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Re: Battlefield: Europe MOD v2.5.1

Posted: Sat Jul 04, 2026 9:43 am
by Intenso82
Uhu wrote: Thu Jul 02, 2026 11:25 am Probably with random dice and less/far less reloads it would be a different picture. :oops: :D
(I made thoughts to play it with random but I know I would be super frustrated. :shock: :) I'm more an analytical guy.).
That’s why I’m playing a limited chess and not using reloads.
Complete randomness has too much of an impact.
Uhu wrote: Tue Jun 30, 2026 9:02 am 5., Continue the advances in Britain. It looks relative relaxing. On the other hand it should be hastened to avoid the bomber streams...
It seems that in the Sea Lion version you don’t use ‘Convoy Hunt’?
I had quite a bit of fun and sank quite a few convoys and destroyers by the end of 1943, which gave a decent boost to my prestige.
Of course, by 1944, almost the entire submarine force had been destroyed.
A significant portion was lost whilst en route to French ports at the start of D-Day.
Uhu wrote: Tue Jun 30, 2026 9:02 am 4., What is left in the east try to grind through to the Don and establish blocking positions until the winter than pull back for better defense positions at the Oka - Donets line. I do not care about the Kursk situation as now I do not have any additional resources to hold the Don line in the winter but hoping to have more resources in 1943-44 to destroy the Kursk concentration.
Uhu wrote: Tue Jun 30, 2026 9:02 am 1., Holding Moscow
...and not aiming to capture the Volga - Oka river region as in the winter I would have anyway to pull back to better defensible positions
Uhu wrote: Tue Jun 30, 2026 8:01 am - I have a tons of 1-2 str units, mostly inf, but also several obsolete tanks. In a whole new game it would be a good and realistic feature to have the option to merge weakened units (of course with restrictions and some penalties). I simply do not have the prestige for reinforcing them. I could delete the tanks and get the free, modern tank reinforcement but I find it to do so gamey... On the other hand, I will probably use them in the brutal winter of 1942 as cannon fodders to slow down enemy advances so, maybe still I will get those free units...maybe I will delete the replacement ones to avoid that unrealistic event?
- I just wonder how I can survive with this weakened, meager resource state from the winter of 1942 and onward...
It looks as though you’ve got time until the winter of 1943 (February)
It really does seem possible to ‘exploit’ the AI’s inconsistencies.
As it won’t be equally strong on all fronts and will concentrate its forces in the Kursk area, rather than retaking Moscow.
In any case, perhaps this will be changed in the next version :D
It’s also possible that the rear of the troops in the Caucasus will be cut off by the Soviets.

Have you considered the possibility of retreating to the border to save all your damaged units and then returning later with Panthers?

Re: Battlefield: Europe MOD v2.5.1

Posted: Sat Jul 04, 2026 2:07 pm
by McGuba
eskuche wrote: Thu Jun 25, 2026 1:24 pm If we want to buy trains, we should also make the Europe–Soviet rail gauge transfer a thing ;)
In the time frame of the mod (1 turn = 2 weeks) it would not make too much sense to delay the trains at the border even just for 1 turn in order to change the gauge. As far as I know this could be done in just a few hours or perhaps max 1-2 days.

Vintage wrote: Fri Jun 26, 2026 8:51 am Hi, may somebody explain please what are the reasons for selecting quantity of 5 and particular units as core? I mean why not 10 for example and no infantry/artillery present in core roster?
Any more than that would make the June 1941 starting core way too unhistorical since players would opt to have more fighters or more tanks or whatever.

If there was infantry in that starting core, players would surely change it to a tank or fighter or whatever thereby altering the historical OOB of Barbarossa.
From opposite PoV will it make much difference if simply mark all units as auxiliary (no core ones)?
It would indeed make more sense, however, many players would hate that, given that carrying over core units from one scenario to the next is a major part of the Panzer General/Panzer Corps series. Therefore I think it is good to have a few at least, and it also gives another reason to actually play the pre-Barbarossa scenarios, since these units will start it with more kills, meaning they will get the first hero earlier.

Intenso82 wrote: Sun Jun 28, 2026 12:49 pm Despite receiving a message stating that the western ports on the French coast would be turned into fortresses, this didn’t happen.
I don’t know what the reason is.
Maybe the message wasn't clear enough. These ports were indeed turned to fortresses in the sense that no one can enter them after that. Originally, I intended to surround these port cities with very strong fortress units (same as the Finnish Salpa line units), but the silly AI focused on attacking these fortresses, instead of moving on to Paris and Germany, even though it could hardly even scratch them. And so I got rid of these fortress units and just turned the port cities inaccessible to ground and naval units instead.

I also wrote more about this earlier:
viewtopic.php?p=1071812#p1071812

Now for a gameplay moment: I hadn’t previously used the Graf Zeppelin as an aircraft carrier, but this time I deployed it in an operation.
But just as the aircraft carrier was preparing to take on air units,
I realised it was a capital ship :D
Perhaps I missed the notification that it was no longer an aircraft carrier.
Yes, there was such an updated message that you might have missed. Now the player has to spend some extra time and prestige (400?) to make this aircraft carrier operational by moving it to a German port first and keep it there for some time.

It is also included in the 2.5 changes list:
viewtopic.php?p=1074529#p1074529

But yeah, there have been a lot of changes... :D

Uhu wrote: Tue Jun 30, 2026 8:01 am While I did not finish my last Italian campaign and also a few dozens turn away of ending BE 2.4 - Kursk save for Total victory, I could not resist and started playing the 2.5.1 from the little scenarios onward!
Great!
There is so much to do and so little time! :D

I started the game with my latest settings:
- Dice chess
- I constantly look of my earlier replay to see what strategies worked
- Double Rommel (25% prestige)
- Field Marshall (50% xp)
- Tons of reloads but only for different decisions, not different dice outcomes

Ah, so that's almost like the new "Impossible(?)" difficulty!
Which is 25% percent for both.
However, dice chess and constant save game reloads make it somewhat easier. :P
On the other hand, going for a Total Victory with these settings is still very-very difficult.

Intenso82 wrote: Sat Jul 04, 2026 9:43 am That’s why I’m playing a limited chess and not using reloads.
Complete randomness has too much of an impact.
Yeah, but I still prefer full random in both single and multiplayer. Also playing with limited dice chess makes the mod somewhat easier for the Axis. About 20-30 percent easier, perhaps. Since with limited dice chess there are hardly any unexpected Axis losses which would be difficult to replace.
Intenso82 wrote: Sat Jul 04, 2026 9:43 am It seems that in the Sea Lion version you don’t use ‘Convoy Hunt’?
I had quite a bit of fun and sank quite a few convoys and destroyers by the end of 1943, which gave a decent boost to my prestige.
Of course, by 1944, almost the entire submarine force had been destroyed.
A significant portion was lost whilst en route to French ports at the start of D-Day.
That's good to know. So it looks like the Battle of Atlantic tweaks seem to work as intended.

Re: Battlefield: Europe MOD v2.5.1

Posted: Sat Jul 04, 2026 3:43 pm
by Locarnus
McGuba wrote: Thu Jun 25, 2026 11:51 am
If I’d been able to buy trains, I’d have bought a few, even for 500 prestige.
As far as I understand it wasn't really just the number of available trains that restricted unit transfers (and supplies in general) but more like the overall capacity of the railway system. The number of railway lines, stations, personnel, logistics, water towers, coal etc. etc. all had limitations. It was (is) a complex system and couldn't have been improved so simply and quickly by just spending some more money (or other resources) and have an almost immediate result in like 2 weeks time (1 turn). Thus I do not really think it is a good idea to make trains (and other transports) purchasable. I think it is more interesting if their losses are permanent, which also makes them more valuable in both single and multiplayer games. In this case players have to value and look after them more, or if not, face the consequence.
I reduced the initially available number of trains from 11 to 6 and then made 6 trains purchasable (3 sets of about 520 prestige for 2).
With 11 starting trains the first 1-2 losses have very little effect. But with 6 starting trains, even one loss hurts a lot.
It also adds transports to the decision dilemma, where to focus prestige spending.
Elite airforce replacements or fleet repair or logistics investment.
Imho 2 weeks issue is just a general PzC engine problem, same for purchasing new units or teleporting unit reinforcement tanks to Africa.

Re: Battlefield: Europe MOD v2.5.1

Posted: Sun Jul 05, 2026 7:31 am
by PeteMitchell
Intenso82 wrote: Sat Jul 04, 2026 9:24 am
JimmyC wrote: Thu Jul 02, 2026 10:20 am In my playthrough these ports were blocked. I had a unit in the port at the time and it remained there. But as soon as i moved it out of the port, it couldnt go back in. There is no animation showing it blocked (it looks as usual), but you cannot move units there.
Obviously,
I expected the ports to be surrounded by a line of fortifications.
But they haven’t changed the flag in my game either; it’s probably not visible.
Anyway, I’m planning to go back to France soon and have a closer look)
JimmyC wrote: Tue Jun 30, 2026 5:37 am The harsher penalties make it more important to defend the Reich from bombing raids.

With 4 squadrons of Fw's, 2 squadrons of JU88G bomber destroyers and a squadron of Bf110G bomber destroyers, I thought i had enough defenses. How wrong i was...
I’ve recounted my air defences.
At the final stage, I have 10 units of 8.8cm+ heavy anti-aircraft guns,
and 13 mobile units of various types.
I’ve upgraded all possible small-calibre AA to mobile versions.

I never did that during my previous playthroughs)

90206.jpg
From the screenshot, you are in very good shape...

Re: Battlefield: Europe MOD v2.5.1

Posted: Sun Jul 05, 2026 10:42 am
by Intenso82
PeteMitchell wrote: Sun Jul 05, 2026 7:31 am From the screenshot, you are in very good shape...
I suppose this is a result of my focus.
I also earned prestige through convoys and recapturing flags.
But it’s also because I wasn’t planning on a total victory.
I upgraded all the equipment I wanted to and even more besides;
there were lots of upgrades, not just to mobile air defence but also to mobile artillery.
I had two Me 262s.
McGuba wrote: Sat Jul 04, 2026 2:07 pm Yes, there was such an updated message that you might have missed. Now the player has to spend some extra time and prestige (400?) to make this aircraft carrier operational by moving it to a German port first and keep it there for some time.

It is also included in the 2.5 changes list:
viewtopic.php?p=1074529#p1074529

But yeah, there have been a lot of changes...
Yes, it looks like I missed that when I was reading.
Well then, 400 prestige – I’ll have to think about whether an upgrade is necessary)
Although it’s quite historically accurate, as it was never used as an aircraft carrier, so it’s fair that it costs prestige.

Well then, the game is finished. A brilliant mod, as always.
768.jpg
768.jpg (917.95 KiB) Viewed 63 times
Post-game screen.

It seems the Allies have exhausted their last reserves,
and if there’d been another 2–3 turns, France would have made a comeback)
Despite the fact that some units were stuck in the north...

La Rochelle was practically unblocked, although on his counter-move, the AI sent an anti-tank unit.

There are four convoys left on the Atlantic convoy routes – a good result)

68767.jpg
68767.jpg (51.52 KiB) Viewed 63 times
In the final turns, I lost 10–12 units, which wasn’t critical by then.
And I finally had the chance to buy some units)
I even bought a second Arado, but didn’t get a chance to use it.

Re: Battlefield: Europe MOD v2.5.1

Posted: Sun Jul 05, 2026 11:08 am
by bondjamesbond
Intenso82 wrote: Sun Jul 05, 2026 10:42 am
PeteMitchell wrote: Sun Jul 05, 2026 7:31 am From the screenshot, you are in very good shape...
I suppose this is a result of my focus.
I also earned prestige through convoys and recapturing flags.
But it’s also because I wasn’t planning on a total victory.
I upgraded all the equipment I wanted to and even more besides;
there were lots of upgrades, not just to mobile air defence but also to mobile artillery.
I had two Me 262s.
McGuba wrote: Sat Jul 04, 2026 2:07 pm Yes, there was such an updated message that you might have missed. Now the player has to spend some extra time and prestige (400?) to make this aircraft carrier operational by moving it to a German port first and keep it there for some time.

It is also included in the 2.5 changes list:
viewtopic.php?p=1074529#p1074529

But yeah, there have been a lot of changes...
Yes, it looks like I missed that when I was reading.
Well then, 400 prestige – I’ll have to think about whether an upgrade is necessary)
Although it’s quite historically accurate, as it was never used as an aircraft carrier, so it’s fair that it costs prestige.

Well then, the game is finished. A brilliant mod, as always.

768.jpg
Post-game screen.

It seems the Allies have exhausted their last reserves,
and if there’d been another 2–3 turns, France would have made a comeback)
Despite the fact that some units were stuck in the north...

La Rochelle was practically unblocked, although on his counter-move, the AI sent an anti-tank unit.

There are four convoys left on the Atlantic convoy routes – a good result)


68767.jpg

In the final turns, I lost 10–12 units, which wasn’t critical by then.
And I finally had the chance to buy some units)
I even bought a second Arado, but didn’t get a chance to use it.
My heartfelt congratulations, but where’s the replay file!? :lol: :wink:

It’s usually at this address C:\Users\*******\Documents\My Games\Panzer Corps\Replay