have very limited core slots open for purchase to reward managing prestige well? Say 3-5.
Yes indeed, there will be more detailed documentation for the next version, mainly for the multiplayer version, but some of this can be used for the single player as well. The documentation will cover these things, and a lot more.Triggers could use some tidying up or documentation. I wasn't clear when all of Tunis was officially conquered (seemed to require all Africa flags). Soviets up by Murmansk randomly unfroze at some point.
In the next version the Soviets will get a few more Lend-Lease units if the Axis do not capture Tobruk by mid 1942 and if they do not hold it until November that year, as historically. And then the Soviets get a few more units on top of that if the British capture the other objective cities in North Africa (Tripoli, Benghazi, El Agheila) earlier than historically.Can I have far east units unfrozen if Germans don't control, for example, Tobruk by mid-1943; Voronezh by mid-1943.
It is highly recommended to play the mod with the house rule of not dropping German paratroopers further than 12-13 hexes from the nearest Axis airfield. That's the approximate range of the Ju 52 transport plane in the scale of the mod. And then ferrying Axis units between Axis airfields should be allowed to double that range. This should apply to both single and multiplayer games.In conjunction with this, would like to have some no-fly zones for paras (none of my opponents have used this tactic yet but I can imagine I am tempted by it) deep in Russian territory if key Soviet cities are not claimed.
I actually like it that way (and by the way, there are 4 and not 3 available Allied train transports) and it helps to create the Soviet "Steamroller" effect: a cumbersome, but largely unstoppable force moving slowly to the west. I had the "misfortune"Soviet logistics is also quite cumbersome. In the snow with only 3 trains, I spend about half my turn moving units forward step by step by step. I understand the spawn points have to be this way because the Germans may be pushed forward in varying amounts. Suggestion: expand number of trains by 1-3, perhaps over time, expand upgrade cities' upgrade and train hexes by 1-2 each, e.g., have 3 city hex tiles with railroads in the spawn points.
I think that was bad luck. I had the exact opposite experience in my recent MP match. Me and Duedman were on the opinion that especially the Soviet heavy AAs were a bit too effective: they allow the Allied player to shoot at enemy fighters from behind the frontline, weakening them just enough to make them vulnerable to massed Soviet fighter attacks. But this was in the latest BE 2.5 beta version, which had slightly weaker Axis fighters and more Soviet mobile AAs, which also helped the Allied player.Unit balance: I am not sure at what point soviets will get better planes, but the VVS and even heavy anti-air are quite poor performers, perhaps somewhat historically, but unrewarding from a gameplay perspective. I have turns where my entire AA battery of 5-6 units around Moscow get 0 casualties. Perhaps time will tell, but there is basically no competing in the air whatsoever (even with heavily banked air forces).
True, and there's not much to do about it, other than being cautious when playing the Allies. And also, on the other hand: one turn of predicted cloudy that is actually snow is a missed opportunity for the Allied player.Not to mention the weather with 80% accuracy extremely favors the Axis. One turn of snow that is actually cloudy will lead to all the VVS demolished.
I roughly corrected the road graphic for the connection between North - Northeast - Southeast. In the unmodded game the North and Southeast connections are misaligned.
Thanks for the detailed responses! I would love to be able to play 2.5 against someone. I am breaking from PC for a bit otherwise. Of my 5-7 multiplayer games for BE2.4, only 1 made it to 1942 (and that one only till early '44).