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

bebro
Slitherine
Slitherine
Posts: 4506
Joined: Sun Nov 19, 2006 12:50 pm

Re: Battlefield: Europe MOD v1.3

Post by bebro »

ThvN wrote:First version of the movement modding guide is up, I'll improve it a bit and stick it in a separate thread later:

viewtopic.php?f=147&t=50707#p479524
Very informative indeed. I tinkered a bit with movement for USMC/IJA, but it was rather trial and error. This guite provides lotsa great info on a broader basis. Thx :)
BiteNibbleChomp
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3231
Joined: Mon Jul 01, 2013 6:35 am

Re: Battlefield: Europe MOD v1.3

Post by BiteNibbleChomp »

bebro wrote:
ThvN wrote:First version of the movement modding guide is up, I'll improve it a bit and stick it in a separate thread later:

viewtopic.php?f=147&t=50707#p479524
Very informative indeed. I tinkered a bit with movement for USMC/IJA, but it was rather trial and error. This guite provides lotsa great info on a broader basis. Thx :)
+1

Also, I don't know if I'll actually end up using it for the Schwimmpanzer, but the Mongols will certainly need it (otherwise how am I going to move the trebuchets and stuff around)

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
demyansk
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 327
Joined: Sat Dec 11, 2010 12:03 am

Re: Battlefield: Europe MOD v1.3

Post by demyansk »

Sorry to ask but I installed the 1.0 version and I am having a hard time finding the 1.3 patch for the game? Thanks

sorry again, I found it - my fault for not looking

By The way, I downloaded the new patch 1.3 and installed it into my mods folder and then enabled through the GME folder

I am playing the first battle and it looks good.

I was wondering , does it say anywhere what version I am playing?
Thanks
nice job

Looks great but in the window of the game it shows a garrison polish unit but its a AT piece of eqipment, is this accurate since the game is on a larger scale?
demyansk
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 327
Joined: Sat Dec 11, 2010 12:03 am

Re: Battlefield: Europe MOD v1.3

Post by demyansk »

Madness - 99 turns and I haven't won a decisive victory yet!!!
BiteNibbleChomp
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3231
Joined: Mon Jul 01, 2013 6:35 am

Re: Battlefield: Europe MOD v1.3

Post by BiteNibbleChomp »

demyansk wrote:Madness - 99 turns and I haven't won a decisive victory yet!!!
Do not forget how hard it would have been to achieve this if you were the real-life commander in 1941.

I am aware that this mod recreates this feel very well.

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
demyansk
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 327
Joined: Sat Dec 11, 2010 12:03 am

Re: Battlefield: Europe MOD v1.3

Post by demyansk »

I am playing this mod and on around turn 15-20, Unbelievable, i am going to lose and see if I can hold out until 45, I did capture leningrad though
Uhu
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1437
Joined: Fri Nov 04, 2011 9:16 pm
Location: Hungary

Re: Battlefield: Europe MOD v1.3

Post by Uhu »

I see, that I have really make soon that strategic guide - which leads to victory... :wink:
Image
Image
marlon2300
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 35
Joined: Fri Nov 18, 2011 8:21 pm

Re: Battlefield: Europe MOD v1.3

Post by marlon2300 »

Turn 95...the Russians are in Berlin, the allies just crossed the rhine and the balkans were massacred by the enemy air force ;(

I have captured Leningrad, Moscow and Rostov but I couldn't hold the Soviet counter-attack
Delta66
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 392
Joined: Sat Jan 28, 2012 12:45 pm

Re: Battlefield: Europe MOD v1.3

Post by Delta66 »

First I played 30 or so turns and realized I misunderstood a number of key rules, so I restarted again in June 41, and I managed to win a major victory on FM.

I never use overstrength instead I try to buy some quality units as they become available. And I try to repair my units to 10 strength as soon as possible. Overall I'm progress cautiously, I'm mean much more than in the vanilla game scenario or the GC. And in the end I have relatively few units completely destroyed.
hugh2711
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 612
Joined: Fri Sep 27, 2013 8:45 pm

Re: Battlefield: Europe MOD v1.3

Post by hugh2711 »

what is the most cost effective way of dealing with the naval mines in this excellent mod? thanks for info.
Delta66
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 392
Joined: Sat Jan 28, 2012 12:45 pm

Re: Battlefield: Europe MOD v1.3

Post by Delta66 »

That was also an issue for me.
If I remember correctly would say Tactical Bomber, as strange as it may seem!
McGuba
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1555
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v1.3

Post by McGuba »

marlon2300 wrote:Turn 95...the Russians are in Berlin, the allies just crossed the rhine and the balkans were massacred by the enemy air force ;(
Well, turn 95 is May 1945 if I am right... and if I remember well from what I learned at school the general situation at that time in Europe was pretty much the same as you described...

I have captured Leningrad, Moscow and Rostov but I couldn't hold the Soviet counter-attack
I think it might be better to try to take and hold the oil fields in the Caucasus somehow: apart from getting some extra prestige each turn it would also further reduce the number of Soviet reinforcements appearing after that.

Sorry, but my original intention was to make this mod a really challenging one so it is recommended that people play it at least one or two difficulty level lower than they usually play PzC in order to win it with the same effort. I do believe that Germany fought against overwhelming odds in WW2 and this should be reflected in any "historical" campaign, even if it disappoints some players a bit. The official campaign is much easier to win, but the official game makers have to appeal to most players without disappointing them, after all they have to make some profit, unlike me. Which means I have to make less compromises for historical accuracy. :D

Delta66 wrote:First I played 30 or so turns and realized I misunderstood a number of key rules, so I restarted again in June 41, and I managed to win a major victory on FM.
Which is a nice achievment, indeed. :) Uhu beat it on Rommel, I usually tested it on General, and a player uploaded a playthrough to youtube playing on some lower difficulty level:
https://www.youtube.com/playlist?list=P ... qnC6-YZ_FQ

Which means everyone has his own level, and luckily difficulty can be customised to everyone's needs in this game.


I never use overstrength instead I try to buy some quality units as they become available. And I try to repair my units to 10 strength as soon as possible. Overall I'm progress cautiously, I'm mean much more than in the vanilla game scenario or the GC. And in the end I have relatively few units completely destroyed.
I would only add that I use elite replacements only occasionally to save prestige. And only for certain unit types such as basic infantry and some (but not all!) tanks and aircraft. I rarely use elite replacements for units having more than two stars.

hugh2711 wrote:what is the most cost effective way of dealing with the naval mines in this excellent mod? thanks for info.
Delta66 wrote:That was also an issue for me.
If I remember correctly would say Tactical Bomber, as strange as it may seem!

Which is a bit weird, indeed. :oops: But, just a bit: for instance the British used the so-called "Flying Magnet", a Wellington bomber equipped with a huge electromagnet to detonate German magnetic mines:
http://www.historyofwar.org/articles/we ... n_dwi.html

But, you are right, it was not a common unit, and thus the best method should be minesweepers, or at least destroyers. So I will try to make naval mines more vulnerable to destroyers and less lethal to capital ships in the next version. Even though the Scharnhorst hit two mines during the Channel Dash, she managed to reach the Kiel. Still, the best will remain to avoid naval mines as clearing them was a tedious and long process which lasted well after WW2:
When the war ended, more than 25,000 U.S.-laid mines were still in place, and the Navy proved unable to sweep them all, limiting efforts to critical areas.[21] After sweeping for almost a year, in May 1946, the Navy abandoned the effort with 13,000 mines still unswept.[21] Over the next thirty years, more than 500 minesweepers (of a variety of types) were damaged or sunk in continuing clearance efforts. (Wikipedia)
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
Delta66
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 392
Joined: Sat Jan 28, 2012 12:45 pm

Re: Battlefield: Europe MOD v1.3

Post by Delta66 »

Hi,
I have started the campaign all over from Poland in Rommel difficulty,
I'm just waiting for v1.4 to start the Barbarossa scenario ;)

I take this opportunity to play some other games.
ThvN
Panzer Corps Moderator
Panzer Corps Moderator
Posts: 1408
Joined: Fri Jul 06, 2012 8:55 pm

Re: Battlefield: Europe MOD v1.3

Post by ThvN »

McGuba wrote:Still, the best will remain to avoid naval mines as clearing them was a tedious and long process which lasted well after WW2
Very well said... It is amazing how much leftovers are still being found even today. Three months ago, a naval mine from the First World War was found and, after some trouble, blown up near the Dutch port of Breskens. I only have Dutch-language links and there are no interesting pictures, but still, that thing had been out there for nearly a century!

The Dutch coast guard keeps some general statistics on their website, and actually it's not that uncommon to find old explosives: http://www.kustwacht.nl/en/explosives.html


Image
Kiane
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 35
Joined: Tue Dec 13, 2011 10:34 pm

Re: Battlefield: Europe MOD v1.3

Post by Kiane »

So I'm really enjoying the mod, but out of nowhere in the beginning of 1944 (their turn 62), some British units spawned out of thin air near Kursk and took it from me! :lol: What's up with that? I was so surprised that I used the fog of war cheat to get a view of the situation: there are 4 British units in the general area. I hope they don't start spawning units out of there. :?

Also, it says the Soviet Union sued for peace, but do I still need to get those objectives in the Caucasus from them? (I'm going to do it anyway, but just curious)
McGuba
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1555
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v1.3

Post by McGuba »

ThvN wrote:
McGuba wrote:Still, the best will remain to avoid naval mines as clearing them was a tedious and long process which lasted well after WW2
Very well said... It is amazing how much leftovers are still being found even today.
Yeah, and every time they start to build a new house or just to fix some broken sewer pipe in Budapest they surely find some dud Soviet shell or grenade buried and they have to close down the whole district until the experts take it away... I wonder if it will ever end... surely not in our lifetime...
Kiane wrote:So I'm really enjoying the mod, but out of nowhere in the beginning of 1944 (their turn 62), some British units spawned out of thin air near Kursk and took it from me! :lol: What's up with that?
That is a known bug and it has been already fixed in the coming v 1.4.
I was so surprised that I used the fog of war cheat to get a view of the situation: there are 4 British units in the general area. I hope they don't start spawning units out of there. :?
No, it is just on that occasion.
Also, it says the Soviet Union sued for peace, but do I still need to get those objectives in the Caucasus from them? (I'm going to do it anyway, but just curious)
You do not have to, but it worth the effort for the extra prestige. Or, you might try to go against the British in the remaining time
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
prince_blucher
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 63
Joined: Sun Dec 01, 2013 12:20 pm

Re: Battlefield: Europe MOD v1.3

Post by prince_blucher »

McGuba,

Just downloaded your mod and my compliments, what a fantastic job. The map, the units (especially the Bf109) and the noise effects are simply epic. Thank you for making and sharing with us.

One quick question: playing through steam how do I update for the /nocache?

Cheers
demyansk
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 327
Joined: Sat Dec 11, 2010 12:03 am

Re: Battlefield: Europe MOD v1.3

Post by demyansk »

I love this mod but I do use the cheat for getting prestige!!! I am still going to get beat, I did capture Moscow and Leningrad, Rostov, Kursk, Alexandria, Jerusalem but next time I play it will be at lower level. The airpower kills me, allies very strong
McGuba
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1555
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v1.3

Post by McGuba »

prince_blucher wrote:McGuba,

Just downloaded your mod and my compliments, what a fantastic job. The map, the units (especially the Bf109) and the noise effects are simply epic. Thank you for making and sharing with us.


Hi,

Thanks, it has been a pleasure. Please note, that even though I made most of the work like the map, scenario and campaign design and many of the new or modified units, this mod is the result of a collective effort of this brilliant community here, for example the majority of the aircraft icons (including the Bf 109) were originally created by bebro and not me. And the custom sounds are taken from VPaulus' sound redux mod. Obviously all credit is given to them in the readme and the credits in the library of the mod as well.
One quick question: playing through steam how do I update for the /nocache?
I guess in the same way as with the non-steam version: you have to locate the "panzer.exe" file and add it to the desktop with the /nocache switch applied. If I remember well, the panzer.exe should be in your ...\Steam\Apps\Panzer Corps folder. (Please guys, correct me if I am wrong!)

demyansk wrote:I love this mod but I do use the cheat for getting prestige!!! I am still going to get beat, I did capture Moscow and Leningrad, Rostov, Kursk, Alexandria, Jerusalem but next time I play it will be at lower level. The airpower kills me, allies very strong
Good job, keep it up like that! As for the airpower, always try to weaken the stronger enemy fighters with some AA before mass attacking them with the Axis fighters.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
Akkula
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
Posts: 1898
Joined: Sat Apr 05, 2014 12:14 am

Re: Battlefield: Europe MOD v1.3

Post by Akkula »

I have the steam version, but what I did was much simpler. I just made a desktop shortcut to the executable file and added to it the /nocache line in properties. Since then I just run the game from the shortcut. :wink:
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Post Reply

Return to “Panzer Corps : Scenario Design”