Erik's campaigns & mods

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bru888
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Re: Erik's campaigns

Post by bru888 »

terminator wrote: Fri Jan 24, 2020 12:55 pm
bru888 wrote: Thu Jan 23, 2020 11:38 pm @Erik - Quick tip: Wherever you have those V1 Flying Bombs, in addition to setting them for Experience = 10, make them Aggression = 100. Else, as I noticed in St. Vith, some of them choose to land at an airfield.

Edit: Which they continued to do, some of them, on the first turn despite the heightened aggression (and assigning them land unit targets). However, they took off again on the second turn and attacked, which is fine.
It’s because the "V1" are OUT OF GAS and some will refuel at the airfield :
Ah, very good, terminator! Excellent input once again. I completely overlooked the fuel aspect. It's bizarre for the flying bombs to be landing for "a bit of a top-up on the old petrol, what?" Oops, wrong faction. More like "Dummkopf, du hast vergessen, den Tank zu füllen!" :)
- Bru
bru888
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Re: Erik's campaigns

Post by bru888 »

ColonelY wrote: Fri Jan 24, 2020 10:35 am I like the idea of using these Flying Bombs... but they do actually only few damage, don't they? :(
Yes, that is true. They are largely window dressing in a land scenario because their attack values against infantry and vehicles is so low, as compared to against naval units - a quick look at units.csv confirms this.

There is no V1 Flying Bomb in the game so Erik uses the Japanese MXY-7 Ohka which looks somewhat similar (although a rounder nose, a different jet engine assembly, and two tail fins instead of one) but to the best of my knowledge, this unit was created for the Rising Sun campaign and was used in naval scenarios. Hence their greater attack values against ships.

Once in a while, the MXY-7 Ohka gets lucky and inflicts a small amount of damage on a land unit but otherwise, they are ineffective. You would need dozens of them to make a difference and that would be tedious to play or even to watch. Erik threw them in as entertainment, perhaps, and gives the control of them to your AI ally so that you don't waste any time managing these flying firecrackers.
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Re: Erik's campaigns

Post by ColonelY »

Indeed, and this is great! 8)

These weapons were terrifying, which is why I still wonder if, although they don't deal much damage directly, they shouldn't have a higher value of "shock" (something more like the engineers)... :wink: For this mainly psychological impact may still reduce the organization of the affected units...

:?: -> I don't think one could change this (i.e. giving them some "shock" impact vs land units) without changing the units.csv file and thus without having actually to create (or modify) a mod, could one?
Erik2
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Re: Erik's campaigns

Post by Erik2 »

Thanks, terminator.
I've never used the Set Unit Status before.
I learn something new on this forum every day.
bru888
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Re: Erik's campaigns

Post by bru888 »

ColonelY wrote: Fri Jan 24, 2020 5:09 pm Indeed, and this is great! 8)

These weapons were terrifying, which is why I still wonder if, although they don't deal much damage directly, they shouldn't have a higher value of "shock" (something more like the engineers)... :wink: For this mainly psychological impact may still reduce the organization of the affected units...

:?: -> I don't think one could change this (i.e. giving them some "shock" impact vs land units) without changing the units.csv file and thus without having actually to create (or modify) a mod, could one?
Indeed, that is why we don't do so, because we would need to include a revised units.csv file with our download along with instructions on how to replace the default file with it. That would make it a mod and that is something that we (or at least, I) have limited interest in at this time. We live within the parameters of the game.
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Erik2
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Germany East campaign updates

Post by Erik2 »

Replaced condition ‘Check Unit Count’ with ‘Kills & Casualties for all triggers involving losses of core units. A number of secondary objects should now work as intended.

Campaign updates and scenarios affected below.
Links updated in first post.

Germany East 1941-42 3.0:
13Kharkov42
24Kotelnikovo

Germany East 1943 1.7:
01Kharkov43
02Belgorod
03Orel
12Prokhorovka
15Kiev43

Germany East 1944 1.2:
01KorsunP
03Narva
07Babruysk
11Jassy

Germany East 1945 1.1:
02Insterburg
04Konigsberg
05Pelleninkin
11Budapest45
13Berlin
rafdobrowolski
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Re: Erik's campaigns

Post by rafdobrowolski »

In Kokoda Trail, in the third scenario, called "Isuvura," even if I complete all the primary objectives, I keep getting a minor victory. Is there some sort of trigger issue? Playing on the medium diffciulty setting.
Erik2
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Re: Erik's campaigns

Post by Erik2 »

rafdobrowolski wrote: Fri Jan 31, 2020 5:43 am In Kokoda Trail, in the third scenario, called "Isuvura," even if I complete all the primary objectives, I keep getting a minor victory. Is there some sort of trigger issue? Playing on the medium diffciulty setting.
Added to my new Kokoda list.
Thanks for reporting
Erik2
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Germany West campaigns

Post by Erik2 »

Replaced condition ‘Check Unit Count’ with ‘Kills & Casualties for triggers involving losses of core units. A number of secondary objects should now work as intended.

Campaigns and scenarios affected below.
Links updated in first post.

Germany West 1939-40:
4Lodz
11Trondheim
15Haag

Germany West 1941-43:
07Syracuse
10Messina
14Taranto
15Volturno

Germany West 1944:
10Montelimar
12Falaise

Germany West 1945:
03Gleize
06Nordwind
10Elbe
12Celles
13Liege
17Dunkirk45
18SeaLion45
Erik2
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US Corps campaigns

Post by Erik2 »

Replaced condition ‘Check Unit Count’ with ‘Kills & Casualties for triggers involving losses of core units. A number of secondary objects should now work as intended.

Campaigns and scenarios affected below.
Links updated in first post.

US Corps 1942-43:
01Formation
02Achnacarry
03Casablanca
04Oran
05Djebel
08Kasserine
14Mateur

US Corps 1943-44:
01Gela
13AnzioLa
14AnzioD

US Corps 1944-45:
none
Erik2
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Afrika Korps

Post by Erik2 »

Replaced condition ‘Check Unit Count’ with ‘Kills & Casualties for triggers involving losses of core units. A number of secondary objects should now work as intended.

Campaign and scenarios affected below.
Link updated in first post.

Afrika Korps:
9Halfa
10Suez
12Syria
20British
21Alamein
23Mareth
Erik2
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Desert Rats 1940-43

Post by Erik2 »

Replaced condition ‘Check Unit Count’ with ‘Kills & Casualties for triggers involving losses of core units. A number of secondary objects should now work as intended.

Campaign and scenarios affected below.
Link updated in first post.

Desert Rats 1940-43:
4Operazione
5Taranto
kondi754
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Re: Erik's campaigns

Post by kondi754 »

Erik2 wrote: Fri Jan 31, 2020 4:01 pm
rafdobrowolski wrote: Fri Jan 31, 2020 5:43 am In Kokoda Trail, in the third scenario, called "Isuvura," even if I complete all the primary objectives, I keep getting a minor victory. Is there some sort of trigger issue? Playing on the medium diffciulty setting.
Added to my new Kokoda list.
Thanks for reporting
I suppose you mean "Isurava" not "Isuvura", sadly I didn't play this Kokoda Trail campaign, but it's a famous place for Australian army veterans this Isurava at Kokoda Trail, so if it isn't a typo also should be change to proper name

https://en.wikipedia.org/wiki/Battle_of_Isurava
Erik2
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Forgotten Army 1941-42

Post by Erik2 »

Replaced condition ‘Check Unit Count’ with ‘Kills & Casualties for triggers involving losses of core units. A number of secondary objects should now work as intended.

Campaign and scenarios affected below.
Link updated in first post.

Forgotten Army 1941-42:
1Hong
2ForceZ
3Kota
5Muar
6Singapore
11Raid
CHXII1697
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Re: Erik's campaigns

Post by CHXII1697 »

The Persia mission in the Afrika Korps campaign seems to have the issue of the optional objective to destroy 3 Soviet Tanks not being completed when the conditions are met, so I can't get a major victory and go to the Caucasus
Erik2
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Re: Erik's campaigns

Post by Erik2 »

CHXII1697 wrote: Mon Feb 10, 2020 12:51 am The Persia mission in the Afrika Korps campaign seems to have the issue of the optional objective to destroy 3 Soviet Tanks not being completed when the conditions are met, so I can't get a major victory and go to the Caucasus
Thanks for reporting.
Added to a new Afrika Korps list.
Erik2
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Various campaigns

Post by Erik2 »

Replaced condition ‘Check Unit Count’ with ‘Kills & Casualties for triggers involving losses of core units. A number of secondary objects should now work as intended.

Campaigns and scenarios affected below.
Link updated in first post.

Philippines 1941:
0Agoo
11Lamao

Road To Moscow 1941:
07Counter
09Counter2

Wacht Am Rhein 1944-45:
3Cracking
7Mayhem
matthew2582
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Re: Erik's campaigns

Post by matthew2582 »

Rethel Objective in v2.0 1-2-2020 - Germany West 1939-40 captured but still shows objective as not taken - Please see screenshots -
Attachments
2020-02-10 15_51_45-Order of Battle - WWII.jpg
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Regards
Matthew
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Re: Erik's campaigns

Post by matthew2582 »

OK - well once I took all 6 objectives, Rethel flipped over from not taken to captured.
Regards
Matthew
CHXII1697
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Re: Erik's campaigns

Post by CHXII1697 »

Noticed a few more errors in the Germany 1939-1940 campaign. The Soviet duel scenario has the "establish a warsaw-brest supply line" flip from completed to failed on the final turn when I had taken the entire map. The objectives to destroy all armor and air units in the Maubeuge mission does not complete when the conditions are met. The side objective to destroy all fortifications of the maginot line has the same problem. Finally, the Wassigny objective to capture General Giraud by moving the auxiliary armored car to the designated location does not seem to work either. Still very satisfied with the campaigns, keep up the good work.
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