Erik's campaigns

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GabeKnight
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Re: Erik's campaigns

Post by GabeKnight » Fri Oct 05, 2018 7:52 pm

Do you really need to link the hexes if the objective is to "capture them ALL"? I'm not sure...

terminator
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Re: Erik's campaigns

Post by terminator » Fri Oct 05, 2018 8:10 pm

8Widening :

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9Bastogne :

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10Hell :

Screenshot 665.jpg
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terminator
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Re: Erik's campaigns

Post by terminator » Fri Oct 05, 2018 8:20 pm

GabeKnight wrote:
Fri Oct 05, 2018 7:52 pm
Do you really need to link the hexes if the objective is to "capture them ALL"? I'm not sure...
First scenario "Race" :

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Erik2
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Wacht Am Rhein

Post by Erik2 » Sat Oct 06, 2018 10:33 am

1Race:
Fixed labels and river bit.
As far as I can see, all obj map markers are in place.

2Roadblocks:
Added objective map markers.
The road/rail river is valid, can't find any fault with it (combo bridges need to enter/leave the same hex sides, otherwise the graphics look a bit funky).

5Dinant :
Added objective map markers.
Fixed rail/road-bridges.

6Manhay :
Added objective map markers.

7Mayhem:
Added objective map markers.
Strange that all location labels had disappeared... Fortunately, I found the original template and added them back.

8Widening:
Fixed Wardin river/bridges (and another river issue).

9Bastogne:
Added objective map markers.

10Hell:
Replaced Samree gold flag with standard flag.
Fixed primary '2 villages' obj.
Fixed sec '3 villages' obj.

Link updated to 1.6

terminator
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Re: Wacht Am Rhein

Post by terminator » Sun Oct 07, 2018 3:26 pm

Erik2 wrote:
Sat Oct 06, 2018 10:33 am
2Roadblocks:
The road/rail river is valid, can't find any fault with it (combo bridges need to enter/leave the same hex sides, otherwise the graphics look a bit funky).
Yes, it is only because the graphics look a bit funky.

There are other less funky possibilities :

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Screenshot 646.jpg
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The first one is my preferred, which beautiful railroad bridge !

GeneralKostas
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Re: Erik's campaigns

Post by GeneralKostas » Mon Oct 08, 2018 10:01 am

Victory!!!

Afrika Korps v2.0 is starting well now. Thanks a lot Erik :D

rafdobrowolski
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Re: Erik's campaigns

Post by rafdobrowolski » Thu Oct 11, 2018 10:29 pm

Is anyone else having problems with the first scenario in the New Britain campaign? One of the VC's is that you have to capture the radar. However, when I surround the station, nothing happens. When I destroy it, I can occupy the space. However, both result in me not attaining the VC, and therefore the scenario ending in a draw. Help Please!!!

bru888
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Re: Erik's campaigns

Post by bru888 » Thu Oct 11, 2018 11:52 pm

rafdobrowolski wrote:
Thu Oct 11, 2018 10:29 pm
Is anyone else having problems with the first scenario in the New Britain campaign? One of the VC's is that you have to capture the radar. However, when I surround the station, nothing happens. When I destroy it, I can occupy the space. However, both result in me not attaining the VC, and therefore the scenario ending in a draw. Help Please!!!
I believe that's due to a contradiction in the trigger that Erik used for this purpose. This condition checks to see if the island is U.S. territory:

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At the very same time, this condition checks to see if the hex is vacant:

Screenshot 2.jpg
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You cannot take ownership of the hex without landing a unit but at the same time, before the scenario will award the objective, it requires the hex to be empty. Hence, the trigger will not fire.
- Bru

rafdobrowolski
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Re: Erik's campaigns

Post by rafdobrowolski » Fri Oct 12, 2018 12:01 am

bru888 wrote:
Thu Oct 11, 2018 11:52 pm
rafdobrowolski wrote:
Thu Oct 11, 2018 10:29 pm
Is anyone else having problems with the first scenario in the New Britain campaign? One of the VC's is that you have to capture the radar. However, when I surround the station, nothing happens. When I destroy it, I can occupy the space. However, both result in me not attaining the VC, and therefore the scenario ending in a draw. Help Please!!!
I believe that's due to a contradiction in the trigger that Erik used for this purpose. This condition checks to see if the island is U.S. territory:


Screenshot 3.jpg


At the very same time, this condition checks to see if the hex is vacant:


Screenshot 2.jpg


You cannot take ownership of the hex without landing a unit but at the same time, before the scenario will award the objective, it requires the hex to be empty. Hence, the trigger will not fire.
So what is the way to win this scenario???

bru888
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Re: Erik's campaigns

Post by bru888 » Fri Oct 12, 2018 12:35 am

rafdobrowolski wrote:
Fri Oct 12, 2018 12:01 am
So what is the way to win this scenario???
I always hesitate to speak for Erik but I believe he realizes that I try to help with details from time to time so that he may apply his genius to his current projects meant for community enjoyment. (Boy, that was a mouthful.)

Well, I believe he will fix this problem and post a new version of the campaign. However, that does not solve your immediate dilemma, as you cannot just download and install the new version and have it apply to your existing scenario.

The good news is, if I read these tea leaves correctly, ANY outcome in the first scenario, Defeat, Draw, or Victory, will generously lead to the second scenario:

Screenshot 5.jpg
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If so, thank the game god named Erik. Thank him! :x

If not, thank him anyway and use the cheat code #igotnukes (which is accessed by pressing Ctrl +C) to automatically win the scenario and advance.
- Bru

Steenv
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Re: Erik's campaigns

Post by Steenv » Sat Oct 13, 2018 5:35 pm

Afrika Korps 2nd offensive. Only Draw, but have 4 objective, does you mean 5?
Attachments
Udklip.JPG
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Erik2
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Re: Erik's campaigns

Post by Erik2 » Sun Oct 14, 2018 9:56 am

New Britain:
Reworked a number of primary and secondary objectives.
Added experience to Japanese units.
Updated Japanese infantry/engineer units to correct year type.
Replaced Japanese MG-nests with bunkers.
Moved US Army land units to separate faction.
The US may deploy a few more units.
Reworked campaign settings.

Link updated to 2.0.
Note that the campaign folder is renamed (version number removed).

A close inspection by our resident forensic expert Master Bru would be very much appreciated.

bru888
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Re: Erik's campaigns

Post by bru888 » Sun Oct 14, 2018 5:05 pm

Erik2 wrote:
Sun Oct 14, 2018 9:56 am
Link updated to 2.0.
Note that the campaign folder is renamed (version number removed).
It's a bit confusing now in that your link says 2.2 but the folder is marked 2.0. I downloaded the version as dated shown here (albeit "2010"?):

Image0072.jpg
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Image0073.jpg
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- Bru

bru888
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Re: Erik's campaigns

Post by bru888 » Sun Oct 14, 2018 5:20 pm

For the first two scenarios, you cry "Fool! Bum! Poltroon!" for a Major Defeat, as is your right, but you are a bit more lenient for Minor Defeat and Draw, merely forcing the player to replay the same scenario. For the third scenario, however, only a Draw forces the player to replay it; otherwise it's Defeat or Victory:

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Screenshot 3.jpg
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Perhaps this is your intent; I'm pointing it out just in case.
- Bru

bru888
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Re: Erik's campaigns

Post by bru888 » Sun Oct 14, 2018 5:24 pm

Rare design criticism: Too many rivers. As for CSI, I sent you a PM.
- Bru

Horst
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Re: Erik's campaigns

Post by Horst » Mon Oct 15, 2018 4:30 pm

GGC
53Coventry: Free French counter doesn’t work with France
54Irish: two Jp SBs spawn with secondary objective

Horst
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Re: Erik's campaigns

Post by Horst » Mon Oct 15, 2018 7:37 pm

56Hadrian: you have placed units with transports on the walls. These won't be able to leave their transport if the terrain underneath is impassable.

Erik2
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Re: Erik's campaigns

Post by Erik2 » Tue Oct 16, 2018 3:41 pm

53Coventry: Free French counter doesn’t work with France

Not sure what you mean. The Free French is part of the Allies and controlled by the AI. The French = Vichy and controlled by the player.
Increased Allied supply.


54Irish: two Jp SBs spawn with secondary objective
These were substitutes, replaced with proper Italian units.


56Hadrian: you have placed units with transports on the walls. These won't be able to leave their transport if the terrain underneath is impassable.

Re-deployed the units.

Link updated to 3.1 in first post.

Horst
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Re: Erik's campaigns

Post by Horst » Tue Oct 16, 2018 4:06 pm

53Coventry: the early allied units are nation France, but the later turncoats are Free France. The "Free French" trigger only checks if no units from nation France are alive. This can't work, can it?

PS:
58Orkney: how about replacing these fortresses in the water with Sea Forts? That would look better and makes them easier to remove. It's otherwise mean if you can't storm them with land units.

rafdobrowolski
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Re: Erik's campaigns

Post by rafdobrowolski » Thu Oct 18, 2018 2:53 am

Erik2 wrote:
Sun Oct 14, 2018 9:56 am
New Britain:
Reworked a number of primary and secondary objectives.
Added experience to Japanese units.
Updated Japanese infantry/engineer units to correct year type.
Replaced Japanese MG-nests with bunkers.
Moved US Army land units to separate faction.
The US may deploy a few more units.
Reworked campaign settings.

Link updated to 2.0.
Note that the campaign folder is renamed (version number removed).

A close inspection by our resident forensic expert Master Bru would be very much appreciated.
When i take over the primary objectives with the US recruits (blue flag, not american flag), they still do not appear as taken on the objectives screen.

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