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  1. Hello everyone! It is still not possible to upload any files at battlefront.com. Now I have stored a provisional download address for the Grand Strategy mod (V2.01) on my homepage: http://battlefieldeuropeproject.webnode.com/ Cheers Battlefield
  2. Thanks Will, the note with the blocked files may indicate an aggressive adjusted antivirus program.
  3. OK. Troops who were cut off from supplies have to improvise! Interested Generals can send me a request via the "Messenger". I will then return a provisional download address. But please be patient, because I can not always be online!
  4. Hello! Unfortunately Battlefront has its File Repository closed. Until further notice, no uploads are possible. The Combat Mission Mods are currently externalized on a proffessional fansite (www.thefewgoodmen.com). The future of our Strategic Command files on the other hand seems to me a bit nebulous. Cheers Battlefield
  5. Hello everyone! After a long preparation, the release of the final version of Battlefield EUROPE is now imminent. So much in advance: It is a massive update!!! Steel and I just stuck in the multiplayer testing and weed out the last little bumps but then the war really begins! For all new recruits and old warriors here's a first overview of the version 2.0... This scenario is essentially based on the 1939 Storm Over Europe campaign Significant differences to the Strategic Command standard campaign: The campaign map has been extended to the north up in the Murmansk region and it introduces a passable sea route as far as Archangel and beyond The Gibraltar region was redesigned and is now to be passed by the naval forces of all sides The region of Hamburg (Germany) was redesigned as a major inland port Romania is now a separate major nation along with the United Kingdom, France, USA, USSR, Poland, Germany and Italy. Slovakia and Croatia are added as minors Some loops are relocated, others are disabled in multiplayer Added Commonwealth and Free French forces as "offmap" minor (via new Supreme HQ recource) Overall, the Combat Target Data and the unit icons have been carefully adapted to promote the differentiation into major combat units, yet independently operating, specialized units and vulnerable support units. The newly designed Military Unit Sprites were each provided with the appropriate symbols and the 3D Unit Sprites were displayed with a different number of units Only units in corps will be able to attack twice. Therefore, this ability of the Mechanized Division is changed to the Infantry Corps! A more detailed overview of the changed units with their new matched battle values will be shown in the attached README file! New unit type Mountain Division modeled New unit type Tank Destroyer modeled Added Lend-Lease event for USA and USSR Added Operation Countenance event for USSR and UK Added Operation Arctic Fox event for Germany Added Operation Attila event for Germany and UK Added Atlantic Wall event for Germany Added Partisan/Security event for USSR and Germany Evented foreign Waffen-SS units (France; Netherlands; Latvia) Evented Russian NKVD units Added Crete event for UK and reshaped the island Special Forces represent all of the US Marines to the Italian Bersaglieri and does not constitute Commandos in the strict sense. The combat effectiveness of these units have partly considerable differences! Evented "elite" units for Germany (Waffen-SS) and USSR (Red Army Guards/NKVD) This minor based, additional units have improved combat values and may not be reproduced Supply values of the French Channel and Atlantic ports decreased. So the war effects are simulated and the expansion of the German Navy (Sub) bases are made more urgent. Added new resource sprites for some capitals, cities & towns (Bucharest; Warsaw; New York; mediterranean style; eastern style etc.) Added new resource sprites for "Industrial Centers" and some "Secondary Supplys" Added a new resource sprite for permanent fortresses (Brest-Litovsk etc.) Revised explosion sprites Added, changed and altered lots of pictures, sprites and sounds. Too many to be listed here Many already known and newly discovered minor errors of the latest versions have been fixed With the release of this campaign the Battlefield Europe project will be completed. There are no further mods planned . Maybe it itches me in the fingers again when a new Strategic Command series appear...we'll see. ;-) Cheers Battlefield
  6. I'll be watching your approach very closely, Steel!
  7. Battlefield

    Aod 1.04?

    Most things that are proposed here for a version 1.04 can be easily modified using the provided editor. This is especially true for issues of script execution and unit balancing techniques. Many wishes for change in terms of game engine are not entirely new, and should already be included in the development of the new Strategic Command. Faced with a rather small developers staff, this approach also appears useful than a simultaneous laboring at the old game system. Before the well awaited enthronement of a SC2 successor, I have long hoped for a timely merging of the many standalone variants of our favorite game in a final "Gold", "Deluxe" or "Grand Strategy" version. This would have two mutually supportive effects: A reunion of the faithful and creative game community as at the beginning of the game series and a much easier maintenance of one complete final version by the developers. In view of a superb strategy game over the years, this is only a small downer. Cheers
  8. Battlefield

    Battlefield Europe

    Hello everyone! A few weeks ago I was able to recruit 'steel32' for a multiplayer game with my mod. I can tell in advance that "1939 Battlefield Europe" was basically certifies a balanced gameplay at the end. My experienced opponent naturally used the opportunity to reveal the difference between making a decent mod and a good player performance. As a controversial representative of the Axis powers, I was able to welcome the allied armies at the borders of the German Reich already in the late summer of 1943. Finally, we were still able to find a few minor inconsistencies in the game. Thus, the Romanians had inflated until mid 1942 for no apparent reason on a National Morale of more than "160". It was precisely the loss of an entire Romanian Army Group in the catchment area of Maikop, which rang in my downfall. Strange... Then there was the submarine thing. I was annoyed from the fact that I could not use my u-boats the purpose for which they were constructed essentially: MPP-hunting on the Allied convoy routes. Even in single player mode, I noticed a fundamental weakness of the submarines, but in the game against a human opponent they degenerated even a laughing stock. Surprise encounters with a waiting submarine confront all warships with less terror than the supposed hunter. At best as a naval escort the real horror of the seas ekes out in the shadows. The message of my esteemed opponent, that it would need little effort (also without any anti-submarine research) to find and eliminate a submarine without significant losses, hardly gave me hope. Something seems to be wrong with the design of the submarines. Of course there were a few other little things...so I just uploaded the latest edition of my mod: File Version: 1.3 Changed costs and fighting behavior of Submarine (Cost: + 40 MPP, Naval Attack: +1, Loss Evasion - Naval Combat: 60% [When Attacking], + 10% demoralization, 1 submarine removed from the build queue) Changed fighting behavior of Destroyer (Sub Defense: -1, Loss Evasion - Naval Combat: 15% [When Attacking], 2 destroyers removed from the UK build queue, 1 from the US) Reduced naval sight of ports to 1 Adjusted Event morale bonus of Romania and Italy Axis parent of Bulgaria changed back from Romania to Germany Added a Mine to Romania Added a Armored Recon to Germany Number of "Lend-Lease" units reduced slightly and the cost for the event is increased ...and a few minor fixes Cheers
  9. Battlefield

    Battlefield Europe

    I just uploaded Battlefield Europe V1.2 for AoCv103! Added Commonwealth forces as "offmap" minor (Supreme HQ recource) Added new resource sprites for some capitals, cities & Towns (Bucharest; Warsaw; New York; mediterranean style; eastern style etc.) Added new resource sprites for "Industrial Centers" and some "Secondary Supplys" Added a new resource sprite for permanent fortresses (Brest-Litovsk etc.) Altered 3D unit icon for the soviet special forces: Marine Infantry Revised explosion sprites Added a "Lend-Lease" event for USA and USSR Added a "Operation Countenance" event for USSR and UK Added a "Operation Arctic Fox" event for Germany Fixed some script errors Some minor map corrections and a few other changes... Cheers
  10. I just uploaded version 1.0. The campaign should soon be available for download. Have fun... http://battlefieldeuropeproject.webnode.com/a1941-b-e-barbarossa
  11. Jump into the great struggle for Russia. Experience the decisive battles from the frozen north Europe to the desert regions of North Africa. The armed forces of the axis are at the height of their power but the Allied side is firmly determined to break this heavily armed tide... After a few single player tests I will provide my new mod for download. If everything runs smoothly, hostilities may be opened by the end of May. Cheers!
  12. Battlefield

    New Global Mod

    Good news. Have fun with your new project...
  13. Well, in other threads has already been speculation about whether a ship unit should reach almost every destination of a map within a specified 14-day turn. A regular reduction in landing distance of a unit to zero is likely to be difficult to convey in this context. Feels somehow not correctly when the target field of a landing operation is unguarded and empty. But yes, you're absolutely right, in a limited number of troops you are not able to guard every stretch of beach. Unfortunately, not even the strategically important. But instead of diminishing the possibilities of a landing, we could indeed give the defender a realistic defensive option at hand. An extension of the pioneering work would be possible. In addition to a bonus tile for their own units (Fortified position) the pioneers could, for example, still build a weakening position for the opponent. Upon entering such a field (we call it "coastal defense") could then reduce the movement of a landing unit (as desired) to zero, preventing a digging in of the opponent or even reduce their defense values. The "coastal defense" is accordingly not destroyed by entering, but only by controlling the inland adjacent map-tiles. Such a position might be easier to defend, even with few or weaker units. At the very least an enemy landing operation could be considerably delayed at selected positions...
  14. In strategy games, different realistic behaviors must be largely abstracted. So there will always be a realistic and a "gamy" approach of a unit behavior. In this case, I have understood "action points" as an abstract cruising speed, which is composed of a mix of mobility, transport capacity, terrain, weather, reconnaissance, condition and supplying of the unit. "Forcemarching" extended this mix with the abstracted atribut "speed ​​at any cost" and and sets the value of the range of a unit prior to their safety. Therefore the forcemarching takes place by expending of maximum power and the consumption of all necessary recources without the formation of supply routes or reserves. All these are circumstances which would either not be represented for a unit in enemy territory or having too high a risk. Consequently, the forcemarching ends at the borders of its own territory. I'm not sure whether the current game engine already allows a kind of "combined march". When changing over to enemy territory remaining movement points of a "forced march" would be calculated back into regular action points. Deductions for the readiness and moral values ​​of the relevant unit would result from the proportion of forcemarching...
  15. Battlefield

    Air Defense Tech

    Back to the roots...implemented AA only for recources/cities, ships and static units. This raises again the strategic and tactical importance of AA units. Unlike implemented AA skills here can be adjusted both the offensive and the defensive potential. Thus, for promoting a certainty: While I can successfully attack any enemy unit from the air, but if there is an anti air unit close to my goal, I'm going to get a bloody nose.
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