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

flakfernrohr
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1572
Joined: Wed Aug 03, 2011 11:56 pm
Location: Texas

Re: Battlefield: Europe MOD v1.5

Post by flakfernrohr »

I used to know stuff like I am going to ask someone with a kind heart for help. I am trying to install this mod and I cannot find the PanzerCorps.exe file. I have installed the game in a dedicated hard drive on my computer and installed mods. I have searched every damned file I can in the open Panzer Corps folder and I cannot find the PanzerCorps.exe file. Would someone tell me where this is located? Thanks in advance.
Old Timer Panzer General fan. Maybe a Volksturm soldier now. Did they let Volksturm drive Panzers?
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 v1.5

Post by Delta66 »

This sound weird, if you install PzC whatever the drive, you should have a PanzerCorps.exe file. Alternatively you can try ti install it on a regular drive, and then copy(or move) all the content to your dedicated drive.
Can you post a picture of your PzC directory contents?
flakfernrohr
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1572
Joined: Wed Aug 03, 2011 11:56 pm
Location: Texas

Re: Battlefield: Europe MOD v1.5

Post by flakfernrohr »

Hi Delta66, thank you for the quick and fast response. I managed to locate it and added the /nocache as recommended by McGuba. The problem is that there is nothing titled with PanzerCorps.exe file in the Panzer Corps file I have installed. I went to the Panzer Corps Iron Cross Icon and searched the properties and found it, compared it to McGuba's instructions and realized I had the right screen to make the addition. I changed in the shortcuts program screen as McGuba's instructions showed, but when I go to the Panzer Corps.exe actual file, open up properties, it is not changed. It only shows the change to " /nocache " when I pull up the properties screen with the desktop icon. Should I change it in the actual file that is in the program files too?
Old Timer Panzer General fan. Maybe a Volksturm soldier now. Did they let Volksturm drive Panzers?
JimmyC
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 632
Joined: Tue Jan 14, 2014 10:31 am

Re: Battlefield: Europe MOD v1.5

Post by JimmyC »

I never bothered with the nocache fix, as i have never played more than 4 turns in one sitting!

Alternatively you can just close the game and open it up again and i believe that should reset the problem too, giving you another 4 turns or so.
Latro
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 328
Joined: Wed Dec 19, 2012 4:05 pm

Re: Battlefield: Europe MOD v1.5

Post by Latro »

Hi,
I'm doing a bit of an expansion on the medals. I believe this file needs to be set before starting a game, so I need a rough indication on the kill levels of units throughout the scenario.
Could someone post the number of kills for their best units for about half-way and/or 1945?
JimmyC
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 632
Joined: Tue Jan 14, 2014 10:31 am

Re: Battlefield: Europe MOD v1.5

Post by JimmyC »

I'm currently in the golden period of summer 1943. Give me a week or so and i should be half way through (around early/mid 1944) and will then update you.
McGuba
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1560
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v1.5

Post by McGuba »

flakfernrohr wrote:Hi Delta66, thank you for the quick and fast response. I managed to locate it and added the /nocache as recommended by McGuba. The problem is that there is nothing titled with PanzerCorps.exe file in the Panzer Corps file I have installed. I went to the Panzer Corps Iron Cross Icon and searched the properties and found it, compared it to McGuba's instructions and realized I had the right screen to make the addition. I changed in the shortcuts program screen as McGuba's instructions showed, but when I go to the Panzer Corps.exe actual file, open up properties, it is not changed. It only shows the change to " /nocache " when I pull up the properties screen with the desktop icon. Should I change it in the actual file that is in the program files too?
I am a bit puzzled. :? You have to locate the PanzerCorps.exe file (which should be in the ...\Panzer Corps folder) add it to the desktop and then apply the /nocache to it. Then you have to use this shortcut to start the game with (and NOT the autorun.exe which is in on the desktop with the same iron cross icon by default after installing the game).

Other than that you can play a few turns (possibly up to 5) in the main big scenario and then quit and restart the game to clean the memory. However, in this case it is recommended to make a new savegame in just about each turn for safety. (The built-in automatic save games can get corrupted by the game crash.)
Latro wrote:Could someone post the number of kills for their best units for about half-way and/or 1945?
It is mostly up to your playing style and the result of the campaign.

However, as a general rule:

- My best German units usually reached 200-250 kills by turn 95-99. Tipically infantry and tanks. Most likely those who were part of the core army since the first 1939 scenario. Best fighters achieved 150-200 kills.

- My best Romanian units had 100-120 at max by the end of the scenario, provided that Romania did not change sides.

- Best Finnish units had 100-120.

- Hungarians had 50-100 at best as they appear later.

- Bulgarians between 50-100, again if they did not change side by the end of the scenario.

- Best Italian unit had nearly 100 at best.

- Croatians: around 50.

Note: if they are used historically, i.e. Croats and Bulgarians only fight in the Balkans, where they only meet the occasional partisans. If used on the Eastern Front they might be able to accumulate some more kills.

Thus in current latest v1.5 it is quite hard to get the highest Knight's Cross with Golden Oak Leaves, Swords and Diamonds, as it requires 300 kills. So in the end I have decieded to reduce the requirements a bit so the kills needed for a new medal would be 25-50-75-100-125 for the minor nations, and 25-50-100-125-150-200-250 for the Germans. It would make the highest medal for each nation achievable, but only with some luck, or prioritizing a certain unit giving it easy and numerous kills.

And I will see how it works out in v1.6 whenever I will have to time to finally play test it...
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
flakfernrohr
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1572
Joined: Wed Aug 03, 2011 11:56 pm
Location: Texas

Re: Battlefield: Europe MOD v1.5

Post by flakfernrohr »

Thanks McGuba, I think I have it figured out now. I made the change on the desktop shortcut, but it did not go into the file in panzercorps.exe on the hard drive (the mother file). So I was wondering if I needed to make the change in both locations and I was told only in the desktop file.
Old Timer Panzer General fan. Maybe a Volksturm soldier now. Did they let Volksturm drive Panzers?
Latro
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 328
Joined: Wed Dec 19, 2012 4:05 pm

Re: Battlefield: Europe MOD v1.5

Post by Latro »

McGuba wrote: However, as a general rule:

- My best German units usually reached 200-250 kills by turn 95-99. Tipically infantry and tanks. Most likely those who were part of the core army since the first 1939 scenario. Best fighters achieved 150-200 kills.

- My best Romanian units had 100-120 at max by the end of the scenario, provided that Romania did not change sides.

- Best Finnish units had 100-120.

- Hungarians had 50-100 at best as they appear later.

- Bulgarians between 50-100, again if they did not change side by the end of the scenario.

- Best Italian unit had nearly 100 at best.

- Croatians: around 50.

Note: if they are used historically, i.e. Croats and Bulgarians only fight in the Balkans, where they only meet the occasional partisans. If used on the Eastern Front they might be able to accumulate some more kills.

Thus in current latest v1.5 it is quite hard to get the highest Knight's Cross with Golden Oak Leaves, Swords and Diamonds, as it requires 300 kills. So in the end I have decieded to reduce the requirements a bit so the kills needed for a new medal would be 25-50-75-100-125 for the minor nations, and 25-50-100-125-150-200-250 for the Germans. It would make the highest medal for each nation achievable, but only with some luck, or prioritizing a certain unit giving it easy and numerous kills.

And I will see how it works out in v1.6 whenever I will have to time to finally play test it...
Oh, that's not many.
I have a range of about 10 medals for each axis nation. That would mean they would practically get a medal for just about every time they see action.
Think, I'll just leave the higher ones out of range and go for increments of 25. Maybe the lowest ones can go sooner,like the Infanterie Sturmabzeichen at 10, pilot badge at 5.

Thanks for the info.
McGuba
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1560
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v1.5

Post by McGuba »

Yeah, I also think it is not a good idea to give too many medals and too often: at first it might be a nice surprise, but after a while it will surely become annoying and the player would just keep pressing ok ok ok after each medal awarded. Especially as medals have no effect whatsoever on the performance of the units... it is basically just cosmetics... :(
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
Latro
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 328
Joined: Wed Dec 19, 2012 4:05 pm

Re: Battlefield: Europe MOD v1.5

Post by Latro »

McGuba wrote: Especially as medals have no effect whatsoever on the performance of the units... it is basically just cosmetics... :(
Well, they do seem to improve my morale. :lol:
JimmyC
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 632
Joined: Tue Jan 14, 2014 10:31 am

Re: Battlefield: Europe MOD v1.5

Post by JimmyC »

I noticed that during Operation Torch, the American vessels all head to Malta. Whilst they provide supporting fire against my troops in North Africe on the way to Malta, once at Malta, they just sit around and do nothing, unless i approach within range of them with my Regia Marina.

From reading your other posts, i guess that you ran out of way-points (or whatever they are called), but if possible, i would suggest that it would be much better if the American fleet would instead concentrate on Tripoli, rather than Malta.

I'm loving the mod by the way. I'm currently at around turn 50 and have only just realised that i have been trying to do too much with my limited forces instead of prioritising objectives/fronts. As its my first playthrough and my WW2 knowledge of dates/events is a little rusty, i've been caught by surprise a few times too. Great work!
Ason
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 53
Joined: Sun Jun 08, 2014 2:28 pm

Re: Battlefield: Europe MOD v1.5

Post by Ason »

Hey guys, I tried to install this mod on my other computer (win vista 32bit) but for some reason I can't get the strategic map working. I can just see my unit icons but the background/terrain is completely black..

Here is a quote from MarkusParkus with the same issue:
Regarding strategic map I also have a problem, that it displays units over just black background. But I've had simmilar issue with "Battlefield: Europe" big map and with both "1941" and "War of World" scenarios as well, so I suppose this is generaly a problem of huge maps.
and a reply from Bitenibblechump, although I have no idea what he means:
Don't even worry about the strategic map. If the "black screen" issue is there for my map, yours will not have it EVER (your thing is 16x the size -> 16x as many resources)
Does someone know how to fix this?
JimmyC
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 632
Joined: Tue Jan 14, 2014 10:31 am

Re: Battlefield: Europe MOD v1.5

Post by JimmyC »

For my next playthrough of the mod i decided to invade the UK. When is the best time to invade? And what is the best composition of forces to do this?
McGuba
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1560
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v1.5

Post by McGuba »

JimmyC wrote: From reading your other posts, i guess that you ran out of way-points (or whatever they are called), but if possible, i would suggest that it would be much better if the American fleet would instead concentrate on Tripoli, rather than Malta.
That is correct, I ran out of "way-points" (AI zones) ages ago so I cannot designate more, I am afraid. And making the AI to concentrate on Tripoli would require an additional one as this city has no AI zone at the moment. However, I think the Allied fleet concentrating on Malta is not that bad due to its central position from where those ships can cover a fairly large area.
I'm currently at around turn 50 and have only just realised that i have been trying to do too much with my limited forces instead of prioritising objectives/fronts.
That is supposed to be the main point of this mod: how to allocate the limited available forces for full effect.
As its my first playthrough and my WW2 knowledge of dates/events is a little rusty, i've been caught by surprise a few times too. Great work!
Well, just like German High Command: imagine how surprised they were when hundreds of superior T-34s appeard in the snowstorm to decimate the (until then) seemingly invincible Wehrmacht...

Ason wrote:for some reason I can't get the strategic map working. I can just see my unit icons but the background/terrain is completely black..
Ah, sometimes I have the same problem: I found that restarting the computer and breaking the internet connection and then restarting the game always helps. Sometimes I just restart the computer and it also works, but after a while the strategic map becomes black again. So I also make sure that I abort the internet connection and then play the game. And do not run other programs in the background, just Panzer Coros. I think it has something to do with the memory issue caused by the large map. If you are connected to the net while playing your computer might try to communicate in the background, checking for updades and things like that, using memory and other resources which might interfere with the large memory usage of the map.
JimmyC wrote:For my next playthrough of the mod i decided to invade the UK. When is the best time to invade?
I would say as early as possible as its defenses are becoming stronger. When testing I usually invaded early 1942, just after the bad weather ends so that I can use the Luftwaffe to support the landings and attack the superior British navy from the air.
And what is the best composition of forces to do this?
Just about a bit of everyhing. I would say like 6-8 inf, 3-4 tanks, 2-3 arty, AA, maybe 1-2 recon and AT, too. Use the paratroopers as well, but they will be possibly slaughtered inland. Not a too big force, but you might lose some during the crossing of the Channel or on the beaches. So this is the approximate force that you will need for a succesful and fairly quick invasion I guess, which means these units should survive the intital stage. Due to the scale of the map England is not too large so there is not much point in taking a lot more forces there I think. Obviously these have to be good units and not Minor Axis ones with zero experience.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
uzbek2012
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1904
Joined: Wed Nov 16, 2011 11:49 pm

Re: Battlefield: Europe MOD v1.5

Post by uzbek2012 »

Hi guys ) When there is a new version ? And nothing better to do, began to cross your mod with these units HBalck )))

Image
Image
Image
Image
Image
Image
А тут рвут поляков и встречаются с частями красной армии которые двинули в освободительный поход ))) А так ли были святыми до этого сами поляки ?)))
Image
http://union.4bb.ru/viewtopic.php?id=8&p=34
Image
Image
А это видать самое любимое на западе ) Про парад в Бресте и рукопожатие Кривошеина )))
Image
http://maxpark.com/community/14/content/2510187
Но почему то упорно забывают про такие же "парады" например с Французами )
Image
http://union.4bb.ru/viewtopic.php?id=634&p=13
Last edited by uzbek2012 on Mon Apr 13, 2015 4:07 am, edited 1 time in total.
JimmyC
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 632
Joined: Tue Jan 14, 2014 10:31 am

Re: Battlefield: Europe MOD v1.5

Post by JimmyC »

Thanks for the tips. My first playthrough i did on Lieutenant difficulty and found it too easy, conquering Russia by about turn 60 something. So i decided to stop that game and play on a harder difficulty. I usually play the standard campaign on General, so am giving this mod a go on General level now too. I did the buildup scenarios again (Poland, France, Med) and am ready to start Barbarossa tonight. I'm guessing it will prove more of a challenge and for this run i am going to focus on defeating the UK first, whilst still aggressively invading Russia. Probably i will be overextending my forces, but it should still be fun. And as i now have some knowledge about the events and AI reactions, it will give me some great advantage, so i think i can still manage it. Actually, at least for the Russian front, i think its almost enough to put up a post-it on my computer saying "Winter=bad, Summer=good". Haha!
uzbek2012
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1904
Joined: Wed Nov 16, 2011 11:49 pm

Re: Battlefield: Europe MOD v1.5

Post by uzbek2012 »

JimmyC wrote:Thanks for the tips. My first playthrough i did on Lieutenant difficulty and found it too easy, conquering Russia by about turn 60 something. So i decided to stop that game and play on a harder difficulty. I usually play the standard campaign on General, so am giving this mod a go on General level now too. I did the buildup scenarios again (Poland, France, Med) and am ready to start Barbarossa tonight. I'm guessing it will prove more of a challenge and for this run i am going to focus on defeating the UK first, whilst still aggressively invading Russia. Probably i will be overextending my forces, but it should still be fun. And as i now have some knowledge about the events and AI reactions, it will give me some great advantage, so i think i can still manage it. Actually, at least for the Russian front, i think its almost enough to put up a post-it on my computer saying "Winter=bad, Summer=good". Haha!

The only drawback of this mod is that when the attack on the USSR, the game starts to fly out the window every two or three moves ) Rest of Europe and Africa my computer digests just fine )
Image
Soviet tank T-26 from the composition of the 55th army with loud-speaking installation for conducting oral agitation :)
JimmyC
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 632
Joined: Tue Jan 14, 2014 10:31 am

Re: Battlefield: Europe MOD v1.5

Post by JimmyC »

McGuba wrote:
JimmyC wrote: From reading your other posts, i guess that you ran out of way-points (or whatever they are called), but if possible, i would suggest that it would be much better if the American fleet would instead concentrate on Tripoli, rather than Malta.
That is correct, I ran out of "way-points" (AI zones) ages ago so I cannot designate more, I am afraid. And making the AI to concentrate on Tripoli would require an additional one as this city has no AI zone at the moment. However, I think the Allied fleet concentrating on Malta is not that bad due to its central position from where those ships can cover a fairly large area.
Yes, i guessed this was probably the case. I just thought that my defence of Tripoli would probably have failed if the allied ships had concentrated on bombarding my defences. But you are right in that Malta is fairly central. Its just a shame they can't proactively roam around a bit, but then i understand the restrictions of waypoints on the game.
McGuba
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1560
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v1.5

Post by McGuba »

uzbek2012 wrote:Hi guys ) When there is a new version ?
I am still testing the next version. Previously I reached turn 41, but then I made some more changes so I had to restart and now I am at turn 13 only. My progress is quite slow as now I have to work a lot and I have some other things to do as well in life. :evil:
JimmyC wrote:this run i am going to focus on defeating the UK first, whilst still aggressively invading Russia.
This might be a bit tricky since it means you will have less assest in the east, but might work. Just make sure you do not press on during the Soviet counter attacks.
Actually, at least for the Russian front, i think its almost enough to put up a post-it on my computer saying "Winter=bad, Summer=good". Haha!
That is right, but I think only if you are on the winning path. If you are forced to defense on either fronts you would be waiting for the winter bad weather in the second half of the war so that you do not have to deal with the superior enemy air force for a few turns.
uzbek2012 wrote:The only drawback of this mod is that when the attack on the USSR, the game starts to fly out the window every two or three moves
You can fix it. You have to use the Panzer Corps.exe file to run the game and add the /nocache parameter to it. Try to translate this:


IMPORTANT NOTICE!

Since this mod pushes PzC to its limits it is highly recommended to run the game with the "/nocache" startup switch. Otherwise chances are high that the game would hit a memory limit after several turns and crash. The thing is that, without the /nocache switch, the attack animation files are all loaded into the memory and are stored there until the memory gets filled up causing the game to crash. And there are many units in the big scenario of this mod with many different animations. Luckily, with the /nocache switch applied to the PanzerCorps.exe shortcut I never had a game crash during testing.

So, how to do it? Create a shortcut for the PanzerCorps.exe file (which should be in the folder where you installed PzC): locate and right click on it and then choose send to -> desktop. (Warning! The Panzer Corps shortcut on the desktop created during the installation of the game is NOT good as it points to the autorun.exe and not to the PanzerCorps.exe!) When it is on the desktop right click on the icon and choose properties. Then you have to add the /nocache command after the end of the filename like this:

Image
JimmyC wrote: Yes, i guessed this was probably the case. I just thought that my defence of Tripoli would probably have failed if the allied ships had concentrated on bombarding my defences. But you are right in that Malta is fairly central. Its just a shame they can't proactively roam around a bit, but then i understand the restrictions of waypoints on the game.
Ah, now I see. But I think you mean Tunis and not Tripoli as the player has to defend Tunis to avoid further Allied landings in the Med. Anyway, I might be able to add another script to do so by using a work-around solution. But it will definitely make the defense of Tunis a LOT harder than it was in the previous versions which will necessitate diverting more forces there. Still, I like the idea for some reason. Maybe because I am evil. :twisted:
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
Post Reply

Return to “Panzer Corps : Scenario Design”