Page 214 of 214

Re: Battlefield: Europe MOD v2.5.1

Posted: Mon Aug 24, 2026 4:45 pm
by Uhu
Thank you! :)
It is really a great experience - only there would be more than 24 hours per day... :roll: :D

McGuba wrote: Mon Aug 24, 2026 11:09 am
Uhu wrote: Sat Aug 22, 2026 7:29 am Just another update:

I will again make a reload. It will be the 4th. I made it earlier to turn 51. It looked better than the previous, but now in hindsight...
That is some amazing commitment! :D
Playing for a total victory with such little prestige is truly very difficult, if not impossible.

Re: Battlefield: Europe MOD v2.5.1

Posted: Tue Aug 25, 2026 11:55 am
by McGuba
Uhu wrote: Mon Aug 24, 2026 4:44 pm As for house rules: at singleplayer I try to maintain always a coherent front line.

What does it mean? Where the front "line" is, as a chain, every hex should be watched. In good weather that could be two units with 4 hexes between them, or a unit and a town with 3 hexes between them. Important is that no hostile units could sneak through undetected (...except AT :) ).

I could imagine if some time a full BE can be created as a new game that if there are not watched hexes, there would be a certain chance that a hostile weak unit would spawn there and live it's life.
It is already implemented to some extent in the current version. There are several Soviet units which spawn randomly in the Urals spawn points with the order to move towards one of the victory objective cities in Germany, again randomly chosen to which one. So in theory at least, these would follow a random East to West route and thus would cross the frontline at a random place when they reach it (wherever it is),which may be unprotected, if the player does not pay attention to that principle. In practice, it is more likely that they would move along one of the main roads for faster movement. But if there are larger unprotected areas they may be able to slip through undetected, especially in bad weather. I think it happened in some of the recent AARs by others.

Why an unmanned town can also guard? It has also a watch radius and I imagine these towns that there is a small amount of garrison troops which are two small/weak to fight, but they can maintain an occupation.
Yes, that's fair enough, I agree with that small garrison idea. However, again, in the latest version(s) of the mod weak partisan units may also spawn in occupied cities unnoticed. I mean the city may look empty, but in fact there may be a partisan unit hiding there for some time. Which may be a somewhat nasty surprise to some. :lol: And it can still perfectly fit in with the "small garrison" idea: in that case the small Axis garrison coexists with the hiding small partisan unit in the same city, and the small partisan unit only "activates" itself if there is an Axis train or other normal ground unit crossing the city, ambushing it.

Re: Battlefield: Europe MOD v2.5.1

Posted: Tue Aug 25, 2026 1:26 pm
by Uhu
Nice! :)
Hmm, there are single units, mostly inf, but sometimes obsolote BT tanks moving from the Leningrad area to the Pskov direction. Are these above mentioned ones or they are just Soviet recon in force units?
McGuba wrote: Tue Aug 25, 2026 11:55 am
It is already implemented to some extent in the current version.

Re: Battlefield: Europe MOD v2.5.1

Posted: Tue Aug 25, 2026 6:49 pm
by caesar67
Is there a tool or something to see the total losses of my and the enemy army during a match?

Re: Battlefield: Europe MOD v2.5.1

Posted: Tue Aug 25, 2026 7:04 pm
by Locarnus
caesar67 wrote: Tue Aug 25, 2026 6:49 pm Is there a tool or something to see the total losses of my and the enemy army during a match?
"c" gives the casualty overview. Unfortunately thats all there is, no more details.