Delta66 wrote:Finally I find to play BE 1.4.
I play on Rommel, which make prestige pretty low. I think started Barbarossa with around 1500pp after purchase.
I still have some lousy Pz IIC in the frontline
Fair enough. In early 1942 there were still hundreds of Pz.I and Pz.II in the inventory of the Wehrmacht.
Though most of these were relegated to training or security duties, each Panzer division still had 10-15 Pz.II mainly used for reconnaissance:
Tank strength - Inventory of armored fighting vehicles on January 1, 1942:
PzKpfw I: 723
PzKpfw II: 837
PzKpfw II (flame-thrower) : 89
PzKpfw 35(t): 197
PzKpfw 38(t): 381
PzKpfw III: 1,849
PzKpfw IV : 513
Armoured Command Vehicles: 307
Assault gun StuG III (short 7.5cm gun): 625
TOTAL: 5,521
Approximate organization strength of the major types of the German Army divisions in 1942:
Panzer Division Tanks: 142 - 213 (10-15 PzKpfw II, 88-132 PzKpfw III, 44-66 PzKpfw IV)
http://ww2-weapons.com/Armies/Germany/W ... t/1942.htm
Not yet much to report about the Air War over Germany has it just started.
Reading other's reports it seems that it does not work in v1.4 as intended. In v1.5 I will try to improve it.
I have captured Leningrad on turn 16 and the frontline, which is continuous in this area is a bit to the east, However 1 Soviet SMG infantry poped out of nowhere (I reloaded and lifted the FoW just to be sure) just in the middle of my troops refitting in Leningrad.
Obviously it is a bug, it should not happen. I managed to find such a unit, which might be the culprit, but it is a Regular Inf and not an SMG. Anyway, I fixed that one.
Leningrad is harder to take, but somehow I improved my tactics in this area, and I captured earlier than in BE 1.3 in FM where I took it in August 42.
In v1.5 the Soviets will send some troops to help the defense once the Axis take at least one flag. The only question is wheter they can get there on time from the Ural. (Probably not, but then they would try to recapure it.) The other option is to add more Soviets spawning near the city, but it would lead to such unwanted events as above.
I think Malta and Gibraltar are a bit easy to capture, considering that it didn't happen historically. What about increasing their forts strength a little to delay their capture?
Good idea. And I also added some entrenchment. It will take time to reduce it.
I just realized that submarine have a range of 2,
It may be ok for naval combat, but in ship mode they can bomb land based target 2 hexs away, which feel weird considering that destroyer cannot do that. IMO destroyer were better at shore bombardment than submarine.
True. Will change that to 0.
hugh2711 wrote:I didnt realise gme was required, surely then it should list this in the 'requirements' section of the single player campaigns sticky where it is listed.
It is not required, but highly recommended. If you have problems installing the mod properly with GME you can try the "hard way" without it as written in the readme:
Using JSGME is highly recommended. Alternatively, you can copy the contents of the Panzer Corps folder to a new folder for this mod and simply overwrite the corresponding folders with the contents of this zip.
In other words create a new folder somewhere in your computer, e.g. in C:\Program Files\ named "Battlefield Europe" (or anything else), so that there would be a folder "C:\Program Files\Battlefield Europe". Then locate and copy all the contents of your Panzer Corps folder, i.e. all the files and folders within it like Audio, Auto Play, Data etc. to this new folder. In this way you will have an exact copy of your Panzer Corps installation in another folder. Then open the folder Battlefield Europe v1.4 (or 1.3 or whatever) within the zip and copy all of its contents i.e. the Audio, Data, etc. to the new folder with the copy of your Panzer Corps you just created so that the modified files and folders overwrite the original ones. Then you can add the PanzerCorps.exe file from the C:\Program Files\Battlefield Europe folder to the desktop with the /nocahce switch as described in the readme to start the mod. Then, when you are fed up with this mod you just have to delete the "C:\Program Files\Battlefield Europe" folder.
Longshanks wrote:After taking Leningrad and garrisoning it, I had a Soviet 10-Regular pop up behind the lines and attack the city.
I think it is the same unit that Delta66 reported as well. I fixed it anyway, thanks.
Similarly, I had a Soviet 10-Regular pop up on the road from Yerevan to Tabriz, both of which I own. Both appeared during the Soviet Turn 15
Thanks, I have fixed it, too. I just did not expect that some smart players would get that far that early.
The mod is excellent. Wish I could play the Soviets, but that must be a game limitation (I've only had this about 5 weeks).
It is not, I might make an allied version later, but it will take a long-long time. Until then you can try bebro's Inferno campaign or wait for the Soviet Strom mod by Akkula or the coming official Soviet Corps.
Ag0range wrote:Hi! Before anything, thanks for this great and incredible mod!!!
Hi, and welcome to our little modding workshop!
As for the ideas, I stumbled upon this one - probably, the fuel concept might be implemented for the submarines, refillable near the ports, to be able to limit the subs operation... What do you think? With white/red dots system, like for planes.
Sure, it could be great, but it seems to be hard-coded: currently only air units get the red dots to indicate the limited remaining fuel. So I could reduce the range of U-boats, but then players would not know how far they can wander without running out ot fuel. Thus U-boats have a fairly long range to avoid it. However, they will run out of torpedoes fairly quickly.
Another one is the national SE divisions... Historically they used to exist, as well as these might serve to enhance the auxiliary units number.
Currently I work on a full revise of the OOBs so a few units might change. However, I do not intend to make major changes as it would change the existing balance and difficulty level.
And finally, I would like to share with you my concern about the prestige points as well... Probably, each major city under control might generate some prestige points each turn? So to provide steady income depending on the size?
Then the mod would be easier and easier as the player captures more and more major victory objectives. Instead, I would like to have some climax in the end and to keep it challanging and interesting until the last turn. Also, having a bigger and bigger empire should require more and more resources (security units, administration, logistic support, etc.) and in the end it would probably cost more than it brings in. Thus the player only gets a one time prestige award for the capture of those major objectives, which would simulate both the increase in moral and the plunder of the city.
Hmm and a doubt... If I strategically bomb a ground unit, that does not lose fuel/ammo anymore?
It does, but it is just not displayed. Quote from the mod's Library:
Limited unit information
Following Chris10's original idea, I limited the available information on enemy units: the actual amount of ammunition and fuel of the enemy units is no longer visible when the player hovers the cursor over them. In WW2 it was impossible to know how much fuel and ammunition the enemy had at any given time, and it should be like that in the game as well. Only the maximum ammo and fuel of the unit is known and the player has to make guesses about the actual numbers. However, due to game engine limitations, the same applies to the player's units. So in order to learn how much fuel and ammo the Axis units have the player has to select the given unit by (left)clicking on it. This will reveal the actual numbers in the left unit information window. Since the player cannot select enemy units, their actual ammo and fuel will remain hidden.