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

PeteMitchell
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Re: Battlefield: Europe MOD v1.9

Post by PeteMitchell »

This is interesting... I got these subfolders and 40+ files in the main PzC folder...
subfolders.jpg
subfolders.jpg (10.98 KiB) Viewed 4994 times
I don't think I can help anymore, I am sorry!
Last edited by PeteMitchell on Sat Mar 16, 2019 6:11 pm, edited 2 times in total.
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
VPaulus
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Re: Battlefield: Europe MOD v1.9

Post by VPaulus »

@panzerdim
Your installation is not corrected as it should have the subfolders.
I suggest you to uninstall the game, then download the game setup file from the Member's version and install it.

You can download games and patches from the Member's Area provided they are registered to the account. Please see the forum post below which explains how to do this:
http://www.matrixgames.com/forums/tm.asp?m=4290024
panzerdim
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Re: Battlefield: Europe MOD v1.9

Post by panzerdim »

Thanks guys,

lets me try to clarify some issues:

1. This is a Panzer Corps Gold Download Edition. I'm a member and buy this one directly on Slitherine site or Matrix site. I don't remember exactly. I bought its together with full OOB pack at one time

So, this is a absolutely legal installation. MS word file is a file create by me for remembering keys only.

2. I'm doubt that installation is incorrect because I have ALL DLC"s and ALL campaigns which are worked properly. I played all of them "through 1939 to 1945 and back" :D many times without problems.

Now is time for me to try any mods and making my own correction but fail.

So, at first view I need to reinstall game again OR may be do you know any unpacking tools to unpack big .dat file?
PeteMitchell
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Re: Battlefield: Europe MOD v1.9

Post by PeteMitchell »

I suggest to reinstall the game as you can't unpack/open dat files (for any reasonable purpose) unless "you" are the installation/execution program... maybe compare here: www.lifewire.com/what-is-a-dat-file-2620550
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
VPaulus
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Re: Battlefield: Europe MOD v1.9

Post by VPaulus »

You should have subfolders like it was pointed by other players. So something is wrong with the installation.
dalfrede
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Re: Battlefield: Europe MOD v1.9

Post by dalfrede »

panzerdim

Your directory tree shows 3 Panzer Corps folders:
Panzer Corps, Panzer Corps BE, Panzer Corp ...v1.21...

The folder you have opened appears to an Upgrade [1.30?] installed to an empty folder.
I got something similar trying a clean install on my original instructions for MiNh for the Mac.
I had forgotten that I originally installed the AC DVD when I first got things working.

And since the moderators are reading this, does the Mac serial number work for the PC version.
I know the PC serial number works for the Mac.

If you place the MODS folder in the correct Panzer Corps folder it should work.
You can also look at the instructions I post earlier on this thread on how to use the ~mygames/Panzer Corps/Mods folder.

Note one does need a valid serial number to run the Updater.
There comes a time on every project when it is time to shoot the engineer and ship the damn thing.
PeteMitchell
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Re: Battlefield: Europe MOD v1.9

Post by PeteMitchell »

@McGuba: Please allow one question/suggestion regarding your recon planes/Aufklärungsgeschwader: Would it be possible to give them recon move(ment) as well, i.e. similar as with your s-boats?

I am coming up with this as I recently played Omaha Beach of US Corps 44-45 (which I think you don’t have). Nonetheless, there was a recon plane that could go forward and then return a bit again just like a ground recon unit. This seemed very practical… Have you ever thought about this, probably yes?
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
panzerdim
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Re: Battlefield: Europe MOD v1.9

Post by panzerdim »

Kamaraden,

I'm sorry if I confused you by my screenshot.

Please do not pay attention to names of my folders.

Folder Panzer Corps BE is a full copy of my installed game, version 1.30, downloaded directly from official site , simply i do not remove a BE name after some attempts to install BE mod.

I can make a "10" copies of Panzer Corps folder with BE or other names and run the the game properly from any folder because content is similar to original game folder.

The subfolders like Log, Save, Replay and Save Core located on C/My games/Panzer Corps which was created automatically during game installation.

So, the name of folder is not important.

Important is that main Panzer Corps folder do not content any subfolders but only a big .dat file.

And I suppose that if this installation was not wrong because I played many times all campaigns, DLCs. and scenarios without any problem.

So, I think that game is installed correctly. :?:


If you try anytime Medieval Total War you are should remember that it also content packed data files which should be unpacked for modding with special tool.

The third folder contents a portable version of PC. It's different issue.

This is a proof of license: :)


So, I suppose that nobody knows that happens with my game installation.

Strange that the game works well and this is mean that the game can read files directly from unpacked dat file.

May be somebody from Slitherine know something? :roll:

I will try to reinstall despite I do not like such procedures.
Attachments
autorun exe
autorun exe
Proof of license.png (294.82 KiB) Viewed 4837 times
PeteMitchell
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Re: Battlefield: Europe MOD v1.9

Post by PeteMitchell »

panzerdim wrote: Sun Mar 17, 2019 5:44 pm So, I think that game is installed correctly.
I remain doubtful...
panzerdim wrote: Sun Mar 17, 2019 5:44 pm I will try to reinstall despite I do not like such procedures.
Maybe best to remove all other copies first (including cleaning the registry)
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
McGuba
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Re: Battlefield: Europe MOD v1.9

Post by McGuba »

PeteMitchell_2 wrote: Sun Mar 17, 2019 12:54 pm @McGuba: Please allow one question/suggestion regarding your recon planes/Aufklärungsgeschwader: Would it be possible to give them recon move(ment) as well, i.e. similar as with your s-boats?

I am coming up with this as I recently played Omaha Beach of US Corps 44-45 (which I think you don’t have). Nonetheless, there was a recon plane that could go forward and then return a bit again just like a ground recon unit. This seemed very practical… Have you ever thought about this, probably yes?
Yes of course I was thinking about it but decided not to. There are two main reasons:
1. If air recon units could move forward and back in the same turn they could completely avoid being attacked by enemy AA and air defenses and thereby would basically behave like modern war stealth planes, going in and out unnoticed. When in fact recon planes in WW2 were not like that. The enemy could see and hear them even if they were flying very high as it was the case with a few specialized types. So the enemy was basically aware that enemy air recon is active in a certain area even if they could not shoot it down. It is especially important to see enemy air recon activity in multiplayer when it can indicate that the opponent is planning a ground offensive at a certain area. (Or maybe it is just a tool of distraction to make the opponent believe that there will be an offensive, who knows? Which of course adds another layer of fun, haha.)
2. The other problem is that the AI unfortunately does not use phased movement so in single player mode it would only benefit the human player. And I try to minimize such unbalanced things as much as possible. I know that it is not the case with the afformentioned S-boats and a few other units, but still, I would like to keep the number of such units as low as possible. So in the end I decided to go the other way and further increased their defense stats so that they can finish the turn over enemy territory and have a good chance to survive even without figther escort. This concept works fairly well in both single and multiplayer games. Our experience in the latest multiplayer test shows that our recon planes survived fairly well. In most cases it does not worth attacking them as their destruction requires several fighters and sometimes takes several turns. Also in single player the AI can keep its recon planes alive for long enough and they do provide valuable recon data to the AI which it can use to attack weak units spotted by its recon planes.

However, I do not exclude the possibility of doing it later, but let's just see how it fares in the next version.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
dalfrede
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Re: Battlefield: Europe MOD v1.9

Post by dalfrede »

panzerdim

Since the game plays, it is installed 'correctly'.
Most people start the game from a link on the desktop. That link points to only one directory.
To use GME, it must be placed in that directory.

I don't use Windows so I don't know its 'failure modes' very well.
The problem with multiple installs is that you can confuse yourself, and possibly Windows.

PzC uses the Windows PATH variable. I do not know how PzC sets it up. It is entirely possible that installing PzC sets [or resets] PATH to its 'new' install directory, and any copy of PzC you execute will run as if from that directory. If that is true :?: , then you have one true install folder and several folders taking up disk space.
That would also explain the suggestion to reinstall, it fixes the problem without having to understand it. :mrgreen:
The ideal solution for all IT problems.

The easiest way for you to play BfE would be from your 'mygames/.../Mods' folder, that way, where PzC is installed does not matter. It does require a modified campaign file.
There comes a time on every project when it is time to shoot the engineer and ship the damn thing.
PeteMitchell
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Re: Battlefield: Europe MOD v1.9

Post by PeteMitchell »

McGuba wrote: Sun Mar 17, 2019 9:45 pm decided not to. There are two main reasons:
Sounds very reasonable as usual, thanks!
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
VPaulus
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Re: Battlefield: Europe MOD v1.9

Post by VPaulus »

panzerdim wrote: Sun Mar 17, 2019 5:44 pm
May be somebody from Slitherine know something? :roll:
I'm for Slitherine and like I've told you, if this is a Windows version and this is the game main installation folder, then something is very wrong...
PanzerCro
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Re: Battlefield: Europe MOD v1.9

Post by PanzerCro »

McGuba wrote: Thu Jan 30, 2014 10:51 am Battlefield: Europe v1.9
A strategic mod on tactical level (or a tactical mod on strategic level, lol)

In June 1941, right after the green light to Operation Barbarossa is given, a group of high ranking German officers realize that the leader of their nation has serious mental problems and his way of conduct will only lead to the complete destruction of Germany. So, they take the necessary steps to get rid of him and his closest followers and on the same day you are given full control of the Axis armies in Europe and North Africa. What would you do differently?

Panzer Corps v1.30 or later is needed!
JSGME is highly recommended for installation (JSGM and install guide included in the zip)
Recommended difficulty level: General (for experienced players)

Intro video here:
http://www.youtube.com/watch?v=cXpgYJZx-iE



Image


Situation on 22 June, 1941:

Image



Changes in v1.9


- The invasion of Denmark and Norway in 1940 is added as an extra (small scale) scenario, just before the invasion of France
- The big scenario now comes with three difficulty levels: "realistic" (the normal difficulty level of the previous versions), "medium" (one third of the Allied reinforcements are removed) and "easy" (two thirds of the Allied reinforcements are removed) - "realistic" is intended for highly skilled and experienced players, "medium" is for average/skilled new players and for those veteran players of the mod who failed to achieve anything better than a draw in the previous versions, and "easy" is for casual players and for those veteran players of the mod who failed to achieve even a draw
- A better balanced version of the big sceanario for mulitplayer use (based on the "easy" version of the scenario)
- Order of battle is further revised, with more accurate unit types and numbers for both sides
- Most units move slower on soft (snowy and muddy) terrain
- "Wide tracked" movement added: units with this movement type can move faster on soft terrain due to their wider tracks which results in lower ground pressure per square inch (e.g. T-34, KV-1, Tiger, Panther, Churchill and their derivatives)
- "Desert tracked" movement added: tracked units have to be "tropicalized" (with improved air filters and cooling installed) i.e. upgraded to a similar unit with different movement type for free for optimal movement on desert and dunes terrain, however, these are comparably slower on clear and countryside terrain (units with "wide tracked" movement are not affected as they already have better mobility on soft terrain)
- Increased road movement speed: units with tracked, wide tracked, desert tracked, leg and halftrack movement can now move 20-40% faster on dry roads (effective use of the road network is now more important)
- Camo trait added to towed AT guns (up to 75 mm), towed AT guns cannot capture cities and cannot get air transport
- The capture of Stalingrad now provides a prestige reward and can reduce the number of Soviet reinforcements (as long as the city is held by the Axis)
- Allied bombing raids against German cities cost two times more prestige penalty (neglecting the air defense of the Reich has more serious consequencies)
- The "living battlefield" concept is further improved: cities will get visibly damaged or destroyed as a result of the horrors of war - and even a volcano will erupt at some point!
- Map is slightly improved at certain key areas (more precise geographically)
- Several new or modified units are added to both sides
- Some more German wonder weapons are added, especially to players on the losing side and towards the end of the war
- Light AA guns are a bit more effective against ground targets
- Heavy artillery has a bit higher ground defense and rate of fire
- Units equipped only with light machine guns (like Panzer I or early Hurricane or Spitfire) can no longer attack hard (armoured) targets
- Some obsolete and out of production units got the "noreplace" trait (some of these can be upgraded though, to a newer type)
- Lots of other small (or bigger) fixes and changes

Players can also start the big scenario at later stages by installing some save game files. In these I tried to recreate the overall historical situation as much as possible. These are mainly for those who got bored of achieving the "easy" victory starting in June 1941. The stages are:

...Moscow/Crusader, 1941
...Stalingrad/El Alamein, 1942
...Kursk/Sicily, 1943
...Normandy/Bagration, 1944

The game difficulty is set at General. Obviously, the later you start the scenario the harder it is to achieve any kind of victory and in the final one(s) a draw is the only realistic aim.

In order to get them you have to copy the save game files in the zip to your ...\Documents\My Games\Panzer Corps\Save\ folder, where the game keeps the save games and just load them.




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

The only other option is to make a new savegame after playing 4-5 turns, quit the game and then restart and reload. This would empty the memory for the time being so that you can play another 4-5 turns before you need to save and quit again. I think the former method is more user friendly and certainly much safer.



McGuba's notes on release

This release was made with Panzer Corps v1.30 and thus this version or a newer is required! However, there might be compatibility issues with newer versions so I will try to update it from time to time.

This mod was made by using material created by others as well. Without their input I could not have finished it at all. Bebro, VPaulus, flakfernrohr, AugustinMalar, Kerloc, dragos, guille1434, airbornemongo101, Uhu, rezaf and Asuser have all contributed to some of the new unit icons. At the end of the readme file you can find a full list of the new or modified icons and their respective authors. The mod uses several sound files from VPaulus' Sound Redux mod. The Panzer Corps – Scenario Design Forum proved to be very useful with loads of information and lots of helpful people. IceFlame, LandMarine47, BNC, and the other posters provided some invaluable feedback during tha final stage of the creative process helping me to make this mod even better. Hopefully I did not forget anyone, if so, please let me know.

You are free to use the new / modified unit icons of this mod for your own free mod if you like, but you are required to give credit to the authors of each icon. However, you are not allowed to modify, copy, sell or use any parts of this mod for commercial purpose.



The main inspirations

Following the footsteps of Sparatacus and Chris10 (and of course BNC, ;)) I decided to make my debut in the world of global scale mods... They were the main inspirations for this mod and I must give full credit to their excellent work. First in the line, Chris10's sadly unreleased (as of today) mod, promised a historically accurate depiction of the war in the east with stunnig detail. Sparatacus made a fun to play (half-) global map where the player can even invade the USA. And BNC made a full global map with some very original and interesting scripting.

The basic idea is that the whole campaign takes place in the same map and the player will "unlock" more and more parts of the map during the early Blitzkrieg scenarios, until June 1941, when all hell brakes loose. These early scenarios serve as a kind of tutorial "lessons" when the player can get used to the map scale and the altered unit stats. Yes, there are some as the mod mainly uses deducter's stats for a hopefully improved historical accuracy. No groundbraking changes, though, a Tiger is still stronger than a T-34 of course, but, for example AA is less effective, especially against stragtegic bombers and fighters and unit prices are revised.



BE WARNED!

If you believe that Germany could have won WWII easily by defeating the three major world powers, then this mod is NOT for you! In that case, I humbly suggest you keep playing the stock campaign which comes with the game or other mods which allow such achievements. In this mod you are supposed to be lucky to defeat one of your main adverseries while holding the others at bay. I tried to make this mod as accurate historically as I could. And history tells us the Allies produced four times more tanks and aircraft during the war than Germany, and it is well represented here.



Unit stats changes

The mod mostly uses deducter's stats from his 'GC Unit revisions Mod' (many thanks for his work). His mod hopefully makes the vanilla stats of PzC more accurate historcally. Most notably, Axis artillery units are more expensive, so as most high end 'wonder weapons' such as the Tiger II or the the Me 262. The stats of most ground units are standardized i.e. units having the same type of main gun now have the same hard and soft attack values. Also most inconsistencies are fixed and the range of artillery units is standardized: e.g. the in game firing range of the Sturmpanzer I (max effective range less than 5,000 m) no longer exceeds that of the 7.5cm FK 16 nA (max effective range: 12,300 m). The stats of some air units are changed as well to make air-to-air and ground-to-air engagements more balanced.

Although this mod is basically finished, please report back any issues in this topic.

And, most importantly, have fun!


.......

A few screenshots:


The Finns are ready to retake Karelia which was occupied by the Soviets in the Winter War of 1939-1940:

Image



The Romanians are ready to retake Bessarabia, which they had to hand over to the USSR in 1940 under pressure:

Image




The Spanish may send some help as well, in return to the German support in their civil war against the Republicans:

Image




Finally, a few late war screenshot showing events which may or may not happen in any subsequent game play:

German-Italian mechanized column moving towards Cairo and the Nile Delta:

Image

Will they reach the oil fields of the Middle East as well?




Axis forces making a last stand in Tunisia:

Image

Will they prevent the Americans from pushing them into the sea?




German-Hungarian forces determined to defend the passes of the Carpathian Mountains in Transylvania:

Image

Has anyone informed Count Dracula about their intentions?


......................


Download the latest version from here:

https://www.dropbox.com/s/t2vov5bqdzb9p ... 9.zip?dl=0


Panzer Corps v1.31 is also recommended, as "in this version the AI should return its planes to airfields correctly when they run out of ammo":
http://www.slitherine.com/forum/viewtop ... 89#p649287

WARNING! This mod can be highly addictive! Only start to play it if you are sure that you will not neglect your family and work commitments as a result of the "just one more turn" feeling.

IMPORTANT! To get all the changes in v1.8 you MUST start a new campaign after installing it. Loading and continuing a campaign started in any previous version will result in having erroneous movements for some units.




RumpNissen's wavy flags for BE v1.9
An optional submod with small 'wavy' flags and radio towers for victory objectives:
https://www.dropbox.com/s/zrshi4b4dle92 ... 9.zip?dl=0

Install with JSGME over the base mod and click "Yes" when asked wheter to overwrite the file which was already altered by the base mod. In BE v1.9 I have added a few more flags so if you were using this sub-mod you are recommended to refresh it!

Image



PG Style Strength Plates
Another optional submod which will make core and auxiliary units easier to tell apart:
http://www.mediafire.com/download/0r78x ... Plates.zip

Maybe it is only me but I often had a problem differentiating core and aux units in the vanilla game. So with this submod core units have black strenght plate and auxiliary units have a light grey one, like in good old PG. The simplest is always the best. This submod can be used with most other mods or with the vanilla campaigns.

Image


Blue Axis unit symbol replacement for the strategic map
Yet another optional submod to increase the visibility of active Axis units on the strategic map:
https://www.dropbox.com/s/9i4u3i5ipijcj ... 9.zip?dl=0

This submod will replace the default black and white Axis unit symbols to blue and white ones for better visibility (even though the default black and white might be more accurate historically). When installing this submod with JSGME and the program notifies that enabling this over the BE mod might have adverse effects just click "Yes".

Image



If you like this mod give a try to my previous Royal Hungarian Army - Turan Campaign as well:
viewtopic.php?f=147&t=36969


...
I have one question. Is it possible to have this type of graphics for units and flags in normal campaign or Grand campaign ? :)
dalfrede
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Re: Battlefield: Europe MOD v1.9

Post by dalfrede »

PanzerCro wrote: Mon Mar 18, 2019 3:54 pm I have one question. Is it possible to have this type of graphics for units and flags in normal campaign or Grand campaign ? :)
Yes one can.
But if you have to ask, then you may find it more work than you want to do. :mrgreen:
There comes a time on every project when it is time to shoot the engineer and ship the damn thing.
dalfrede
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Re: Battlefield: Europe MOD v1.9

Post by dalfrede »

VPaulus wrote: Mon Mar 18, 2019 10:24 am
panzerdim wrote: Sun Mar 17, 2019 5:44 pm
May be somebody from Slitherine know something? :roll:
I'm for Slitherine and like I've told you, if this is a Windows version and this is the game main installation folder, then something is very wrong...
I'm not from Stitherine, I don't use windows but I occasionally look in forbidden places.

From [Redacted] :
...
"PanzerCorps_PATH"="C:\\Program Files\\Slitherine\\Panzer Corps Gold Edition"
...
"DLC1_PATH"="C:\\Program Files\\Slitherine\\Panzer Corps Gold Edition\\DLC\\GC39"
...
PzC automatically looks at your last install.
If you have 10 PzC folders only one counts.
Find out which one is used and play around with that one.

Or just try this, I am looking to see if it works for anyone else.
BfEmodDocV1.0.zip
(189.17 KiB) Downloaded 97 times
There comes a time on every project when it is time to shoot the engineer and ship the damn thing.
PeteMitchell
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Re: Battlefield: Europe MOD v1.9

Post by PeteMitchell »

dalfrede wrote: Mon Mar 18, 2019 4:41 pm
PanzerCro wrote: Mon Mar 18, 2019 3:54 pm I have one question. Is it possible to have this type of graphics for units and flags in normal campaign or Grand campaign ? :)
Yes one can.
But if you have to ask, then you may find it more work than you want to do. :mrgreen:
Yes, I only play with the radio towers for victory objectives and the PG style strength plates. You just need to replace the respective files. Download the zip files, look for the originals of the extracted files in your PzC folders, make a backup and replace them...

However, unfortunately, the PG style strength plates only seem adjusted for the Axis and not for the Allies. So if anyone could adjust this, this would be great, thanks!
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
panzerdim
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Re: Battlefield: Europe MOD v1.9

Post by panzerdim »

Dear folks,

thank you for all replies.

I was find a space on disc C and reinstall the game by default way to ProgrammFiles(x86)

Also BE mod was installed successfully and I will start enjoy now.

BUT it still unbelievable that my previous wrong installation on disc D worked very well with packed dat file. :roll:
panzerdim
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Re: Battlefield: Europe MOD v1.9

Post by panzerdim »

@McGuba

I start campaign.

Good idea and excellent work, guys. Thank you very much. I'm enjoy.
panzerdim
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Re: Battlefield: Europe MOD v1.9

Post by panzerdim »

Guys,
please advise.

I started campaign and try to achieve any success using Liddel Hart's "The strategy of indirect approach "

So, among of secondary objectives I will try to capture a Gibraltar and Airfield on Greenlandic island.

May be anybody knows are the Allies fleets receive scripted reinforcement too like Air Command or fighter which appeared near Malta time after time?

I moved most of strategic bombers from East front to Atlantic and North Sea and Mediterranean area and try eliminate Aliies fleet as much as I can.

But if fleet will be regularly will be reinforced it will be a bad surprise for me.
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