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Imphal-Kohima updated to v6.0

Posted: Sun Sep 24, 2017 6:07 pm
by Erik2
Cleaned up objectives.
Updated all British and Indian units with the new Burma unit types.

Link:
https://www.dropbox.com/s/ypnsrv69gmvqw ... 0.zip?dl=0

Merril's Marauders updated to v9.0

Posted: Mon Sep 25, 2017 12:52 pm
by Erik2
Cleaned up objectives.
Improved unit OOB :roll:

Link:
https://www.dropbox.com/s/s5i19px0u8r4i ... 0.zip?dl=0

Re: Erik's Multiplayer scenarios

Posted: Sun Oct 01, 2017 12:56 am
by Yolo911
Hi Erik,

I have found someone to play MP games with who doesn't do things in a gamey fashion. (rare indeed)

Are any of your MP scenarios that you created "balanced". And if so, can you recommend any?

Thank you.

Re: Erik's Multiplayer scenarios

Posted: Sun Oct 01, 2017 7:34 pm
by Yolo911
Erik, any suggestions?

Re: Erik's Multiplayer scenarios

Posted: Sun Oct 01, 2017 8:50 pm
by Erik2
None of them are unbalanced to my knowledge.
But balancing historical scenarios perfectly with different starting points, objectives, unit types and number of units is impossible.
I suggest playing mirror games and see how players do commanding each side.

Re: Erik's Multiplayer scenarios

Posted: Sun Oct 01, 2017 10:25 pm
by Yolo911
ok, thanks

Re: Erik's Multiplayer scenarios

Posted: Sat Nov 04, 2017 1:38 am
by a432
when trying to play a coral sea free deploy battle multiplayer I am playing as USA and my opponent japan has take their first turn of deployment. When I end my turn for the deployment phase nothing happens the game just sits there and all I can do is exit out but it never uploads my turn. I'm not sure what is wrong I'm tried playing it hotseat and it works but multiplayer will not work. I have tried the betio one and it works but not coral sea.

Re: Erik's Multiplayer scenarios

Posted: Sat Nov 04, 2017 2:35 am
by a432
Also on another topic... The map scale for coral sea is just way off. The cruisers have 6 range more than enough to sit on the north side of papa new Guinean and shell positions in Port Moresby. Not very historical. At this scale for the map destroyers should have 1 range and cruisers 2 range to be more accurate. Either that or you need the map to be about 4 maybe 5 times as big. Then again if you made it that big then you would also need to modify ship movement points as well or I guess just make about 4 times as many turns so instead of 30 turns instead of 120 turns... I guess you need a house rule that that does not allow for shore bombardment unless you are shooting from the south side of port moresby.

Re: Erik's Multiplayer scenarios

Posted: Sat Nov 04, 2017 11:13 am
by Erik2
There is a general problem with several multiplayer scenarios.
The devs are busy with the upcoming Panzerkrieg at the moment. I hope they will take a look at multiplayer soon.

As for map/movement/range scale. As you mention yourself, the game's fixed movement/range scales are not always perfect.
Modding each scenario is just too much work.
I would prefer to use larger maps, but the game often chokes on these. And you would probably need to mod ship movemens anyway. They are generally too slow, especially compared to land movement.

Re: Erik's Multiplayer scenarios

Posted: Sat Nov 04, 2017 2:56 pm
by a432
Do you think the issue with coral sea is due to the ai that controls the supply ships on USA side?

Re: Erik's Multiplayer scenarios

Posted: Sat Nov 04, 2017 5:35 pm
by Erik2
a432 wrote:Do you think the issue with coral sea is due to the ai that controls the supply ships on USA side?
Maybe, hard to tell without placing the AI units under player control and then launch a multiplayer game.
But I've seen the MP-issues with other scenarios where there are no AI-faction.
I have a Burma 'Forgotten Armies' scenario which refuses to upload the Japanese turn.

Re: Erik's Multiplayer scenarios

Posted: Sat Nov 25, 2017 4:02 am
by a432
i'm getting a file not found on all these links. From the front page of this thread

Re: Erik's Multiplayer scenarios

Posted: Sat Nov 25, 2017 12:15 pm
by Erik2
Earlier this year Dropbox changed the way it handled public content.
The links should work now.

Re: Erik's Multiplayer scenarios

Posted: Sat Nov 25, 2017 5:20 pm
by steevodeevo
Erik, I can't believe ive just discovered these, they look absolutely amazing... where should I start? Not the easiest scenario, i'm a fairly experienced OoB player, but ive no sense of the scale or difficulty of your work - many thanks.

Re: Erik's Multiplayer scenarios

Posted: Sat Nov 25, 2017 6:34 pm
by Erik2
Thank you.
All of these scenarios are as historical as I could create them within the game limits. I think none would be considered small...

1v1 Road to Leningrad

Posted: Sat Jan 06, 2018 4:07 pm
by Erik2
Updated to 1.4

Reduced Soviet air unit strength at start to 5.
Reduced Soviet unit experience from 1 to zero.
Added new German commanders.
Added 3 German Constructions Groups for creating forward airstrips.
Minor clean-ups.

Link
https://www.dropbox.com/s/3n4yy737oty9z ... 4.zip?dl=0

1v1 Road to Moscow

Posted: Sat Jan 06, 2018 4:08 pm
by Erik2
Updated to 1.3

Reduced Soviet air unit strength at start to 5.
Reduced Soviet unit experience from 1 to zero.
Added new German commanders.
Added 3 German Constructions Groups for creating forward airstrips.
Minor clean-ups.

Link
https://www.dropbox.com/s/fhrv32lmagp9b ... 3.zip?dl=0

Re: 1v1 Road to Leningrad

Posted: Sat Jan 06, 2018 4:15 pm
by Balois
Erik2 wrote:Updated to 1.4

Reduced Soviet air unit strength at start to 5.
Reduced Soviet unit experience from 1 to zero.
Added new German commanders.
Added 3 German Constructions Groups for creating forward airstrips.
Minor clean-ups.

Link
https://www.dropbox.com/s/3n4yy737oty9z ... 4.zip?dl=0
I like the changes.That should make the opening days of Barbarossa more favorable to the Germans. Im sure the full brunt of the soviet armies will arrive soon enough. Great scenario.

Balois

Re: Erik's Multiplayer scenarios

Posted: Sat Jan 06, 2018 4:20 pm
by Erik2
Thanks, Norm.
If you want a restart as the Germans, just send me a message.

Re: Erik's Multiplayer scenarios

Posted: Sun Jan 07, 2018 2:49 am
by Yolo911
Erik, I have to ask you, why would you reduce the Soviet supply level to amber on the second turn of the game. (Road to Moscow)? The Russians are going to get their asses kicked anyway, but when the supply level drops on the second turn then it reduces the reasons to zero to play as the Russians. I lost about twenty units so I quit.