Battlefield: Europe MOD v2.4

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

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McGuba
Colonel - Ju 88A
Colonel - Ju 88A
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

Locarnus wrote: Fri Apr 10, 2026 2:40 pm Perhaps those conversions could be triggered by the Axis player?
Eg the trigger could be that the coastal fortification next to such a port does not exist, either due to being destroyed by the enemy or deleted by the Axis player (using a zone for that would be nice, but is not necessary). Then the specific port hex next to that destroyed/deleted coastal fortification is changed, also not requiring a zone.
In some cases the AI (or even a human opponent) would capture the port city BEFORE destroying the nearby fort unit. Then it is all for nothing or even worse, since it would change flag anyway AND become useless as well after that.


Just noticed that in the screenshot the right side info panel "unit_name" as well as the "unit_type" formatting is different for the selected unit and the hovered over unit. Eg for the hovered over unit the 2nd line of the "unit_type" is cut off.
Ah, yes, indeed. I wanted to fix that as well before the release. Better now?

Italian4.jpg
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I slightly increased the font size for that info panel (imho makes it a tad more readable), increased the maximum allowed unit name length (from 20 to 25, fits into 2 lines if no long word is in the middle of the unit name) and made some other minor tweaks to that info panel.
The problem with increased font size is that of course less characters would fit in the given space. Meaning shorter unit type names. In the "old" version of your screenshot the unit name "28 cm Kanone 5 r4" fits in one line, but in the "new" it requires two lines because of the larger font size. And also less characters can fit in the right "hover" window: while in the "old" there is "MaxAmmo" and "MaxFuel" in the "new" there is only "max".
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McGuba
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1585
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v2.4

Post by McGuba »

Defense of the Reich (and air war in general) reworked


Following GeneralWerner's earlier suggestion, and also my experience with single and multiplayer games, Allied bombing of the German cities now results in 150 prestige for each per turn, up to a maximum of 450. But this deduction still happens at the end of the turn, and some of the prestige is added at the begining, so this system can still be hacked to some extent, if the player empties the "treasury" at the end of the turn, by leaving just a few unspent prestige points. Nevertheless, the potential loss is still higher than before, and I made some other changes so that the Allied strategic bombers pose a higher threat in both single and multiplayer games.

For example, the appearance and overall presence of the Allied bombers have been changed a bit as well, while their absolute numbers are basically the same, some of them may appear earlier in 1942. Until now, there was a big wave in early 1942 (depicting the so-called "Thousand-bomber raids") followed by mostly silence for the rest of that year, but now their flow is more steady after the initial big wave.

Another change is that British strat bombers also have their air and ground defense increased by 1-2 points to better represent their predominantly night-time use during the time span of the scenario. (Watching the great TV show "Masters of the Air" gave me this rather obvious idea. There is a scene in which the US bomber pilots contemplate that their British comrades had an easier time since they bombed during the cover of the night and wished they could do the same. It is somewhat silly I did not do it earlier since other night-time bombers like the Soviet U-2 or the German bi-plane nuisance bombers already got such a bonus for their predominantly night time use.)

JG 1, the German fighter unit which is in Berlin in turn 1 is now initially at maximum strength 5. Historically JG 1 had only one Gruppe with 3 squadrons in June 1941, so basically it had only a third of the strength of an average full strength Jagdgeschwader, and the 2nd and 3rd Gruppe were only added in early 1942. And thus it will only become a full strength unit in turn 16. The reason for this is part historical accuracy and part to prevent this unit from being transferred to Africa or the east as soon as turn 1. While it is still possible to transfer it, using such an understrength fighter unit at the frontline is of course very risky, even in single player against the silly AI, so not really recommended.

On the other hand, JG 27, the figher unit that starts in North Africa is now already there in turn 1, whereas earlier it only appeared in turn 6 or something. However, initially this unit is also understrength with max strength 7 and can only be full strength from turn 6. Now it is also a Bf 109E trop and not as a F version (as historically at that time), so it has to be upgraded as well.

AA guns in general are also weakened a bit since now they get only +1 bonus to their anti-air attack after each experience star, while earlier they got 2. The cheapest 2 cm AA (and its derivatives) is now a bit more expensive.

All this is of course to make the player pay more attention to the air defense of Germany in both single and multiplayer. Or face the consequence in the form of more prestige losses than before.

But, as always, there is a little compensation: now an additional bomber destroyer unit appears in turn 17.

BE 25_3.jpg
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It is of course a Ju 88C, another new unit addition with somewhat mediocre stats, but still OK when appears. However, the better Me 110G and Ju 88G bomber destroyer units now become available a bit later. And a new bomber destroyer version of the Fw 190A-8 will also arrive.

And there are a number of other changes, like minor stat changes to most fighters, most notably better balanced Italian fighters, more sub-types for German and Italian bombers, and others, like one starting He 111 unit in the east was replaced by a Ju 88, since it looks like there were twice as many Ju 88 available for Barbarossa than He 111s. Actually, there are quite a lot of other smaller changes here and there, some are less obvious or "under the hood" or which I just forgot to make a note.
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McGuba
Colonel - Ju 88A
Colonel - Ju 88A
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Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v2.4

Post by McGuba »

New or modified units, part 3.


Using the original (early war) P-38 icon by Bebro, I made a new version for the later war "silver" P-38J, basically just a reskin. But it looks so cool, isn't it? 8)

P-38J.jpg
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The US Naval Air Forces now also make a (very) brief appearance at the start of the Torch landings to support the ground forces. It is only for flavor really, since these air units and their carriers soon disappear anyway as historically they were also withdrawn after a few days.

BE 25_6.jpg
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Another new addition I made for this release is the US 37 mm M6 Gun Motor Carriage. Basically a US portee gun: a 37mm AT gun mounted on a Dodge light truck. It was used in the early stages of the Tunisian campaign. Of course it was already obsolete when first used, but it was there, so why not have it? Placing a weak AT gun on an unarmoured truck does not sound like a great idea, but for some reason US planners sent it to the frontline to face the veteran German forces in late 1942. :o

M6.jpg
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PeteMitchell
Major-General - Elite Tiger I
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

Do you think it is still possible to win version 2.5?
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
PeteMitchell
Major-General - Elite Tiger I
Major-General - Elite Tiger I
Posts: 2526
Joined: Tue Jul 10, 2018 1:18 pm

Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

Also, when playing through the pre-scenarios, do people prefer to come out with:

1. 3 tanks and 2 fighters OR
2. 2 tanks and 3 fighters OR
3. any other compositions?
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
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