Good idea. Implemented in Germany West 39-40 v1.1 which is available in the first post.Horst wrote: ↑Sat Nov 03, 2018 3:59 pm ...
If you like some historical correctness then postpone some commanders when they actually started to command or made their first combat sortie:
- Hermann Balck: May 1940
- Gerhard Barkhorn: May 1940
- Günther Rall: May 1940
- Franz Wegmann (Hans-Ulrich Rudel?): June 1941
- Heinrich Ehrler: Feb 1941
- Erwin Rommel: May 1940
- Hans-Joachim Marseille: Aug 1940
...
Erik's campaigns & mods
Moderators: Order of Battle Moderators, The Artistocrats
Germany West 39-40
Re: Erik's campaigns
Thanks. On 1080p, you couldn't access the commanders from Sandstorm that easily without scrolling feature. You have to purchase low-cp units to place commanders higher in the list first. Can't hurt to shrink the list at beginning by postponing some of them.
Germany East 41-42
Germany East 41-42:
Changed a few campaign branches.
All German land/air commanders are now available in the first scenario (sorry Horst ).
Axis aux unit experience decreased to 2 at campaign start, increasing to 3 in 1942.
Replaced German aux units and new core units with command points (if not already maxed out for the scenario.
Added Soviet commanders to all scenarios.
Added missing Soviet specialisations.
Soviet unit experience starting at 0, increasing to 1 at Leningrad, 2 at Moscow and 3 at Stalingrad.
All Soviet units start with strength = 10.
Changes to a number of objectives.
Link added in first post.
Changed a few campaign branches.
All German land/air commanders are now available in the first scenario (sorry Horst ).
Axis aux unit experience decreased to 2 at campaign start, increasing to 3 in 1942.
Replaced German aux units and new core units with command points (if not already maxed out for the scenario.
Added Soviet commanders to all scenarios.
Added missing Soviet specialisations.
Soviet unit experience starting at 0, increasing to 1 at Leningrad, 2 at Moscow and 3 at Stalingrad.
All Soviet units start with strength = 10.
Changes to a number of objectives.
Link added in first post.
Re: Erik's campaigns
Piatek: the primaries worked fine, but the more important secondary not. No idea if it’s related to the infinite trigger. I suggest you keep this secondary completed until Polish troops capture the airfields. This saves the unnecessary trouble with complete and open state.
I generally prefer failed-state for objectives that can’t be remedied anymore. If airfields are captured by the enemy and the objective switches to open, the player rather knows the airfields can still be recaptured to complete the objective again.
While it became quite easy with so many commanders, I still appreciate it for a more relaxed campaign start.
It got somewhat better with less flags on maps, but I’d still remove most non-flagged settlements’ supply points, as these hardly provide military ammunition, spare-parts, and enough fuel to resupply units.
I’d move these points as far as possible away from the front and rather centralise them. Supply is still fine for flagged settlements if they are meant as stronghold or serve as transport hub for trucks and trains. Instead of supply spots on map edges, I’d move them to the closest settlement and give it a flag. Supplies are rather stored in dumps and not on the middle of a rail line or road. Common farmer villages that have hardly something to eat for themselves should be left out of the supply system.
The AI is still too focused on going for every single supply point, especially large ones on map edges. The more supply spots are out there, the more units the AI is going to spread out, becoming unnecessary weak. Too many spots make it also too difficult to cut off units.
Warsaw: leave those aux planes, as a player has already enough core planes by now. I have currently two Bf-109, one Bf-110 from beginning, and two Stukas. I couldn’t place two further planes with four additional ones gifted with 21 CP.
No one needs two further core Bf-110 and especially not two Do 17 mini-bombers.
Aux units have the advantage that you get 50% repair RP back after scenario end, so less burden on the player’s cash. Planes have the highest repair-bills in the long run.
Pre-set core units in the first campaign missions are totally fine, but better stop afterwards and leave all decisions to the players how and with what to play. These 1-star specs must have a use. The army of commanders are already enough boon.
PS: Sadly, nothing seems to have improved on the site performance here, so enjoy less spam from me!
I generally prefer failed-state for objectives that can’t be remedied anymore. If airfields are captured by the enemy and the objective switches to open, the player rather knows the airfields can still be recaptured to complete the objective again.
While it became quite easy with so many commanders, I still appreciate it for a more relaxed campaign start.
It got somewhat better with less flags on maps, but I’d still remove most non-flagged settlements’ supply points, as these hardly provide military ammunition, spare-parts, and enough fuel to resupply units.
I’d move these points as far as possible away from the front and rather centralise them. Supply is still fine for flagged settlements if they are meant as stronghold or serve as transport hub for trucks and trains. Instead of supply spots on map edges, I’d move them to the closest settlement and give it a flag. Supplies are rather stored in dumps and not on the middle of a rail line or road. Common farmer villages that have hardly something to eat for themselves should be left out of the supply system.
The AI is still too focused on going for every single supply point, especially large ones on map edges. The more supply spots are out there, the more units the AI is going to spread out, becoming unnecessary weak. Too many spots make it also too difficult to cut off units.
Warsaw: leave those aux planes, as a player has already enough core planes by now. I have currently two Bf-109, one Bf-110 from beginning, and two Stukas. I couldn’t place two further planes with four additional ones gifted with 21 CP.
No one needs two further core Bf-110 and especially not two Do 17 mini-bombers.
Aux units have the advantage that you get 50% repair RP back after scenario end, so less burden on the player’s cash. Planes have the highest repair-bills in the long run.
Pre-set core units in the first campaign missions are totally fine, but better stop afterwards and leave all decisions to the players how and with what to play. These 1-star specs must have a use. The army of commanders are already enough boon.
PS: Sadly, nothing seems to have improved on the site performance here, so enjoy less spam from me!
Re: Erik's campaigns
Brest: I won this time on turn 19/21 with a risky attack from above. There were still plenty Soviet units left.
While you need more extra-cps at beginning, about 21 have been a surplus I couldn’t afford to deploy later, but I could have purchased cheaper units instead of expensive artillery of course.
The RP drain is quite high later, so I’d rather like to see an income increase instead of cps, or better both at same time at a lower amount.
The many spec-points are a welcome reward there in exchange for the RP loss.
While you need more extra-cps at beginning, about 21 have been a surplus I couldn’t afford to deploy later, but I could have purchased cheaper units instead of expensive artillery of course.
The RP drain is quite high later, so I’d rather like to see an income increase instead of cps, or better both at same time at a lower amount.
The many spec-points are a welcome reward there in exchange for the RP loss.
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- Sergeant - Panzer IIC
- Posts: 178
- Joined: Wed Aug 08, 2012 1:44 pm
- Location: Belgium - Turnhout
Re: Erik's campaigns
Erik, thx for the very nice campaigns and de regular updates.
Just started New Britain (1943-44) v2.0.
I saved after the first scn while I got to do some other things.
Now I'm back, but the saved game wouln't start.
Do you have any suggestions?
W.
Just started New Britain (1943-44) v2.0.
I saved after the first scn while I got to do some other things.
Now I'm back, but the saved game wouln't start.
Do you have any suggestions?
W.
RES NON VERBA
Afrika Korps
Afrika Korps:
7Gazala:
Added SAS-attack, Axis supply ships and a few more deployment hexes.
8Herkules:
Replaced the scenario with a smaller one.
7Gazala:
Added SAS-attack, Axis supply ships and a few more deployment hexes.
8Herkules:
Replaced the scenario with a smaller one.
Re: Erik's campaigns
GW39, Narvik: didn't you forget a deployment phase there? You should also add to the briefing that the battlecruisers arrive later, as it rather sounds they have already been deployed but missing.
There seems to be a little imbalance with the spec-rewards and the selectable Norway scenarios, although I haven't played anything but Oslo in the past yet. Let's see how/if 11Trondheim works.
PS:
11Trondheim: you seem to have removed some supply points but they are going to miss later with so many airborne troops. There are still so many road-points leading to nowehere but where you actually need supply is from the Oslo-exit, there you get 0 points.
What I also don't get it is the mentioned exit point for the Hipper. It marks a hex in a lake and there is no exit point anyway. Doesn't matter, as my coastal guns and double-minefields in the fjord don't give much chance to the poor Allied navy anyway. Submarines that can lay minefields are mean in these narrow fjords.
PPS: ah, I see you get 100 SPs later on the Oslo-hex by trigger.
There seems to be a little imbalance with the spec-rewards and the selectable Norway scenarios, although I haven't played anything but Oslo in the past yet. Let's see how/if 11Trondheim works.
PS:
11Trondheim: you seem to have removed some supply points but they are going to miss later with so many airborne troops. There are still so many road-points leading to nowehere but where you actually need supply is from the Oslo-exit, there you get 0 points.
What I also don't get it is the mentioned exit point for the Hipper. It marks a hex in a lake and there is no exit point anyway. Doesn't matter, as my coastal guns and double-minefields in the fjord don't give much chance to the poor Allied navy anyway. Submarines that can lay minefields are mean in these narrow fjords.
PPS: ah, I see you get 100 SPs later on the Oslo-hex by trigger.
Re: Erik's campaigns
Got stucked at Afrika Korps: Palestine. Cannot deploy units and cannot move the map with my mouse. #igotnukes also didn´t worked. Otherwise i can click on forces and purchase buttons and end turn. But after i end turn, all dropped dead and freezed^^
Re: Erik's campaigns
German Grand Campaign
4Lodz
Johannes Bolter can't be assigned to any unit
4Lodz
Johannes Bolter can't be assigned to any unit
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- Order of Battle Moderator
- Posts: 6184
- Joined: Sun Jan 10, 2016 5:39 pm
- Location: United States
Re: Erik's campaigns
See here: http://www.slitherine.com/forum/viewtop ... 80#p754229
Erik will need to fix that and post another version when he has the time. Until then, keep your last campaign save file. Hopefully, you will be able to copy the new version of 11Palestine (the scenario file itself, not your scenario save file) over the old one and resume the campaign at that point.
- Bru
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- Order of Battle Moderator
- Posts: 6184
- Joined: Sun Jan 10, 2016 5:39 pm
- Location: United States
Re: Erik's campaigns
Not true, at least in version 3.1 of GCC that I looked at (I don't know if it's the same Lodz in Germany West 39-40, though). Bear in mind that Herr Bolter is designated Waffen SS in this scenario:
This means you cannot assign him to any regular German army unit; only the Waffen SS faction. As you see here, I had no trouble attaching him to the lead unit in the Waffen SS armored column:
- Bru
Re: Erik's campaigns
Thanks bru for the reply and the help
I never tried him in the SS units … DOH !
I never tried him in the SS units … DOH !
Re: Erik's campaigns
GW39
10Tronheim: the time passes too fast. I was already on 1 June 40 at turn 54/60. I’ve seen you often use date-triggers, so better be careful if you slow the time down. The scenario played quite fine otherwise, although all these huge maps generally offer too much moving and not enough fighting. The original GC maps offer more packed action on small maps, and I also think that three smaller ones in Norway in a row offered more than a single huge one although they might be not be that authentically of course (*shivers about Poznan scenario*)
I don’t visit vanilla-mode that often, but I’ve noticed a couple of not-functioning and undesired specs in the tree in the GW campaign:
- naval specs should be removed from Germany, as we already have the Kriegsmarine: naval academy, unrestricted submarine warfare (doesn’t work anyway), damage control, torpedo improvements, and wolfpack
- advanced aeronautics is unsupported for German units (only JP/US) so far
- kleinverbande from KM should be removed too as no one knows what it actually does and most likely doesn’t work at all
- optionally, you could remove pilot rotation as this didn’t historically exist for the Axis pilots
10Tronheim: the time passes too fast. I was already on 1 June 40 at turn 54/60. I’ve seen you often use date-triggers, so better be careful if you slow the time down. The scenario played quite fine otherwise, although all these huge maps generally offer too much moving and not enough fighting. The original GC maps offer more packed action on small maps, and I also think that three smaller ones in Norway in a row offered more than a single huge one although they might be not be that authentically of course (*shivers about Poznan scenario*)
I don’t visit vanilla-mode that often, but I’ve noticed a couple of not-functioning and undesired specs in the tree in the GW campaign:
- naval specs should be removed from Germany, as we already have the Kriegsmarine: naval academy, unrestricted submarine warfare (doesn’t work anyway), damage control, torpedo improvements, and wolfpack
- advanced aeronautics is unsupported for German units (only JP/US) so far
- kleinverbande from KM should be removed too as no one knows what it actually does and most likely doesn’t work at all
- optionally, you could remove pilot rotation as this didn’t historically exist for the Axis pilots
Re: Erik's campaigns
15Haag: I remember you had switched out this map with a version of mine, but please explain why the paratroopers had to start in planes again? Now you can fly them all back from start to your own territory to safety without any risk again. This makes absolutely no sense to me. The point was to have a proper start for the paratroopers.
Well, you could still lift them in the air after the deployment phase of course, but it should take more time and costs 20 rp/lift. Replacing the airfields with deco could still prevent that, but I don’t know if this is really worth it. I seem to have wasted already enough time on this scenario.
Well, you could still lift them in the air after the deployment phase of course, but it should take more time and costs 20 rp/lift. Replacing the airfields with deco could still prevent that, but I don’t know if this is really worth it. I seem to have wasted already enough time on this scenario.
Re: Erik's campaigns naval
I am playing the naval campaign .. why can't I control the air units .. they are under ai ? could do much better if I could thanks
Re: Erik's campaigns
I am playing latest US Naval pacific 41-46 1.2
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- Master Sergeant - Bf 109E
- Posts: 482
- Joined: Sun Apr 30, 2017 11:18 am
- Location: France
Re: Erik's campaigns
Hello Mr Erik. I have a problem when I translate your campaigns (including scripts) into French. In the defeat (minor and major), draw and win (minor and major) comments, I think they are too long and they do not fit entirely into the dialog window on the screen. Do you have the same problem with English? Greetings