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

Altermann
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Re: Battlefield: Europe MOD v1.3

Post by Altermann »

After I posted I started thinking that it may not be compatible, so started a new campaign, using the main campaigns. All appears to be going fine! Thanks for the reply, and keep up the good work! Having a good time with the battles!
Thanks again
bebro
Slitherine
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Re: Battlefield: Europe MOD v1.3

Post by bebro »

Lots of nice stuff in here. BTw McGuba, did you make those radar stations? (below)

They're pretty nice. Just wondering if they're free to use. I got a little pet mod project in the making for PzC, still quite some way to go, ut those would be quite useful for me :)
McGuba wrote:
Image
McGuba
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Re: Battlefield: Europe MOD v1.3

Post by McGuba »

Thanks, :D

The originals of the German Freya radar (Axis_Radar.png) and the Würzburg radar (Axis_Radar2.png) were made by phcas and were modified by me to get the final icon. The British Chain Home radar tower icon (West_Allied_RADAR.png) was made be me. As phcas wrote in the 3rd page of his topic "use wat you want and forget the rest. I like to share it with everyone, becausse I am also happy when I can use graphics from other people. " you/we are free to use his work, but obviously I gave full credit to him in my mod. Also, you are free to use my icons as well. :)
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BiteNibbleChomp
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Re: Battlefield: Europe MOD v1.3

Post by BiteNibbleChomp »

This mod still needs a Schwimmpanzer II in it! Also, aren't you going to rename the thread to B.E. v1.4 ?

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

Post by bebro »

McGuba wrote: The originals of the German Freya radar (Axis_Radar.png) and the Würzburg radar (Axis_Radar2.png) were made by phcas and were modified by me to get the final icon. The British Chain Home radar tower icon (West_Allied_RADAR.png) was made be me. As phcas wrote in the 3rd page of his topic "use wat you want and forget the rest. I like to share it with everyone, becausse I am also happy when I can use graphics from other people. " you/we are free to use his work, but obviously I gave full credit to him in my mod. Also, you are free to use my icons as well. :)
Thx a bunch :)
Longshanks
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Re: Battlefield: Europe MOD v1.3

Post by Longshanks »

Sevastopol and Garrisons

1. In my last two games I just march past Sevastopol, completely ignoring it. The first time, I stuck some units on the isthmus to prevent any easy excursions. The Soviets made no move. In the most recent game, I left a single Rumanian Reserve unit, which is about as bad as leaving nothing. Still no move. In my first game, I had to come back to conquer Sevastopol at the end of the game to get the bonus prestige for conquering Russia, but that's no biggie by then. Any way to make those units a bit more aggressive if the German ignores them?

2. I'm becoming suspicious that not all cities in Russia mean the same when it comes to garrisons. It appears the cities around the Pripyat Marshes are key: if you don't garrison them you WILL get Partisans. But those further East don't seem to matter - partisans never appear there, nor does there seem to be any particular influence on the number of partisans occurring elsewhere in the S.U. The cities on the far eastern edge also don't seem to matter if you garrison them, although once I did have a T-34/85 appear nearby (although it immediately moved west and only took an airfield). Is there any basis to my observation?
McGuba
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Re: Battlefield: Europe MOD v1.3

Post by McGuba »

BiteNibbleChomp wrote:This mod still needs a Schwimmpanzer II in it! Also, aren't you going to rename the thread to B.E. v1.4 ?

- BNC
v1.4 was mainly a test release, I wanted to know how the air war over Germany would work, but I was not satisfied with the feedbacks, so v1.3 is still the recommended version for new players. I am just about to close v1.5 and this time I want to test it to see how it works. If all goes well this will be the next stable release and then I will rename the thread to that one. The next version will bring a bunch of other changes and fixes as well.
Longshanks wrote:1. In my last two games I just march past Sevastopol, completely ignoring it. The first time, I stuck some units on the isthmus to prevent any easy excursions. The Soviets made no move. In the most recent game, I left a single Rumanian Reserve unit, which is about as bad as leaving nothing. Still no move. In my first game, I had to come back to conquer Sevastopol at the end of the game to get the bonus prestige for conquering Russia, but that's no biggie by then. Any way to make those units a bit more aggressive if the German ignores them?
Well, yeah I can make them go on the offensive halfway in the scenario. I am just not sure if they can get out of the Crimean peninsula as the AI pathfinding is not the best. They might get stuck on the beaches instead of crossing the isthmus. It will need to be tested...

Also I might add a few Soviet landing parties in 1942-43. If I am right they did some limited scale landings on the Black Sea coasts. Their sea transports could be intercepted on the way by the player. This would make the Black Sea operations a bit more interesting.

2. I'm becoming suspicious that not all cities in Russia mean the same when it comes to garrisons. It appears the cities around the Pripyat Marshes are key: if you don't garrison them you WILL get Partisans. But those further East don't seem to matter - partisans never appear there, nor does there seem to be any particular influence on the number of partisans occurring elsewhere in the S.U. The cities on the far eastern edge also don't seem to matter if you garrison them, although once I did have a T-34/85 appear nearby (although it immediately moved west and only took an airfield). Is there any basis to my observation?
Historically the Pripet marshes were the main source of Soviet partisan activity. During Barbarossa the German armies had passed around the marshes from the north and south and as a result many Soviet regular units retreated to it and eventually became partisans. They also recruited the local population to fill the ranks. Additionally, gameplaywise, the Pripet area is a good place to spawn partisans as it is unlikely that player positions units in the swamps so that the partisans cannot appear right next to those units out of the blue sky. However, you are right that there should be some more partisans appearing further east.

There is no connection between garrisoning those cities and the spawning of partisans, though. Partisans would appear on a random basis whether or not you garrison the cities.
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nightterrors
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Re: Battlefield: Europe MOD v1.3

Post by nightterrors »

My game is really sluggish (combat animations). Any tips?
nightterrors
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Re: Battlefield: Europe MOD v1.3

Post by nightterrors »

The mod is running fine now. It is still sluggish at times but seems to get better as I play it. It does stop my wireless mouse from working though.
I'm now on turn 43 (March 43) trying to stop the Soviet counterattack at Kursk. Moscow and Leningrad fell in July and December 42 respectively, and my forces are advancing steadily in the Northern sector. Hopefully I will knock out the Soviet Union by early 1944 so I can transfer half of my forces west to face D-Day. AK and Italians are defending the Kasserine Pass, the 88 is ripping apart US armor. A great mod!
FVskoor
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Re: Battlefield: Europe MOD v1.3

Post by FVskoor »

any news yet on this mod? :)
FVskoor
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Re: Battlefield: Europe MOD v1.3

Post by FVskoor »

Looks tight by the way 8)
McGuba
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Re: Battlefield: Europe MOD v1.3

Post by McGuba »

nightterrors wrote:My game is really sluggish (combat animations). Any tips?
As I wrote this mod really puts PzC to its limits, and that's why the /nocache switch it also needed. Still it is arguably slower than the official campaigns, but I think it is easy to understand why. PzC was not designed with such huge, long and complex scenarios in mind and we are very lucky that it can still cope with it. Actually we have to praise the mastermind of Rudankort who made such a flexible and easily moddable game engine.

To make the mod run faster, I can recommend closing all other programs before runnig it. Sometimes I also found it beneficial to disconnect from the internet when playing as the computer keeps communicating through the net (looking for updates and such), even if the browser is not running, and it also uses system resources.
I'm now on turn 43 (March 43) trying to stop the Soviet counterattack at Kursk. Moscow and Leningrad fell in July and December 42 respectively, and my forces are advancing steadily in the Northern sector. Hopefully I will knock out the Soviet Union by early 1944 so I can transfer half of my forces west to face D-Day. AK and Italians are defending the Kasserine Pass, the 88 is ripping apart US armor. A great mod!
Good plan, but wait with the compliments until you get to the end. :wink:
FVskoor wrote:any news yet on this mod? :)


I have just started testing the next update which will bring a bunch of important changes and fixes. Hopefully I can finish in 2-3 weeks.
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FVskoor
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Re: Battlefield: Europe MOD v1.3

Post by FVskoor »

Cool man! I have another question,

can you please give me the link to the mod and maybe a small description how to install. I´m kind of a noob with mod installments.. :oops:

thnx
McGuba
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Re: Battlefield: Europe MOD v1.3

Post by McGuba »

For new players currently I would recommend v1.3:

http://www.mediafire.com/download/kepck ... rope13.zip

A detailed install guide is in the readme.doc/txt file, which is included in the zip. You can either install it with the JSGME tool (included in the zip, too) or the "hard way": by creating a copy of Panzer Corps in another folder in your computer and then copy the contents of the Battelfield: Europe folder to this new folder containing the copy of PzC, overwriting the original files.
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Altermann
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Re: Battlefield: Europe MOD v1.3

Post by Altermann »

Hi McGuba
I see a new update, for your masterpiece, is in the works and I was wondering if it would be possible, in the Strategic Map view, to make the unmoved unit markers blink in some way? These old eyes of mine are having problems seeing unmoved markers, especially in the winter months, and blinking icons would sure help in this! I don't know if this is possible, or if it would chew up too much resources, but would do a lot to help seeing them.
Also, I play Red Orchestra, Darkest Hour mod, and for it, we can DL a program called Large Address Aware (http://www.techpowerup.com/forums/threa ... re.112556/), which allows a PC with Windows XP or 7 64 bit running a 32 bit program, to run the game and access up to 4 GB of Ram! I doubt Panzer Corps uses over 2GB RAM, but if it does that may help speed the game for some ppl! **Note that you have to have more than 2 GB RAM to start with, in order for it to work!**
Thanks and keep up the good work
BiteNibbleChomp
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Re: Battlefield: Europe MOD v1.3

Post by BiteNibbleChomp »

Altermann wrote:Hi McGuba
I see a new update, for your masterpiece, is in the works and I was wondering if it would be possible, in the Strategic Map view, to make the unmoved unit markers blink in some way? These old eyes of mine are having problems seeing unmoved markers, especially in the winter months, and blinking icons would sure help in this! I don't know if this is possible, or if it would chew up too much resources, but would do a lot to help seeing them.
Also, I play Red Orchestra, Darkest Hour mod, and for it, we can DL a program called Large Address Aware (http://www.techpowerup.com/forums/threa ... re.112556/), which allows a PC with Windows XP or 7 64 bit running a 32 bit program, to run the game and access up to 4 GB of Ram! I doubt Panzer Corps uses over 2GB RAM, but if it does that may help speed the game for some ppl! **Note that you have to have more than 2 GB RAM to start with, in order for it to work!**
Thanks and keep up the good work
Have you heard of the /nocache fix? This allows PzC to run with 4g of ram without needing to download anything els.e

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

Post by Altermann »

Thanks BNC, I didn't realize that the '/no cache' allowed the use of 4 GB of Ram. When I installed the mod I did add it to the shortcut
My main problem is seeing the unit icons in the Strategic map, and was just wondering if there was some way to make them stand out more. I thought blinking between a light gray and white would be more noticable. Having said that, I have no idea what the programming would entail, or if the game engine can do it.
BiteNibbleChomp
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Re: Battlefield: Europe MOD v1.3

Post by BiteNibbleChomp »

Altermann wrote:My main problem is seeing the unit icons in the Strategic map, and was just wondering if there was some way to make them stand out more. I thought blinking between a light gray and white would be more noticable. Having said that, I have no idea what the programming would entail, or if the game engine can do it.
I reckon it would be very difficult to add, but it is always a possibility. Maybe you could message Rudankort?

- BNC
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Re: Battlefield: Europe MOD v1.3

Post by steelwarrior »

Hey, very cool mod also - just wish for one ongoing campaign from 1939 - to the end - on one map ;-)
hugh2711
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Re: Battlefield: Europe MOD v1.3

Post by hugh2711 »

approximately when might 1.5 appear? or is 1.4 the last. thanks
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