Erik's Multiplayer scenarios

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codem
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Re: Erik's Multiplayer scenarios

Post by codem » Sat Jan 12, 2019 1:42 am

Showdown in the Pacific (1924 2 vs Japan AI)

Seems to be a problem with this scenario... it doesn't end after the Japan Fleet is destroyed. Also the 4 secondary objectives of capture the harbors is never marked completed, even though they are captured and the fleet is destroyed.

GeneralKostas
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Re: Erik's Multiplayer scenarios

Post by GeneralKostas » Sun Jan 13, 2019 10:35 pm

codem wrote:
Sat Jan 12, 2019 1:42 am
Showdown in the Pacific (1924 2 vs Japan AI)

Seems to be a problem with this scenario... it doesn't end after the Japan Fleet is destroyed. Also the 4 secondary objectives of capture the harbors is never marked completed, even though they are captured and the fleet is destroyed.
I agree with my teammate in this scenario. We have destroyed the Japan Fleet and the airplanes at turn 38 and nothing happened. Scenario must finish automatically when all the objectives are accomplished.

Erik2
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3v1 Scandinavia

Post by Erik2 » Tue Jan 15, 2019 12:21 pm

3v1 Scandinavia

Replaced all coastal gun units with fortress units, mainly to reduce range.
All fortress units are now 10-strength.

British or French naval vessels in the Skagerrak sea between Denmark and Norway will spawn additional Luftwaffe units.

Removed Danish objectives.
The Germans would still be wise to occupy Denmark to capture Danish fortresses and prevent Danish units raiding German airfields.

Replaced remaining mountain/road hexes with difficult terrain/road.

Link updated to 4.0 in first post.

Erik2
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Showdown Jap AI 1924

Post by Erik2 » Tue Jan 15, 2019 3:43 pm

Showdown Jap AI 1924

The last game version was 1.7.0 so this is really an oldie :D

Fixed primary objective.
Replaced naval and air units with more proper unit types (ie older versions) for all nations.
Increased Japanese aggression.
All units are now non-core.

Link updated to 2.0 in first post.

JaW
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Re: Erik's Multiplayer scenarios

Post by JaW » Wed Jan 16, 2019 6:43 pm

Tobruk(1941 2v1)

Third time happened. I was pressing "Play next action" button and at the end "Turn Overview" pupped up and the game started uploading my turn.... :roll: This never happened to me before.

JaW
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Re: Erik's Multiplayer scenarios

Post by JaW » Wed Jan 16, 2019 7:14 pm

Petsamo-Kirkenes (1944 1v1) v1.3

Those support Ju-52s. How do they work? Because it does nothing at all.

Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 » Thu Jan 17, 2019 9:46 am

JaW wrote:
Wed Jan 16, 2019 6:43 pm
Tobruk(1941 2v1)

Third time happened. I was pressing "Play next action" button and at the end "Turn Overview" pupped up and the game started uploading my turn.... :roll: This never happened to me before.
You should report this as a bug/issue in the Tech Support Forum. viewforum.php?f=372
i doubt it has anything to do with the scenario itself.

Erik2
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Re: Petsamo-Kirkenes (1944 1v1)

Post by Erik2 » Thu Jan 17, 2019 12:46 pm

Petsamo-Kirkenes (1944 1v1)

Changed victory objectives.
All units are now non-core.
Added unit experience.
Removed fortification levels for all structures.
Updated various Soviet armor unit types.
Updated various Soviet air unit types.
Replaced German concrete bunkers with bunkers.
Replaced a couple of Axis airstrips with exit/deploy locations.
Reduced map size.
Changed ground conditions to mud.
Updated specialisations.
Added more commanders.

Link updated to 2.0 in first post.

Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 » Thu Jan 17, 2019 12:47 pm

JaW wrote:
Wed Jan 16, 2019 7:14 pm
Petsamo-Kirkenes (1944 1v1) v1.3

Those support Ju-52s. How do they work? Because it does nothing at all.
Are you talking about another scenario?
There are no Ju52s in this one, at least I didn't find any :D

JaW
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Re: Erik's Multiplayer scenarios

Post by JaW » Thu Jan 17, 2019 5:13 pm

Erik2 wrote:
Thu Jan 17, 2019 9:46 am
JaW wrote:
Wed Jan 16, 2019 6:43 pm
Tobruk(1941 2v1)

Third time happened. I was pressing "Play next action" button and at the end "Turn Overview" pupped up and the game started uploading my turn.... :roll: This never happened to me before.
You should report this as a bug/issue in the Tech Support Forum. viewforum.php?f=372
i doubt it has anything to do with the scenario itself.
It is happening to me only in this scenario therefore I reporting it to you :mrgreen:

JaW
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Re: Erik's Multiplayer scenarios

Post by JaW » Thu Jan 17, 2019 5:15 pm

Erik2 wrote:
Thu Jan 17, 2019 12:47 pm
JaW wrote:
Wed Jan 16, 2019 7:14 pm
Petsamo-Kirkenes (1944 1v1) v1.3

Those support Ju-52s. How do they work? Because it does nothing at all.
Are you talking about another scenario?
There are no Ju52s in this one, at least I didn't find any :D
Sorry, it is 1v1 Velikiye Luki 1942 2.4 scenario. After landing Ju-52 at airfield nothing happened.

Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 » Fri Jan 18, 2019 8:51 am

JaW wrote:
Thu Jan 17, 2019 5:15 pm
Erik2 wrote:
Thu Jan 17, 2019 12:47 pm
JaW wrote:
Wed Jan 16, 2019 7:14 pm
Petsamo-Kirkenes (1944 1v1) v1.3

Those support Ju-52s. How do they work? Because it does nothing at all.
Are you talking about another scenario?
There are no Ju52s in this one, at least I didn't find any :D
Sorry, it is 1v1 Velikiye Luki 1942 2.4 scenario. After landing Ju-52 at airfield nothing happened.
When the Ju52 reaches the AF the supply level should go up a bit.
At least it worked like this the last time I played the scenario.

JaW
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Re: Erik's Multiplayer scenarios

Post by JaW » Fri Jan 18, 2019 3:32 pm

Erik2 wrote:
Fri Jan 18, 2019 8:51 am
When the Ju52 reaches the AF the supply level should go up a bit.
At least it worked like this the last time I played the scenario.
OK. I probably didn't notice that. I expected some pop up window with message.

Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 » Fri Jan 18, 2019 9:24 pm

The Ju52s trips are going in a loop. When one reaches the AF it is removed and spawns another auntie for the next trip.

codem
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Re: Erik's Multiplayer scenarios

Post by codem » Sun Jan 20, 2019 12:17 am

Is it possible to make a whole world scenario ? Or at least an entire Pacific Japan VS US Scenario.... or are maps that big not possible.

I've played around a little with the editor and it looks like you can make some big maps... but I don't have knowledge to make a scenario of that scope.. much less a simple one :-)

Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 » Sun Jan 20, 2019 9:57 am

Max map size is 120x120 hexes.
Not enough for a world, at least it would be a very crude one 8)

JaW
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Re: Erik's Multiplayer scenarios

Post by JaW » Sun Jan 20, 2019 11:44 am

Erik2 wrote:
Fri Jan 18, 2019 9:24 pm
The Ju52s trips are going in a loop. When one reaches the AF it is removed and spawns another auntie for the next trip.
No, Ju-52 wasn't removed. I have five Ju-52s on the map at the moment.

cincin
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Re: Erik's Multiplayer scenarios

Post by cincin » Mon Jan 21, 2019 5:49 pm

Huh, when I last checked the triggers, flying the Ju52s within one hex of the eastern town (Velikiye Luki?) would despawn the Ju52 and give the German player 50 resource points, then another Ju52 would spawn. Landing the Ju52 causes another one to spawn?

cincin
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Re: Erik's Multiplayer scenarios

Post by cincin » Mon Jan 21, 2019 6:24 pm

Haven't looked/tested this extensively yet, but I think the problem is that the Ju52 is set to spawn when 0 Ju52s are deployed, and landing an air unit at an airfield counts as undeploying. I'll see if I can cook something up.

JaW
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Re: Erik's Multiplayer scenarios

Post by JaW » Mon Jan 21, 2019 6:31 pm

cincin wrote:
Mon Jan 21, 2019 5:49 pm
Huh, when I last checked the triggers, flying the Ju52s within one hex of the eastern town (Velikiye Luki?) would despawn the Ju52 and give the German player 50 resource points, then another Ju52 would spawn. Landing the Ju52 causes another one to spawn?
yes, landing the Ju52 causes another one to spawn but no resources gain. The landed Ju stays in the hangar and can be deploy again.

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