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Re: Battlefield: Europe MOD v1.3

Posted: Fri Sep 12, 2014 8:30 pm
by McGuba
Sure, I should compensate for the new units added. During my test plays I usually became able to purchase new units in early 1943 follwing the high losses suffered during Citadel. I think it should stay the same.

I think it is a good idea to make naval mines and forts and probably radars as well, to auxiliary units. That way the player cannot make place for more core units by disbanding them.

Re: Battlefield: Europe MOD v1.3

Posted: Sat Sep 13, 2014 9:07 am
by Delta66
BTW, releasing v 1.4 soon, when you are ready, and keeping some new ideas for a future v 1.5, would be a very good thing.
As there are some significant already. It would help us give playtest feedback.

Re: Battlefield: Europe MOD v1.3

Posted: Sat Sep 13, 2014 9:30 am
by BiteNibbleChomp
McGuba wrote:
BiteNibbleChomp wrote: And you could say that I stole your idea of playing as Germany and stomping everyone [however it is a different war I'm doing], but then again, aren't you stealing my idea from Panzer Fury anyway? (This is certainly much better than PF, at that stage I didn't know very much about the editor)
Actually, Sparatacus' 1941 scenario was the main influence for the making of this mod, but Chris10's unreleased Panzer Corps East project was another major influence. To be honest, I did not even try your Panzer Fury, but I did borrow some scripting ideas from your War of the World mod, such as the convoy routes.
Wait, you're telling me that '1941' didn't have the convoy routes?! Anyway, you haven't lost much by not playing Panzer Fury, War of the World was an upgrade in basically every way possible. Now that you mention it, 1941 being the main influence makes a great deal of sense, seeing as they start at the same time (I always start mine at 1939, or more recently at 1914).

And the correct term for 'borrowing' on these forums is 'stealing with permission'. :lol:

Also, if you list the 'quests', and their triggers, rewards/penalties and completion dates, I could make a bunch of telegrams to use instead of boring text messages.

- BNC

Re: Battlefield: Europe MOD v1.3

Posted: Sat Sep 13, 2014 9:31 am
by BiteNibbleChomp
Also, do you have a list of zones that you could upload. Just interested.

- BNC

Re: Battlefield: Europe MOD v1.3

Posted: Sat Sep 13, 2014 8:41 pm
by Ceek
Just a potential bug(?) for you to look at while you patch 1.4

I have played the scenario multiple times now and have yet to see any kind of defense of El Alamein that you show in the photo from pg. 1 (where you talk about saying goodbye to the pyramids). After I get past the defensive barrier I never see any kind of defense mustered for Alexandria and Cairo. The few units beyond Alamein basically wait for me to take them out. And there are no mobile artillery or Shermans accompanying them. There's nothing necessarily wrong with this (although I think the British would have in all likelihood mounted a last-ditch defense of Cairo and the Suez--and I know that the units shown in pg. 1 started arriving in the region around this time frame) but I am wondering if a trigger is supposed to be getting tripped that isn't.

Note: in all my playthroughs, I usually arrive at and dismantle Alamein by mid-to-late '42.

Re: Battlefield: Europe MOD v1.3

Posted: Sun Sep 14, 2014 12:57 pm
by BiteNibbleChomp
Ceek wrote:I usually arrive at and dismantle Alamein by mid-to-late '42.
Very good job at following history! My French AI in WWI Grand map won't co-operate with me to do the same thing!

- BNC

Re: Battlefield: Europe MOD v1.3

Posted: Sun Sep 14, 2014 1:58 pm
by nikivdd
I played the Poland scenario, and i must say that i enjoyed it tremendously. I'm playing this only on Colonel, as this is personally most appropriate.

I do have a few questions/remarks.
- The PL Inf on the fortification hex (24,2) remains idle, even when i am at the gates of Warsaw. I guarded this unit as i expected it to do something but it didn't :?:
- I hoped for the Schleswig-Holstein to shell Gdansk :(
- I know it is unintended but thank you for the Belgian flag on hex (39,20) on the city of Chernivtsi :)
- I appreciated the appearance of the Soviet units and the lucky guys didn't have to do much ;)
- This mission was running very smoothly on win 8 and sofar, didn't need to use the nocache trick :twisted:
- I noticed that you put a lot of work in the e-file, efx and UI, congratulations for that 8)

Re: Battlefield: Europe MOD v1.3

Posted: Sun Sep 14, 2014 7:38 pm
by nikivdd
I started playing Fall Gelb with all my enthousiasm :)

Unfortunately i am getting a runtime error at the end of the Allied turn 7. I added it as attachment. Any help is welcome.
Allies Turn.rar
(68.45 KiB) Downloaded 187 times

Re: Battlefield: Europe MOD v1.3

Posted: Tue Sep 16, 2014 4:24 pm
by McGuba
BiteNibbleChomp wrote:Also, do you have a list of zones that you could upload. Just interested.

- BNC
Not really, and the one I have would require way too much time and effort to explain why and how it is like that.

Ceek wrote:ust a potential bug(?) for you to look at while you patch 1.4

I have played the scenario multiple times now and have yet to see any kind of defense of El Alamein that you show in the photo from pg. 1 (where you talk about saying goodbye to the pyramids). After I get past the defensive barrier I never see any kind of defense mustered for Alexandria and Cairo. The few units beyond Alamein basically wait for me to take them out. And there are no mobile artillery or Shermans accompanying them. There's nothing necessarily wrong with this (although I think the British would have in all likelihood mounted a last-ditch defense of Cairo and the Suez--and I know that the units shown in pg. 1 started arriving in the region around this time frame) but I am wondering if a trigger is supposed to be getting tripped that isn't.
The British reinforcements arrived around turn 34 near Cairo in v1.3. If you are able to capture any of the British objectives in the Middle East before that time, the reinforcments do not appear. Otherwise chances are high that they would appear next to your units out of nowhere, which is not nice. Even in this way it happened somehow like that to delta66, so in v1.4 they would appear 1-2 turns earlier, but a bit further to the east. Then they would start their counter-attack towards the nearest Axis objective.

Other than that, I think it is fair that if the player is fast enough he can avoid meeting those guys as a reward. Also, historically Monty only got those reinforcements, mainly the American tanks, during the fall of 42, so they should not be there any time before. And if the player can take Cairo before their arrival, he can cut the Allied supply line. So basically that's how I was thinking.

nikivdd wrote:I played the Poland scenario, and i must say that i enjoyed it tremendously. I'm playing this only on Colonel, as this is personally most appropriate.
Thanks. :D However, I think you could easily upgrade to General - I usually play on that difficulty, and in the mod the only difference is the AI level, which is 2 in General and 1 in Colonel, whatever it means. And the AI is not really smart even on 2, so I think it is always better to set it as high as possible.

I do have a few questions/remarks.
- The PL Inf on the fortification hex (24,2) remains idle, even when i am at the gates of Warsaw. I guarded this unit as i expected it to do something but it didn't :?:
The defenders of the Hel Peninsule held out until 6th Oct and in the mod the player only has to take Warsaw, which capitulated a week earlier. I did not want to make Hel an objective as I wanted to emphasize that small pockets of Polish units held out much longer, even when there was no hope.
- I hoped for the Schleswig-Holstein to shell Gdansk :(
Yeah, would be nice, but I do not have a proper icon for that ship in vanilla style, and although I could make one, I would rather use that time to improve other aspects of sceanrio 4.

- I know it is unintended but thank you for the Belgian flag on hex (39,20) on the city of Chernivtsi :)
:oops: Yeah, it was already reported by BNC earlier, it was one of the first things that I fixed in the coming v.1.4, but thanks anyway. :mrgreen:
- I appreciated the appearance of the Soviet units and the lucky guys didn't have to do much ;)
Yeah, historically they did not have much fighting, and I do not want to make the scenario more interesting or challenging at the cost of historical accuracy.
- This mission was running very smoothly on win 8 and sofar, didn't need to use the nocache trick :twisted:
Unfortunately i am getting a runtime error at the end of the Allied turn 7. I added it as attachment. Any help is welcome.
I think it is because of the memory issue. Try adding the nocache switch or quit and reload more often to clean the memory. Just guessing.

Re: Battlefield: Europe MOD v1.3

Posted: Tue Sep 16, 2014 4:38 pm
by Uhu
Hi Nikivdd,
I'm glad to see you among the Battlefield-Strategist! :)
I remember, I had the same issue... :roll: It's a long time, so my memories are not so clear about that. I know, that nothing helped (changing sound files, nocache was anyway enabled). I encountered this in the same scenario, probably in the same turn (?). I remember, that it happened always in the Allied turn, while a given Allied unit - don't remember, which one - entered, maybe a river hex. Then came the error window and the game crashed.
I think, the "solution" was, that A., I restarted the scenario B., Tried from earlier turn to do so, that the given unit don't moves in that way.
I used WinXP, SP2, but probably I tried with Win7 too.
nikivdd wrote:I started playing Fall Gelb with all my enthousiasm :)

Unfortunately i am getting a runtime error at the end of the Allied turn 7. I added it as attachment. Any help is welcome.
Allies Turn.rar

Re: Battlefield: Europe MOD v1.3

Posted: Wed Sep 17, 2014 8:48 pm
by Longshanks
I ran into a glitch today. The Blue Division took the Eastern airfield at Moscow. A Spanish flag popped up to indicate that they had taken it. After that, I could no longer repair German aircraft at the field.

Great job on the mod, btw!

I should add that there were no enemy units nearby when I tried to repair (on two successive turns).

Re: Battlefield: Europe MOD v1.3

Posted: Thu Sep 18, 2014 7:23 pm
by McGuba
Hi,

This is a known issue in v1.3, but will be fixed in the coming v1.4. Thanks anyway.

Re: Battlefield: Europe MOD v1.3

Posted: Fri Sep 19, 2014 7:58 pm
by McGuba
McGuba wrote:Hi,

This is a known issue in v1.3, but will be fixed in the coming v1.4. Thanks anyway.
Which is here:

http://www.mediafire.com/download/s74z2 ... rope14.ZIP

For the first time I did not have the time to test it prior to the release, but due to popular demand I have decided to release it anyway. Thus it is regarded as a beta version which might have issues. So for those new players, who want to play the latest stable version I still recomend downloading v1.3, which had been well tested and fully playable, even though comes with a few known minor bugs, like the one above.


Changes in v1.4

- a number of issues in scenario 4 reported by players are fixed
- additional variants to the Fw 190 A are added (A-1, A-2, A-5, A-8)
- previously missing random German naval heroes are added
- random heroes for Croatia, Bulgaria, Slovakia and Spain (Blue Division) are added
- unit transfers are made faster (movement speed of trains is significantly increased, movement speed of Ju-52 is increased)
- the defenses of Leningrad and Gibraltar are made stronger
- the Air War over Germany is implemented
- German radars added
- "rule changes" and "playing tips & hints" sections are added to the library
- now it is harder to stop Allied landings by occupying the beach hexes


Image


Image

Re: Battlefield: Europe MOD v1.3

Posted: Fri Sep 19, 2014 8:11 pm
by McGuba
Oh, and if we are here, two years ago a Lanc made a low flypass over the seaside town I currently live in. So I prepared my DSLR to take a few photos and not to miss the chance:


Image


Image


Image

Isn't she a beauty? Honestly, I find it hard to believe that this beautiful plane could bring all the horror and destruction to Hamburg, Dresden, Nürnberg and the other cities. Life is not fair.

Re: Battlefield: Europe MOD v1.3

Posted: Fri Sep 19, 2014 9:19 pm
by Magic1111
McGuba wrote:Honestly, I find it hard to believe that this beautiful plane could bring all the horror and destruction to Hamburg, Dresden, Nürnberg and the other cities. Life is not fair.
Oh yes, true words! :wink:

Re: Battlefield: Europe MOD v1.3

Posted: Fri Sep 19, 2014 9:28 pm
by Uhu
I hope, I belive, that soon, Mankind transforms in the new stage, where creativity is used for creating and not destroying...
Magic1111 wrote:
McGuba wrote:Honestly, I find it hard to believe that this beautiful plane could bring all the horror and destruction to Hamburg, Dresden, Nürnberg and the other cities. Life is not fair.
Oh yes, true words! :wink:

Re: Battlefield: Europe MOD v1.3

Posted: Fri Sep 19, 2014 9:30 pm
by Uhu
McGuba wrote:
YESSSS! :D :) :o :shock: 8) :lol: :P :twisted: :wink: :mrgreen:

Re: Battlefield: Europe MOD v1.3

Posted: Fri Sep 19, 2014 10:54 pm
by McGuba
Ah, here you go... I accidentaly gave submarines reconmove when they are on surface... Here is the equipment file to fix it:

http://www.mediafire.com/view/ddg8xz21q ... ment.pzeqp


and the corrected Romanian Bf-109E:
Romanian_Bf_109E.png
Romanian_Bf_109E.png (26.1 KiB) Viewed 4164 times
which should go to \Graphics\Units

beta, anyway, beta... :oops:

Re: Battlefield: Europe MOD v1.3

Posted: Sat Sep 20, 2014 10:34 pm
by Delta66
Great, :D :D

I just finished my GC west 39-45 (on Manstein) tonight, I started it 6 months ago.

Thanks for all the works on 1.4

Re: Battlefield: Europe MOD v1.3

Posted: Mon Sep 22, 2014 11:30 am
by Delta66
I wonder if you should start a new thread for v1.4 (or change the title of this one).

I cannot switch the at start StuG IIIB to AT mode. The later StuH 42 switch properly.


Some typos in the Library (F1) texts:

- Changes

Game rule changes:
line 2, “benfit”, instead of benefit.

Radars:
line 3; “omitted”, instead of emitted