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

McGuba
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1565
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v2.4

Post by McGuba »

eskuche wrote: Wed Jan 14, 2026 12:16 am 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).
So why did those other matches ended so early? Did your opponent(s) surrendered? Or was it you?

I personally like to play MP matches till the end, whether I win or lose, it does not really matter. Perhaps it may worth finishing early if the difference is too great though, I don't know.

But MP games differ from the single player scenarios in many ways, for example the Axis side gets a lot more reinforcement units for free if the Axis is on the losing side. In the coming v2.5 even more so than before. So that the Axis player still has some incentive to continue, even if things do not really work out as planned in 1941-42.

Locarnus wrote: Tue Jan 13, 2026 4:10 pm I roughly corrected the road graphic for the connection between North - Northeast - Southeast. In the unmodded game the North and Southeast connections are misaligned.
Are there any hexes in the BE main scenario with this erroneous connection? Only because I have already modified these tile files for 2.5 and so it is not just a simple file replacement, I would need to manually change the affected tile hex. But I would not bother if there isn't... :?:
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
Locarnus
Captain - Bf 110D
Captain - Bf 110D
Posts: 875
Joined: Tue Jul 19, 2011 8:14 pm

Re: Battlefield: Europe MOD v2.4

Post by Locarnus »

McGuba wrote: Wed Jan 14, 2026 2:37 pm
Locarnus wrote: Tue Jan 13, 2026 4:10 pm I roughly corrected the road graphic for the connection between North - Northeast - Southeast. In the unmodded game the North and Southeast connections are misaligned.
Are there any hexes in the BE main scenario with this erroneous connection? Only because I have already modified these tile files for 2.5 and so it is not just a simple file replacement, I would need to manually change the affected tile hex. But I would not bother if there isn't... :?:
If I remember correctly from your match against Duedman, there was one in the Ardennes forest. Mainly noticed since this region was actually a battleground in the match, not sure if that tile is used in other places as well.
It was great to see the scenario played out to the end, other playthroughs are either to Axis victory or stop long before the end.

If you only added more tiles to the road png files, you could send me your files and I would just replace those 4 icons (2 per roadsurface and season), then upload the files again.
Perhaps you could also send me your 2.5 modified rail files early if possible? Which you adjusted for rail connections in the desert. Would help me a lot!
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
eskuche
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 268
Joined: Fri Mar 24, 2017 3:32 am

Re: Battlefield: Europe MOD v2.4

Post by eskuche »

McGuba wrote: Wed Jan 14, 2026 2:37 pm So why did those other matches ended so early? Did your opponent(s) surrender?
Most just stopped playing slowly. Only 1 surrendered. Half the games were accepted but no-play after turn 1, annoyingly. Would love to play more and inform on a beta build :wink:
Battlefield Europe 2.4 + Locarnus 2026-01 Text AAR
tinyurl.com/y8euym2r
goose_2
Tournament Organizer of the Year 2017
Tournament Organizer of the Year 2017
Posts: 3502
Joined: Tue Dec 23, 2014 5:22 am
Location: Winterset, Iowa
Contact:

Re: Battlefield: Europe MOD v2.4

Post by goose_2 »

eskuche wrote: Fri Jan 16, 2026 5:58 pm
McGuba wrote: Wed Jan 14, 2026 2:37 pm So why did those other matches ended so early? Did your opponent(s) surrender?
Most just stopped playing slowly. Only 1 surrendered. Half the games were accepted but no-play after turn 1, annoyingly. Would love to play more and inform on a beta build :wink:
Eskuche set up a straight up scenario with you as the Axis to give you a shot at defeating me as the Axis.
Ok?
Let me know the password
goose_2
Lutheran Multiplayer Tournament Organizer. :-)

https://www.youtube.com/channel/UCRHQShaOv5PWoer6cP1syLQ
eskuche
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 268
Joined: Fri Mar 24, 2017 3:32 am

Re: Battlefield: Europe MOD v2.4

Post by eskuche »

goose_2 wrote: Fri Jan 16, 2026 6:31 pm Eskuche set up a straight up scenario with you as the Axis to give you a shot at defeating me as the Axis.
Ok?
Let me know the password
Password is "a" rematch time!
Battlefield Europe 2.4 + Locarnus 2026-01 Text AAR
tinyurl.com/y8euym2r
goose_2
Tournament Organizer of the Year 2017
Tournament Organizer of the Year 2017
Posts: 3502
Joined: Tue Dec 23, 2014 5:22 am
Location: Winterset, Iowa
Contact:

Re: Battlefield: Europe MOD v2.4

Post by goose_2 »

eskuche wrote: Fri Jan 16, 2026 11:32 pm
goose_2 wrote: Fri Jan 16, 2026 6:31 pm Eskuche set up a straight up scenario with you as the Axis to give you a shot at defeating me as the Axis.
Ok?
Let me know the password
Password is "a" rematch time!
done and done
goose_2
Lutheran Multiplayer Tournament Organizer. :-)

https://www.youtube.com/channel/UCRHQShaOv5PWoer6cP1syLQ
McGuba
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1565
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v2.4

Post by McGuba »

Locarnus wrote: Wed Jan 14, 2026 3:24 pm If I remember correctly from your match against Duedman, there was one in the Ardennes forest. Mainly noticed since this region was actually a battleground in the match, not sure if that tile is used in other places as well.
Ah, ok, now I think I see it, I guess it's that bit?

sample01.jpg
sample01.jpg (190.11 KiB) Viewed 334 times


It is really hard to see it, but true, it is indeed a bit misaligned by default PzG tiles.

But you wrote there is another one besides this N-NE-SE road connection. So which one is the other?

Perhaps you could also send me your 2.5 modified rail files early if possible? Which you adjusted for rail connections in the desert. Would help me a lot!
As I remember I just used the same summer rail tile file for the winter as well. Basically just copied and renamed it to winter version. So there is no special "desert" rail tile. All the rails are the same now and they do not change color when winter comes so that they do not look weird in the desert.

It was great to see the scenario played out to the end, other playthroughs are either to Axis victory or stop long before the end.
I have played all of my previous MP games till the end apart from the very first, which was still an experimental under-development version. And there was one which was abandoned by my opponent around turn 78 or something, but he had no chance at that point anyway.

eskuche wrote: Fri Jan 16, 2026 5:58 pm Most just stopped playing slowly. Only 1 surrendered. Half the games were accepted but no-play after turn 1, annoyingly. Would love to play more and inform on a beta build
Yes, ideally everyone should just accept defeat and surrender if they really do not want to continue, but that's only in an ideal world. Which is not ours, I guess. :)

Once finished, the MP version of BE 2.5 will be a beta again since I have made quite a few changes since we finished our match with Duedman. So that was more like an alpha test to be honest, and now it needs yet another test play. When 2.5 will finally come out I will be happy to play another MP match but I may want to take some time out from PzC. (Now I am testing and polishing the single player version.) So I don't know, perhaps I can play vs. you as well some time later, but I think I need to offer this to Duedman first, we agreed that we may play a re-match first or whatever.

Personally, I would like to see more people to play this mod in MP as I think it is much more exciting than playing against the silly AI. Especially now that I am testing the 2.5 in single player mode I can see how bad the AI plays compared to a seasoned veteran player like Duedman. The difference is really great, the AI is quite predictable and easy to be fooled, nothing like playing against another human player.

But the problem with MP games is the speed: players can rarely afford to play more than one turn per day, most often even less than that. And thus a full match lasts about 6 months. Which is very slow for testing purposes.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
Locarnus
Captain - Bf 110D
Captain - Bf 110D
Posts: 875
Joined: Tue Jul 19, 2011 8:14 pm

Re: Battlefield: Europe MOD v2.4

Post by Locarnus »

McGuba wrote: Sat Jan 17, 2026 3:24 pm
Locarnus wrote: Wed Jan 14, 2026 3:24 pm If I remember correctly from your match against Duedman, there was one in the Ardennes forest. Mainly noticed since this region was actually a battleground in the match, not sure if that tile is used in other places as well.
Ah, ok, now I think I see it, I guess it's that bit?


sample01.jpg



It is really hard to see it, but true, it is indeed a bit misaligned by default PzG tiles.

But you wrote there is another one besides this N-NE-SE road connection. So which one is the other?
Yep, I would not have worked on it for that BE instance alone, but Monte Cassino in the grand campaign west pushed me to finally deal with that misaligned connection.
The other one is just the desert road version of that same N-NE-SE tile. Highly unlikely to have been used in BE, but since I already fixed that desert road tile in the file as well, it would only take me a few seconds to overwrite the old version.


McGuba wrote: Sat Jan 17, 2026 3:24 pm
Perhaps you could also send me your 2.5 modified rail files early if possible? Which you adjusted for rail connections in the desert. Would help me a lot!
As I remember I just used the same summer rail tile file for the winter as well. Basically just copied and renamed it to winter version. So there is no special "desert" rail tile. All the rails are the same now and they do not change color when winter comes so that they do not look weird in the desert.
Ah, understood, will just do the same then.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
Der_Kuenstler
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 107
Joined: Wed Jan 22, 2014 11:40 am

Re: Battlefield: Europe MOD v2.4

Post by Der_Kuenstler »

I finished this mod (again) and really enjoyed it! In fact, I've become accustomed to the way subs and other "switchable" units work in this mod. Is there a way I can use this unit system in another mod, such as the PG original campaign mod, or even the original Panzer corps campaign? (Not to publish, just to play personally.) That would be a great change of pace.
RobertCL
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 678
Joined: Sat Jan 15, 2011 8:01 am
Contact:

Re: Battlefield: Europe MOD v2.4

Post by RobertCL »

Hi Der Kuenstler,

Original Panzer Corps campaign : Yes only with Locarnus mod (he also uses switchable units) / No with BE.
Panzer Corps DLCs (East) : Yes only with Locarnus mod (he also uses switchable units) / No with BE
PG Original campaign mod : Neither with Locarnus mod or BE
GTPG campaign : Neither with Locarnus mod or BE
Der_Kuenstler
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 107
Joined: Wed Jan 22, 2014 11:40 am

Re: Battlefield: Europe MOD v2.4

Post by Der_Kuenstler »

RobertCL wrote: Tue Jan 20, 2026 12:33 am Hi Der Kuenstler,

Original Panzer Corps campaign : Yes only with Locarnus mod (he also uses switchable units) / No with BE.
Panzer Corps DLCs (East) : Yes only with Locarnus mod (he also uses switchable units) / No with BE
PG Original campaign mod : Neither with Locarnus mod or BE
GTPG campaign : Neither with Locarnus mod or BE
OK thanks!
Post Reply

Return to “Panzer Corps : Scenario Design”