Battlefield: Europe MOD v2.4

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BiteNibbleChomp
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Re: Battlefield: Europe MOD v1.3

Post by BiteNibbleChomp »

The scenario screen is now operational for WWI :D ! Thanks! (you have saved yourself some annoying by the stormtroopers)

Good to hear you fixed the Belgian-flag issue. Hopefully we see v1.4 for this (and likely many others!) improvement.

(I see that you edited "quotes" so they would just say "BNC" rather than "BiteNibbleChomp" - :lol: but why?)

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
McGuba
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Re: Battlefield: Europe MOD v1.3

Post by McGuba »

MartyWard wrote:
If I can make a suggestion. If you ever make another uppdate would you consider putting a space or two in North Africa to deploy so that if you want to start with a reinfrced Africa Corps you can. Maybe one spot for a ground unit and one for a plane.
Yeah, that would definitely make some sense. However, when I placed the units on the map for the fourth big scenario I tried to place them according to historical Order of Battles so that the player can start June 1941 with a historically accurate army. And in June '41 there was basically only the German 5th Light Division and the 15th Panzer Division in North Africa. At that time the majority of the Axis units in Africa were Italians and the other German units only arrived later as reinforcements. And the Armeegruppe Afrika was mainly made up of Italian units up until late 1942:

http://deutsches-afrikakorps.blogspot.c ... attle.html

As it is supposed to be a historical campaign I would opt not to change this ratio as early as in the first turn. And another extra unit placement hex would most likely mean another Geman tank unit, making the Axis a bit too strong there in mid '41. As the player has total freedom later on he can decide (or not) to take as many German units to Africa as he wants (or evacuate). Also, I think it is more fun to transfer those German reinforcements through the perils of the Mediterranean by sea or by air, avoiding the British navy and aircraft stalking for an easy prey. :mrgreen:

BNC wrote:
Good to hear you fixed the Belgian-flag issue. Hopefully we see v1.4 for this (and likely many others!) improvement.
The next update would not come for quite a while, unless someone reports a major issue which needs to be fixed.

(I see that you edited "quotes" so they would just say "BNC" rather than "BiteNibbleChomp" - :lol: but why?)
Dunno. :oops: Bad habit?
If it is such a big problem I will try to quote you by your full nick in the future, I promise. :wink:
Probably I just though that because you are signing your posts with "BNC" it would be ok for you...
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BiteNibbleChomp
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Re: Battlefield: Europe MOD v1.3

Post by BiteNibbleChomp »

McGuba wrote:
(I see that you edited "quotes" so they would just say "BNC" rather than "BiteNibbleChomp" - :lol: but why?)
Dunno. :oops: Bad habit?
If it is such a big problem I will try to quote you by your full nick in the future, I promise. :wink:
Probably I just though that because you are signing your posts with "BNC" it would be ok for you...
I am fine with it - it just seemed a bit funny when I first saw it. In fact, this kind of funny - :lol:

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
McGuba
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Re: Battlefield: Europe MOD v1.3

Post by McGuba »

BiteNibbleChomp wrote:
McGuba wrote:
In fact, this kind of funny - :lol:

- BNC
Sure.

- MCG :D
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MartyWard
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Re: Battlefield: Europe MOD v1.3

Post by MartyWard »

McGuba wrote: Yeah, that would definitely make some sense. However, when I placed the units on the map for the fourth big scenario I tried to place them according to historical Order of Battles so that the player can start June 1941 with a historically accurate army. And in June '41 there was basically only the German 5th Light Division and the 15th Panzer Division in North Africa. At that time the majority of the Axis units in Africa were Italians and the other German units only arrived later as reinforcements. And the Armeegruppe Afrika was mainly made up of Italian units up until late 1942:
Did you ever consider breaking the last scenario into two around when the tide turned, say late 42-early 43? I don't know if you can import the saved map and units but that would let you do a little re-shuffling of units since it so hard to do any sort of strategic re-deployment in the game.
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Re: Battlefield: Europe MOD v1.3

Post by Halibutt »

Just dropping by to say thank you, I had a great time playing this mod. Will try to win again, this time without the Christmas gift during the Soviet winter offensive :)
Cheers
Originally posted by Juu:
The Soviets won the war. We happened to be nearby.
MartyWard
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Re: Battlefield: Europe MOD v1.3

Post by MartyWard »

I just had an odd thing happen.

On turn 62 4 x 43 British infantry appeared near Kursk. I'm not exactly sure how they got there since the nearest British unit is about 100 hexes away, there are no airfields near that I don't control and it was snowing. I have a save if you want it.
LandMarine47
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Re: Battlefield: Europe MOD v1.3

Post by LandMarine47 »

MartyWard wrote:I just had an odd thing happen.

On turn 62 4 x 43 British infantry appeared near Kursk. I'm not exactly sure how they got there since the nearest British unit is about 100 hexes away, there are no airfields near that I don't control and it was snowing. I have a save if you want it.
Paratroopers?
MartyWard
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Re: Battlefield: Europe MOD v1.3

Post by MartyWard »

No regular infantry. Suprised the hell out of me and cost an artillery unit.
McGuba
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Re: Battlefield: Europe MOD v1.3

Post by McGuba »

MartyWard wrote: Did you ever consider breaking the last scenario into two around when the tide turned, say late 42-early 43? I don't know if you can import the saved map and units but that would let you do a little re-shuffling of units since it so hard to do any sort of strategic re-deployment in the game.
It would be very hard to do it right and I think it would not be good to end the war halfway only to continue it with the units magically reappearing in a different position. Strategic re-deplyoment is not harder than it was historically: the player has to use the railway system with its pros and cons and/or sea and air transports to a smaller degree.

Halibutt wrote:Just dropping by to say thank you, I had a great time playing this mod. Will try to win again, this time without the Christmas gift during the Soviet winter offensive :)
Cheers



You are welcome. :) Yes, there are many ways to fine tune the difficulty of this mod according to the player's needs.

MartyWard wrote:I just had an odd thing happen.

On turn 62 4 x 43 British infantry appeared near Kursk. I'm not exactly sure how they got there since the nearest British unit is about 100 hexes away, there are no airfields near that I don't control and it was snowing. I have a save if you want it.
Thanks for reporting, it is a bug indeed: it comes from the fact that there are only 32 AI zones in PzC to use with the scipts, and I was forced to use some of those for more than one task. In this case zone 4 is used for the victory objective cities in England AND the area around Kusk in Russia. Obviously those guys were supposed to appear in England, but as for some reason all the English objectives were occupied in your game, they appeared in Russia, which is clearly not good... Anyway, I fixed this issue by removing those units and thus it will not happen again in the later versions. I am planning to release a new version soon with this and some other fixes. Sorry for the inconvenience.
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MartyWard
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Re: Battlefield: Europe MOD v1.3

Post by MartyWard »

McGuba wrote:
MartyWard wrote: It would be very hard to do it right and I think it would not be good to end the war halfway only to continue it with the units magically reappearing in a different position. Strategic re-deplyoment is not harder than it was historically: the player has to use the railway system with its pros and cons and/or sea
It takes about 6 months to get from Cairo to Tunis by foot, not counting stopping to refuel, and 6 week to rail from Moscow to Paris and 2 months to fly from Kursk to Paris in an FW. That seems pretty long to me :)

An interlude period, with limited deployment in certain areas, would be nice. I know it would be hard to do, maybe impossible, but unless you disband a lot of units you can't raise any new ones in the West to even respond to Torch or D-Day. BTW is there a way to know how many core units you currently have deployed?
MartyWard
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Re: Battlefield: Europe MOD v1.3

Post by MartyWard »

McGuba wrote:
MartyWard wrote: Thanks for reporting, it is a bug indeed: it comes from the fact that there are only 32 AI zones in PzC to use with the scipts, and I was forced to use some of those for more than one task. In this case zone 4 is used for the victory objective cities in England AND the area around Kusk in Russia. Obviously those guys were supposed to appear in England, but as for some reason all the English objectives were occupied in your game, they appeared in Russia, which is clearly not good... Anyway, I fixed this issue by removing those units and thus it will not happen again in the later versions. I am planning to release a new version soon with this and some other fixes. Sorry for the inconvenience.
Well aside from losing a artillery unit and being surprised as hell, they didn't cause to much problem. They only lasted a turn :)
demyansk
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Re: Battlefield: Europe MOD v1.3

Post by demyansk »

Hi Guys,

I have the 1.0 mod downloaded to my hard drive but have not extracted the mod yet. What do you suggest I download next to keep the game to 1.3

thanks
McGuba
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Re: Battlefield: Europe MOD v1.3

Post by McGuba »

MartyWard wrote: It takes about 6 months to get from Cairo to Tunis by foot, not counting stopping to refuel, and 6 week to rail from Moscow to Paris and 2 months to fly from Kursk to Paris in an FW. That seems pretty long to me :)
Well, yeah, I did not want to change the movement speed of the units as it would be too much of a change from the vanilla game, IMO. But, I did not want to make a smaller map to better suit the vanilla speeds either, as I wanted to make some more detailed tactical battles as well. Thus I ended up with the current map scale which makes both tactical and strategical movements possible, but obviously with a compromise.

By the way, it some two months for Rommel to retreat form Alamein to the Mareth line, which is clearly shorter than the 6 months you wrote, but this is something I am fully aware of since the development of this mod as I stated on the 6th page of this topic:
McGuba wrote:I retreated to Tunisia in North Africa where I will try to hold the ground for as long as possible. Being the creator of this mod I know it very well that the Allies will not land in Italy and Sicily until I can hold Tunis. And the later it happens, the better for me. Historically, by this time Tunisia was taken by the Allies, but because of the size of this map the AI cannot move through the continent that fast. So, in this regard the campaign will be unhistorical. :(
MartyWard wrote: and 6 week to rail from Moscow to Paris and 2 months to fly from Kursk to Paris in an FW. That seems pretty long to me :)
It is, but I do not forget that here we are talking about the transfer of thousands of soldiers, and not just a single train or a flight of aircraft. For example in this mod an infantry unit represents two infantry divisions with about 20-30 thousand men and an air unit represents 200 aircraft AND all the supporting ground crew, which again means thousands of men. Relocating all these people and the necessary equipment, fuel, trucks, tools, etc. etc. takes time. I do not know how much, but certainly more than it would take for single train to cross Europe.

An interlude period, with limited deployment in certain areas, would be nice. I know it would be hard to do, maybe impossible, but unless you disband a lot of units you can't raise any new ones in the West to even respond to Torch or D-Day.
I do not think it is possible to add a "limited deplyoment phase". As far as I know unit deployment is only possible at the start of a scenario. During my testplays I always had enough time to transfer troops to face those invasions. Obviously, first the closer ones, from Italy, France or the Balkans. These were good to slow down the first attackers until the better units arrived.

BTW is there a way to know how many core units you currently have deployed?
I do not know... :(

demyansk wrote:Hi Guys,

I have the 1.0 mod downloaded to my hard drive but have not extracted the mod yet. What do you suggest I download next to keep the game to 1.3

thanks
Download the latest (as of today v1.3) version of the mod and install that one. There is no patch or anithing like that for this mod. There is only the latest version.
Last edited by McGuba on Sun Jun 22, 2014 1:30 am, edited 1 time in total.
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BiteNibbleChomp
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Re: Battlefield: Europe MOD v1.3

Post by BiteNibbleChomp »

McGuba wrote:
BTW is there a way to know how many core units you currently have deployed?
I do not know... :(
If you have <250 (this mod, other number for other scenarios), you will be able to find out if you hover over the purchase '$' button, and it will say something like "Core Slots: 7" Subtract that number from 250, and you get how many deployed. It cannot be found if you are over the core limit (in this mod, 250)

Beyond there, I can't help you much.

- BNC
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MartyWard
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Re: Battlefield: Europe MOD v1.3

Post by MartyWard »

McGuba wrote:[I do not think it is possible to add a "limited deplyoment phase". As far as I know unit deployment is only possible at the start of a scenario. During my testplays I always had enough time to transfer troops to face those invasions. Obviously, first the closer ones, from Italy, France or the Balkans. These were good to slow down the first attackers until the better units arrived.
What I meant by a limited deployment was if it was possible to make the main scenario into two then the majority of your core would be in Russia but maybe 1-2 spots near Tunis, 4-3 in France, something like when you deploy for Barbarossa you only had the ability to place a few units. It would probably be a ton of work but the other option is to know almost exactly when invasions are going to happen and then start transferring troops 4-6 months in advance which is kind of cheesy.
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Re: Battlefield: Europe MOD v1.3

Post by MartyWard »

McGuba wrote:By the way, it some two months for Rommel to retreat form Alamein to the Mareth line, which is clearly shorter than the 6 months you wrote, but this is something I am fully aware of since the development of this mod as I stated on the 6th page of this topic:
It seemed like some of my truck units moved a lot faster on the roads in Tunisia that in Lybia. I could be wrong but it just seemed like they moved an extra hex or two. Do roads through the desert cost more than the roads through clear or hills?
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Re: Battlefield: Europe MOD v1.3

Post by MartyWard »

BiteNibbleChomp wrote:
McGuba wrote:
BTW is there a way to know how many core units you currently have deployed?
I do not know... :(
If you have <250 (this mod, other number for other scenarios), you will be able to find out if you hover over the purchase '$' button, and it will say something like "Core Slots: 7" Subtract that number from 250, and you get how many deployed. It cannot be found if you are over the core limit (in this mod, 250)

Beyond there, I can't help you much.

- BNC
With the 'free' units I think you are always well over the max limit. I was not able to buy any units until I basically lost my entire navy and then I had no prestige :) I think the most prestige I ever had was a little over 1,500 except the turn after I took Leningrad so for me the max core limit could have been 500 and I wouldn't have been able to increase the size of my army, I had a hard time just keeping them at full strength.
Uhu
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Re: Battlefield: Europe MOD v1.3

Post by Uhu »

I don't know on which difficulty you play, I still suggest: try again. :)
After 2-3 tries, you will know, on which front, about how many units are needed and when. I had absolute no problem in that way: the train and naval transport system was enough (sure, it was 90-95% used, so almost on the limit) to move all my units in the needed spots.
I know, that I long time said, that I will make a strategic guide (+an AAR), but once I will make it really. :)
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MartyWard
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Re: Battlefield: Europe MOD v1.3

Post by MartyWard »

Uhu wrote:I don't know on which difficulty you play, I still suggest: try again. :)
After 2-3 tries, you will know, on which front, about how many units are needed and when. I had absolute no problem in that way: the train and naval transport system was enough (sure, it was 90-95% used, so almost on the limit) to move all my units in the needed spots.
I know, that I long time said, that I will make a strategic guide (+an AAR), but once I will make it really. :)
I think I'm playing on Colonel. I think I will get the victory where I hold all objectives in Germany. I doubt if I could ever do any better than that but it certainly has been fun playing the mod.
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