Locarnus Addon 2025-06, for Battlefield Europe, Afrika Korps and Grand Campaign East

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thejf
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Re: Locarnus Addon 2025-06, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by thejf »

Just like the rest of '45 the Berlin scenario's failed to provide a significant challenge. But overall this has been a very enjoyable experience. A more detailed evaluation will follow in the next post, for now I'll post up my final core.

Core when starting Epilogue, prestige at 36k. Excluded are the additional units received in '45: 2 Maus (one SE) and 1 fighter, all of which were only used in the Berlin scenario's

Class........Unit..................Transport.......Hero.......Kills.....XP
SE.........Standard Infantry'44....................1D-1I.......1940...530
SE...........7.5 Pak 40..............RSO...........1M-1I.......1235....525
SE.........Standard Infantry'44....................1A-1S.......1649....524
SE.............Hetzer.................................1D-1I.......1146....512
SE...........Gepard..................................1A...........935....511
SE...........Standard Infantry'44..................1D...........516....404
SE...........7.5 cm FK 16.........Horse...........1A...........279....509
SE...........Standard Infantry'44................................137....248
INF..........Grenadiere '44....SdKfz 251/1+....1A-1A-1A....1992....515
INF...........Pioniere '44.......SdKfz 251/1+...1D-1I-1M.....1942....512
INF..........Wehrmacht '44....SdKfz 251/1+......3D-2D......1696....518
INF.......Fallschirmjager '44......................1A-1A........1629.....519
INF.........Gebirgsjager '44 ........................3D-1S.......1659.....536
INF..............Jager '44..........................1A-3D-2D......1600....511
INF.........Kradschutzen '44........................1S-1S........1067.....474
TA.............Panther G.........................3D-1D-2A.....2392.....552
TA.............Pz IV J BeWg.........................1I-1S.......1023.....546
TA.............Pz IV J.............................2A-3D-1A.....2059.....517
TA.............Elefant.............................1M-1S-1A.....2025.....528
TA.............T34-85 (r)..........................2D-1D-1A....1833.....570
TA.............Tiger I 44...........................2A-3D-1D....2391.....561
TA.............KV 85 (r)...........................1A-1D-1D.....2068.....522
TA.............Jagdpanther........................1A-1I-1D....1788.....544
TA.............JgdPz IV/70.........................1A-2D-1I......1910.....533
TA.............Panther F...........................3D-1D-1M.....2261.....550
TA.............Tiger II B+...........................1M-1I-1D.....1891.....599
TA.............8.8 Pak 43.......... Sd7.............1M-1I........1317.....529
TA.............Jagdtiger..............................1M-1I........1413.....542
REC...........SdKfz 234/2...........................1S-1I........1095.....562
REC..........Pz II 44 5cm............................1S-1M.......1228.....569
AA............12.8 cm Flak 40......................................21 ......223
AA............Wirbelwind.............................2A-1S.......1179.....444
AA.............Ostwind II..............................2A-1A.......1177.....507
AA.............Mobelwagen...........................3A-1D.......1691.....501
AA.............8.8 Flak 41............................1A-1M.......1497.....451
ART..........15 sFH range 3/4.......SdKfz 7........1M-1I.......1169.....544
ART..............17 K 18...............SdKfz 8........1S............714.....575
ART............21 Nblwf 42...........Maultier........1A-1D.......1127.....599
ART...............StuH 44+............................1A-1I.........961......599
ART.............Hummel 44+.........................1M-1I.........1000.....564
ART...........Wurfrahmen 43........................1A-1R........1187.....599
ART.............10.5 leFH 18/40......Maultier......1A-1M.......805.....576
ART............Sturmpanther..........................1A-1R.......1130.....581
ART..............Wespe ................................2A-1S.......1240.....584
ART............Brummbar MG.........................1A-1I........1382......566
ART..............SU 122 (r)..............................1S...........717......544
FIG..............Bf 109 G-14..........................3A-1A........1327......501
FIG..............Bf 109 K-4+.........................1A-1D-1S......1309......529
FIG..............Me 262 A-1............................2A-1A.......1512.....527
FIG..............Bf 109 G-10+.........................1A-1S........1307......511
FIG..............Ta 152 H.............................3D-1D.........1009......568
TAC..............Fw 190 F-9...........................1A-1M........1160.....526
TAC............HS 129 B-3.............................1A-2D........1248......509
TAC..............Do 335 B-2..............................2D...........522......414
TAC..............Me 410 B-2/U4.....................1D-1M-2A......1441.....529
TAC..............Bf 110 G-4..............................1S...........318.......337
TAC..............JU 88 P-4.............................1A-3A.........1363......542
STR...............Do 217 M...............................1S...........303.......533
STR..............He 111 H-20............................1D..........248.......505
STR...............JU 88 A-2..............................1A...........526.......538
thejf
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Re: Locarnus Addon 2025-06, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by thejf »

Playing the GC with this mod has been great fun, it has greatly enriched the playing experience. Favorite period was '42-'43, which provided a rich array of choices regarding equiment and deployment. Least favorite was '45 for the reasons described above.
Overall the GC Rommel setting proved to be a little bit too easy, especially in the later years. I guess Napoleon will work better, so am curious to see what Goose_2's findings will be in '44-'45.
Some detailed comments regarding the later years:

- I feel the top Soviet tanks and AT's have been overnerfed, with the IS-2 now only a threat to second line units and the ISU's sticking mostly to arty mode as they cannot effectively engage in AT mode. Same with the SU-100 at ROF 9. Either they need to move up slightly in ROF, or (which I think would be better) the top German units also should get an ROF reduction. Think this can be justified by referring to their slow turret traverse times, which was a severe handicap in combat.

- German Jagdpanzer have too much GD which, combined with the above, makes them very tough to destroy by Soviet armour. This makes several missions a lot easier as normally useless Aux TD's suddenly become able to stand their ground. Best example is Budapest '45, where I was able to keep the entire east side of Budapest under my control hiding behind the Jagdpanzer IV/48's. In several scenario's in '44 Hetzers and Jagdpanzer IV/48's can now be saved and put to good use.

- For a long time during the campaign I was fearing the late game air war, but it proved to be very easy to keep air supremacy. Soviet bombers are very weak and never become more then a nuisance, their lineup really lacks some fighter bombers and tankbusters. The Soviet fighters suffer from low INI, even the top models don't hit 14 INI leaving them outclassed by even average German models. The 3 Bf 109's in my arsenal were able to dominate all Soviet fighters even in Redux, and that is without any good heroes. Either the Soviets need a boost, the German a reduction in key stats or the effect of XP on stats needs to be reworked.

- Tanks busting fighter bombers are severely overpowered, as mentioned in an earlier post they complete replaced Strat bombers for me in the last two years. In '45 they completely dominated the battlefield, flying around without escort and bombing everything at will (Soviets need more SPAA in '45...). 6-8 damage to top Soviet tanks was no exception.
I would suggest severely reducing the AA stat of these units and make them incapable of direct AA attacks to at least make them more situational. At present they basically make every other type of bomber irrelevant.

I'm going to continue with a nice challenge: like GC I've only played AK once (winning path of course) so I've never done the Italian Challenge. So I'm going to give that a shot, playing the losing path. I hope the limited Italian lineup will allow me to stick to the rule of 1, if not I'll try to stick to historical lineups as much as possible.
Anderkav
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Re: Locarnus Addon 2025-06, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Anderkav »

Good afternoon!
Thanks for the tips Locarnus. I've started working on a conditional remaster of the Soviet campaign based on the Inferno campaign (as the most historically accurate and appropriate in scale). But I plan to take the best scenarios and developments from other campaigns as well. At the moment I adapted the first scenario of tank battle near Dubno to BE and it became more dynamic compared to the original. The scripts also added dynamics, with a few fixes it will be a pretty good scenario. The next scenario Uman is still in the testing phase.... And it is quite a long time, probably already worth looking for testers to get the desired gameplay faster.

In general it's worth praising BE and your work on balance once again. With them the battles of the initial period of the war look really good. The Soviets are inferior, but they are not the whipping boys as in the original Inferno mod, where the Soviets could only play with tanks, artillery and air defence.
Locarnus wrote: Sat Jun 07, 2025 7:18 pm
Locarnus
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Re: Locarnus Addon 2025-06, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Locarnus »

thejf wrote: Sun Jun 08, 2025 11:43 am Just like the rest of '45 the Berlin scenario's failed to provide a significant challenge. But overall this has been a very enjoyable experience. A more detailed evaluation will follow in the next post, for now I'll post up my final core.

Core when starting Epilogue, prestige at 36k. Excluded are the additional units received in '45: 2 Maus (one SE) and 1 fighter, all of which were only used in the Berlin scenario's
That is a great core, so many 5 stars and 3 hero units.
I appreciate your willingness to take all those underwhelming heroes!

thejf wrote: Sun Jun 08, 2025 1:28 pm Playing the GC with this mod has been great fun, it has greatly enriched the playing experience. Favorite period was '42-'43, which provided a rich array of choices regarding equiment and deployment. Least favorite was '45 for the reasons described above.
Overall the GC Rommel setting proved to be a little bit too easy, especially in the later years. I guess Napoleon will work better, so am curious to see what Goose_2's findings will be in '44-'45.
Yeah, 45 is known to be comparatively easy, also according to this GC Manstein campaign debrief by Soren:
https://www.youtube.com/watch?v=bFAmIXremQA

In the same video he also ranks his 15 toughest battles.
The 45 ones showing up in that list are those with enemy baseline experience of 300 or higher.
Notably many 45 battles only have a baseline enemy experience of 200, while the player forces are already at 4 or 5 stars.
Imho many problems you describe in the following paragraphs can be reduced a bit by giving the enemy AI more experience in 45, eg 300 minimum baseline in every scenario.

thejf wrote: Sun Jun 08, 2025 1:28 pm Some detailed comments regarding the later years:

- I feel the top Soviet tanks and AT's have been overnerfed, with the IS-2 now only a threat to second line units and the ISU's sticking mostly to arty mode as they cannot effectively engage in AT mode. Same with the SU-100 at ROF 9. Either they need to move up slightly in ROF, or (which I think would be better) the top German units also should get an ROF reduction. Think this can be justified by referring to their slow turret traverse times, which was a severe handicap in combat.

- German Jagdpanzer have too much GD which, combined with the above, makes them very tough to destroy by Soviet armour. This makes several missions a lot easier as normally useless Aux TD's suddenly become able to stand their ground. Best example is Budapest '45, where I was able to keep the entire east side of Budapest under my control hiding behind the Jagdpanzer IV/48's. In several scenario's in '44 Hetzers and Jagdpanzer IV/48's can now be saved and put to good use.
Agreed, those rof 7 tanks and tank destroyers could be buffed back up to rof 8.
Rof decrease for german big armor would considerably reduce their effectiveness. Crucially it would also dampen the overpowering effect of giving the overstrength. edit: I agree that this would help late game balance a lot.
My hesitation is, that the rof was one of the main historical advantages of the german long 8.8 compared to guns that posed a similar danger level. So reducing the rate of fire for those units feels rather counterintuitive?

I had a hard time with the SU-100 and general tank destroyer balancing.
Many german TDs were pretty superior on an individual level against enemy tanks, in long range, frontal engagements.
And many aspects where the germans were very inferior later on are unfortunately just not really in the game (logistics, fuel, and so on) or are even turned into the opposite (eg quantity, due to 1 unit per tile system and dumb AI not being able to properly mass attack).
If I lower the TD stats to account for those not really modeled shortcomings of the late war, it would also lower it for ahistorical paths like Africa Corps road to india and winning in Battlefield Europe.
I'll have to think a bit more about that.

There are 12 strength aux StuG IV in Budapest 44, protecting the city.
I could reduce the strength of many of those aux units as a first step?
edit: Perhaps also reducing the anti tank capabilities of those aux units, by some unit swapping?

thejf wrote: Sun Jun 08, 2025 1:28 pm - For a long time during the campaign I was fearing the late game air war, but it proved to be very easy to keep air supremacy. Soviet bombers are very weak and never become more then a nuisance, their lineup really lacks some fighter bombers and tankbusters. The Soviet fighters suffer from low INI, even the top models don't hit 14 INI leaving them outclassed by even average German models. The 3 Bf 109's in my arsenal were able to dominate all Soviet fighters even in Redux, and that is without any good heroes. Either the Soviets need a boost, the German a reduction in key stats or the effect of XP on stats needs to be reworked.

- Tanks busting fighter bombers are severely overpowered, as mentioned in an earlier post they complete replaced Strat bombers for me in the last two years. In '45 they completely dominated the battlefield, flying around without escort and bombing everything at will (Soviets need more SPAA in '45...). 6-8 damage to top Soviet tanks was no exception.
I would suggest severely reducing the AA stat of these units and make them incapable of direct AA attacks to at least make them more situational. At present they basically make every other type of bomber irrelevant.
Fighters are pretty much the last class where experience boni are as unbalanced as they were in the unmodded Panzer Corps. Nearly all other classes had their experience boni normalized (.5 ini, 1 attack, 1 defense per level).
While fighter class still gets the original +2 air attack per experience level, and tac bomber get +1.5 to keep up, as far as I remember.

This drastically widens the gap per experience level. And since the player usually has the experience advantage on top of the ini advantage due to mass attack, plus overstrength, the AI airforce gets crushed. Especially in the late game, where all of those multipliers are usually the highest.
It would take a major effort to rebalance practically every aircraft in the game from the ground up, after removing that +2 air attack per level experience buff.

I'm just feeling that I could not complete such a major task within a reasonable amount of time and effort. :(
That alone is probably the reason for so many airforce balancing issues in the late game.
edit: When simulating air to air engagements with equal experience, the late soviet fighters perform reasonably well.

thejf wrote: Sun Jun 08, 2025 1:28 pm I'm going to continue with a nice challenge: like GC I've only played AK once (winning path of course) so I've never done the Italian Challenge. So I'm going to give that a shot, playing the losing path. I hope the limited Italian lineup will allow me to stick to the rule of 1, if not I'll try to stick to historical lineups as much as possible.
Overall imho several balancing aspect go in the historical direction, it just goes too far.
Eg germans shifting away from normal tanks and toward tank destroyers.
German fighter bombers dominating the eastern front, mostly replacing normal bombers and so on.
But imbalances like experience boni are most exaggerated near the end of the campaign and more polish is needed.

Thank you a lot for all the feedback, very much appreciated!
I will try to slowly work on those aspects, and think more about those that I'm hesitant to deal with at the moment.
The big soviet rof 7 to 8 can be done quickly in the next update.
And raising the GC 45 minimum AI experience from 200 to 300 would at least somewhat decrease the major late game gap, especially for the fighters.


The Italian challenge? So only italan units for the historical Africa Corps path?
If you try this with Addon, a few notes:
The AK campaign was the first to be made compatible with the Addon, based on feedback by goose_2 youtube playthrough (Rommel difficulty, first youtube playthrough with rule of 1): https://www.youtube.com/watch?v=l2Y5U0L ... k1t2KkL4dD

It received many more hands on, in scenario adjustments compared to the GC (especially some formerly absurd scenarios like Caucasus on the ahistorical path).
Comparability with non-Addon playthroughs was rather low on my agenda at that time. So "rule of 1" plus Rommel difficulty for Africa Corps is probably more comparable to eg "rule of 1" plus Field Marshal plus double Rommel difficulty for the Grand Campaign!
Italians only was not considered at all, we were already happy that "rule of 1" worked out with Rommel and provided enough of a challenge.

Anderkav wrote: Sun Jun 08, 2025 1:59 pm Good afternoon!
Thanks for the tips Locarnus. I've started working on a conditional remaster of the Soviet campaign based on the Inferno campaign (as the most historically accurate and appropriate in scale). But I plan to take the best scenarios and developments from other campaigns as well. At the moment I adapted the first scenario of tank battle near Dubno to BE and it became more dynamic compared to the original. The scripts also added dynamics, with a few fixes it will be a pretty good scenario. The next scenario Uman is still in the testing phase.... And it is quite a long time, probably already worth looking for testers to get the desired gameplay faster.

In general it's worth praising BE and your work on balance once again. With them the battles of the initial period of the war look really good. The Soviets are inferior, but they are not the whipping boys as in the original Inferno mod, where the Soviets could only play with tanks, artillery and air defence.
Good evening!
You are very welcome and thank you for the high praise!

Yep, scripts can really push a scenario from decent to great.
Many unmodded Panzer Corps scenarios even have passive units, that do not even fire back when standing right in front of them with a transport. There is so much more potential for many of them, I just wish we could mod the AI as well.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
thejf
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Re: Locarnus Addon 2025-06, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by thejf »

Thanks for the detailed response Locarnus, really interesting read once again.
I checked out Soren's debriefing and it is interesting to see how different his experience in vanilla is compared to this mod. Several of the missions he named would not make my top 15 (all the '45 missions and Stalingrad Docks), although of course my campaign path avoided some of the hardest missions (Kursk South, Sevastopol Assault) so can't comment on those.
From vanilla I remember Strachwitz Offensive to be a miserable experience so am curious to see someone try that one.

My top 5 toughest missions would be:

5. Kharkov '43 -> slightly easier then no 1 due to lower Soviet XP but those snowstorms hurt more due to offense
4. Return to Kishinev -> choosing and maintaining the proper defensive setup was tough on this one
3. Storming Stalingrad -> requires great focus in pushing for the objectives with your battlegroups, just so many moments to go wrong. I was able to play it well but would not bet on repeating that
2. Budapest '44 -> MV is relatively easy but DV feels borderline impossible considering the size and XP of the Soviet hordes
1. Tatsinskaya -> the only mission where my frontline and airforce got shot up significantly, of course due to the Soviets for once bridging the XP gap

I would agree that rebalancing the Aux units would probably be a better solution then reworking the TD stats. Perhaps replace some of the SPAT's with towed ones?
And yes, any stat change would also impact all other campaigns so fully understand your hesitation. Also with the air issues.
But lets see, maybe it will turn out in the end that Goose is playing this campaign at the optimal settings. Looks like he will only hit 5 stars on a few units.

I've started with AK on FM Rommel and was able to complete the first four missions reasonably well after adjusting from an elite to a green core.
Should note that I'm not playing full Italian, just with the rule that I cannot buy any German units. So I can retain and upgrade any German units which I receive, which are quite a few. Actually, so far I've only bought a single unit (a 75mm flak). Love seeing the in-scenario adjustments, which included a very welcome fighter :D
Locarnus
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Re: Locarnus Addon 2025-06, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Locarnus »

thejf wrote: Mon Jun 09, 2025 7:48 pm Thanks for the detailed response Locarnus, really interesting read once again.
I checked out Soren's debriefing and it is interesting to see how different his experience in vanilla is compared to this mod. Several of the missions he named would not make my top 15 (all the '45 missions and Stalingrad Docks), although of course my campaign path avoided some of the hardest missions (Kursk South, Sevastopol Assault) so can't comment on those.
From vanilla I remember Strachwitz Offensive to be a miserable experience so am curious to see someone try that one.

My top 5 toughest missions would be:

5. Kharkov '43 -> slightly easier then no 1 due to lower Soviet XP but those snowstorms hurt more due to offense
4. Return to Kishinev -> choosing and maintaining the proper defensive setup was tough on this one
3. Storming Stalingrad -> requires great focus in pushing for the objectives with your battlegroups, just so many moments to go wrong. I was able to play it well but would not bet on repeating that
2. Budapest '44 -> MV is relatively easy but DV feels borderline impossible considering the size and XP of the Soviet hordes
1. Tatsinskaya -> the only mission where my frontline and airforce got shot up significantly, of course due to the Soviets for once bridging the XP gap

I would agree that rebalancing the Aux units would probably be a better solution then reworking the TD stats. Perhaps replace some of the SPAT's with towed ones?
And yes, any stat change would also impact all other campaigns so fully understand your hesitation. Also with the air issues.
But lets see, maybe it will turn out in the end that Goose is playing this campaign at the optimal settings. Looks like he will only hit 5 stars on a few units.

I've started with AK on FM Rommel and was able to complete the first four missions reasonably well after adjusting from an elite to a green core.
Should note that I'm not playing full Italian, just with the rule that I cannot buy any German units. So I can retain and upgrade any German units which I receive, which are quite a few. Actually, so far I've only bought a single unit (a 75mm flak). Love seeing the in-scenario adjustments, which included a very welcome fighter :D
Yes, some battles change a lot in terms of difficulty, depending on settings (Manstein +5 strength vs Field Marshal and so on).
I spoke with goose_2 about the 45 experience levels, since he gave the Allies a 25% experience buff. Despite that, he wanted me to push the experience level rebalancing. Like not only changing existing 200 allied baseline experience scenarios to 300, but also increasing existing 300 allied baseline experience scenarios to 400 (which would make it 500 with his 25% buff to allied experience).
Agreed, those aux clusters could be adjusted. Now that the towed AT units have camo and better defensive stats, a few scenarios adjustments are necessary.

FM Rommel is a great challenge for Afrika Korps, wishing you the best!
Thank you for reminding me about that hero fighter unit, I wanted to add a warning about the fuel range indicator for non-tropical versions over the desert, but forgot.
I read a bit about that fighter pilot, a pretty special pilot and character!

edit: Oh, and about the SU-100 r9 balancing. It is rather underpowered on the soviet side, because I did not yet implement the AT switch. The german captured one can already switch to AT mode, and has camo trait in that mode (contrary to Jagdpanther, which can also switch to AT mode but without camo trait).
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
thejf
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Re: Locarnus Addon 2025-06, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by thejf »

Locarnus wrote: Wed Jun 11, 2025 7:12 pm Yes, some battles change a lot in terms of difficulty, depending on settings (Manstein +5 strength vs Field Marshal and so on).
I spoke with goose_2 about the 45 experience levels, since he gave the Allies a 25% experience buff. Despite that, he wanted me to push the experience level rebalancing. Like not only changing existing 200 allied baseline experience scenarios to 300, but also increasing existing 300 allied baseline experience scenarios to 400 (which would make it 500 with his 25% buff to allied experience).
Agreed, those aux clusters could be adjusted. Now that the towed AT units have camo and better defensive stats, a few scenarios adjustments are necessary.
That's certainly brave of goose_2, curious to see how this will work out for him!
Locarnus wrote: Wed Jun 11, 2025 7:12 pm FM Rommel is a great challenge for Afrika Korps, wishing you the best!
Thank you for reminding me about that hero fighter unit, I wanted to add a warning about the fuel range indicator for non-tropical versions over the desert, but forgot.
I read a bit about that fighter pilot, a pretty special pilot and character!

edit: Oh, and about the SU-100 r9 balancing. It is rather underpowered on the soviet side, because I did not yet implement the AT switch. The german captured one can already switch to AT mode, and has camo trait in that mode (contrary to Jagdpanther, which can also switch to AT mode but without camo trait).
There is actually a warning about his non-trop aircraft, don't remember exactly what it said but it was clear enough to me.
Indeed nice that you included him, his story is one of the most facinating of WW2.

Completed Dash to the Wire yesterday on my third attempt. Such a wonderfully confusing mission, just like the Crusader operation it is based on. First attempt had to be abandoned because I misread the objectives (which was a real shame as I got the best hero run ever: 3 +3 heroes on consecutive attacks in a single turn), second attempt I failed to reconquer the city closest to Tobruk. This was mainly because this city is now in range of the heavy OS'd Tobruk artillery, as the 6 inch and 25 pounder are now range 3 instead of 2. Third run I was able to wipe out all attacking infantry in time so I could snatch back this city on the last turn.
Locarnus
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Re: Locarnus Addon 2025-06, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Locarnus »

Oh thats annoying, having hero rng on your side now and then having to reload.

Yep, arty ranges can really change the difficulty on some scenarios, eg some of the GC 39 Poland.
And of course the towed AT spotting of 2 in combination with the camo trait. :twisted:
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
thejf
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Re: Locarnus Addon 2025-06, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by thejf »

Yes, this is one of the things which makes it interesting.
Quick question: I'm about to start Gazala, where I was hoping to upgrade my 149mm Italian arty to its modern version, giving him that all-important range 3. But unfortunately this upgrade is non-family, so full cost. Was this intended?
Locarnus
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Re: Locarnus Addon 2025-06, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Locarnus »

thejf wrote: Fri Jun 13, 2025 1:32 pm Yes, this is one of the things which makes it interesting.
Quick question: I'm about to start Gazala, where I was hoping to upgrade my 149mm Italian arty to its modern version, giving him that all-important range 3. But unfortunately this upgrade is non-family, so full cost. Was this intended?
I was unsure if they should share the same upgrade family or not.

As far as I know, the 149/13 was somewhere between the german 15cm sIG 33 and the 15cm sFH 18 (which have their own upgrade families in the german purchase screen). Leaning more towards the 15cm sIG 33 in terms of stats and construction, and thus separate upgrade families.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
thejf
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Re: Locarnus Addon 2025-06, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by thejf »

Clear, makes sense. I'll throw down the money then for this upgrade
Anderkav
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Re: Locarnus Addon 2025-06, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Anderkav »

Grand Campaign, the first mission to land in Norway. Unfortunately as I realised landing planes do not work because of the specific type of movement. You could try just moving the planes closer to the ground. :(
https://disk.yandex.ru/i/GpCA8T_2xizQOQ
Locarnus
2nd Lieutenant - Elite Panzer IVF/2
2nd Lieutenant - Elite Panzer IVF/2
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Joined: Tue Jul 19, 2011 8:14 pm

Re: Locarnus Addon 2025-06, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Locarnus »

Anderkav wrote: Mon Jun 16, 2025 5:57 am Grand Campaign, the first mission to land in Norway. Unfortunately as I realised landing planes do not work because of the specific type of movement. You could try just moving the planes closer to the ground. :(
I'm not sure I understand correctly?
Your linked image shows the GC 39 Olso starting deployment, with one of the paratroopers in transport plane selected.

Goose_2 used those paratroopers in his youtube playthrough. Is that not working anymore?
https://www.youtube.com/watch?v=lPjhyQQ ... ms&t=1000s


Oh, and about the Soviet unit roster:
I'm making progress, but need some more days. Quite a few challenges with it, especially availability dates and so on.
I won't be able to bring it fully up to the current German level in one go. But it will be a considerable improvement, especially regarding transport availability and camo AT modes and so on.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
Anderkav
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Re: Locarnus Addon 2025-06, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Anderkav »

Extremely interesting, yes I had troopers deployed from the start not working (I didn't make my own)
Regarding the registry, thanks for your work. Although I have my own view on this issue one way or another. For example, it seems to me relevant to make t-60 and t-70 early and late models with switching between tanks and reconnaissance. Also, the USSR vehicles are extremely mediocre (the type of gas-aaa which goes to 3 squares, which is very strange)
And I really want to give the player t-60 as a standard unit and with some hero).
Locarnus wrote: Mon Jun 16, 2025 3:26 pm
Locarnus
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Re: Locarnus Addon 2025-06, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Locarnus »

Anderkav wrote: Mon Jun 16, 2025 5:38 pm Extremely interesting, yes I had troopers deployed from the start not working (I didn't make my own)
Regarding the registry, thanks for your work. Although I have my own view on this issue one way or another. For example, it seems to me relevant to make t-60 and t-70 early and late models with switching between tanks and reconnaissance. Also, the USSR vehicles are extremely mediocre (the type of gas-aaa which goes to 3 squares, which is very strange)
And I really want to give the player t-60 as a standard unit and with some hero).
Just tested the paratroopers.
For some strange reason the paratroopers work with english language setting, but not with russian or german language setting.
Very, very strange.
I have no idea why. I will investigate the language files.
Thank you for that bug report!

Agreed, the soviet recon tanks will be switchable, like the axis recon tanks are.
Same with camo AT mode for tank destroyers.
I doubt that I have time to add aircraft variants for the next update, but at least the Yak-9T should become switchable between fighter and tac bomber mode.


Ah, yes, I often overlook those units that are in separate groups at the bottom of the equipment file. I will integrate them into the main group of soviet units and check their stats.
And make the motorcycle infantry switchable, which is also among those units at the bottom of the equipment file.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
Locarnus
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2nd Lieutenant - Elite Panzer IVF/2
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Re: Locarnus Addon 2025-06, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Locarnus »

Anderkav wrote: Mon Jun 16, 2025 5:38 pm
I found the issue with the paratroopers.
It seems that german and russian language use the movement file from Battlefield Europe 2.4, instead of the Addon movement file.

The localization implementation is even more complicated than I thought. Complicated is an understatement.
No wonder they did not continue Panzer Corps 1 development. This is a mess.

I'll try to fix it for now, but it may only take effect for new campaigns (for example when you start the next grand campaign chapter, since each one is technically a new campaign).

I'm not sure localization in its current form is something I can support in the future. It feels like a bureaucracy, where I would have to make triple copies for every damn file I want to change in the future. Or maybe just some of the files? Or maybe the movement file, but not the equipment file. No one knows. Insanity. On top of the actual translations!

edit: The fact that ru and de language settings make it use the BE 2.4 movement file would especially effect the wheeled transport units. Since movement for those is balanced very differenctly between BE 2.4 and my Addon.

BE 2.4 gives them many movement points, but also higher movement costs. While my Addon gives them fewer movement points, but also lower movement costs. So with my equipment file they have few movement points, but because the movement cost file from BE 2.4 is used, every tile has high movement costs. Making many wheeled units probably extremely slow when playing with ru or de localization at the moment.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
Anderkav
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Re: Locarnus Addon 2025-06, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Anderkav »

Locarnus wrote: Mon Jun 16, 2025 9:23 pm
Hahahahahahahahahaha, while I was thinking why wheeled vehicles hardly go))))) in the desert and in bad weather they are completely useless))) this is by the way why I was selling Italian units in African corps, they have very bad trucks))) I thought it was a fashion chip)))))
The funny thing is that I even found it interesting, but the debuff is probably too strong
Locarnus
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Re: Locarnus Addon 2025-06, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Locarnus »

caesar67 wrote: Sat Jun 07, 2025 5:43 pm
RobertCL wrote: Sat May 03, 2025 11:33 pm
Did you play on english language settings?
Because Anderkav just recently discovered that non-english language settings are bugged.
I will provide an update in the coming days to fix those issues for non-english languages.

Anderkav wrote: Tue Jun 17, 2025 6:43 am Hahahahahahahahahaha, while I was thinking why wheeled vehicles hardly go))))) in the desert and in bad weather they are completely useless))) this is by the way why I was selling Italian units in African corps, they have very bad trucks))) I thought it was a fashion chip)))))
The funny thing is that I even found it interesting, but the debuff is probably too strong
I remember wondering why there were some of those files in the language folders. Especially equipment files.
So back then I tested if those additional equipment files had any effect. It turns out that the equipment files in the language folder seem to be one of the few things that DO NOT have an effect! :shock:

Scenario files have an effect, movement and experience files have an effect. :shock:
Unfathomable why that works the way it does.

I'll try to release a 2025-06a update shortly (hopefully tomorrow).
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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