Erik's campaigns

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enkin
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Re: Erik's campaigns

Post by enkin » Fri Apr 23, 2021 9:33 am

Erik,

I cannot play campaigns updated in 2021. what is the reason? Do I have to buy all official content?

Erik2
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Re: Erik's campaigns

Post by Erik2 » Fri Apr 23, 2021 12:12 pm

enkin wrote:
Fri Apr 23, 2021 9:33 am
Erik,

I cannot play campaigns updated in 2021. what is the reason? Do I have to buy all official content?
AFAIK, you do not need to buy any official DLCs.
But you need to have the latest OOB-version (9.00) installed.

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Re: Erik's campaigns

Post by enkin » Thu Apr 29, 2021 8:41 pm

Understood, thanks erik. But I don't understand why, although I have a 64 bit win10 and 9.0.0 there are errors on the main screen of my game. Does not work stably.


viewtopic.php?f=372&t=104288 Exactly the same problem

Erik2
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Re: Erik's campaigns

Post by Erik2 » Fri Apr 30, 2021 7:11 am

Since this appears to be a game-issue and not a custom scenario/campaign-issue I suggest you contact support@slitherine.co.uk.

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Re: Erik's campaigns

Post by GabeKnight » Fri Apr 30, 2021 7:26 am

enkin wrote:
Thu Apr 29, 2021 8:41 pm
Understood, thanks erik. But I don't understand why, although I have a 64 bit win10 and 9.0.0 there are errors on the main screen of my game.[...] Exactly the same problem
Seems like the game can not access the language/data files. I would recommend to try this:

1) Run the game with Admin rights
2) check game file integrity (Steam) or do a fresh game install
3) try to install the game on a different HDD as Windows or at least into a non-system folder like C:\Games\

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Re: Erik's campaigns

Post by kverdon » Mon May 03, 2021 4:15 am

I've finished the Korea Pt 1 campaign and while I overall really enjoyed the campaign and think its rather brilliant, there are a few major issues, they include:

Suwon- Captured all of the bridges received credit for none - Failed Mission

Seoul - Sweet Revenge: Objective Capture all 3 objectives which I did but it says 3/4 - Failed Mission. Is that just an objective typo or is there supposed to be a 4th objective, if there is, it is not marked?


Suk' Chon - Always Airborne: This has to be one of the most challenging, and most frustrating? OOB scenarios I've done. Some Issues:

1. The Airdrop of the Paras has to be PERFECT. I mean, get a good drop, save, do the next drop, reload if it goes astray, and repeat. If it is not perfect you will be wiped out by the NK hordes that hit the drop zones, and if your loose the supply hex, you are DEAD.
2. You can deploy your "Core" units. Hmmmm. Only if you happened to have designed your core about only airborne units. Your normal infantry units will be out of supply long before they connect with the drop zones. I had to spend over 1500 RP to convert all my infantry to Airborne so that they use their inherent supply trait to survive long enough to link up the the scenario supplied Paras.
3. I will now have to spend over one thousand RP to covert those Airborne units into infantry when I start part 2 of the Korea campaign. Not sure how to get around this. I've not studied Korean Airborne operations. Was it all parachute and no Glider "Leg" infantry? The scenario seems to imply that you could deploy your "Leg" infantry in the pre-determined deployment zones to depict out of game drops but the issue of supply quickly renders them ineffectual. The same is true about Artillery/Mortar units. There are no Airborne Arty/Mortar units so deploying them without a "Supply" trait is pretty risky, and, mostly ineffective. I know in WW2 they had glider Arty/AT units, was something on the same line not invented for airborne troops in the 1950's?

The lockups also persist. I can't tell if they unit animation or sound related but rather a pain to go through a complex turn and have it lock up on the last unit order. I have gotten in the habit of saving after each sector of the map does it turn to avoid loosing the whole turn.

uzbek2012
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Re: Erik's campaigns

Post by uzbek2012 » Mon May 03, 2021 5:27 am

kverdon wrote:
Mon May 03, 2021 4:15 am
I've finished the Korea Pt 1 campaign and while I overall really enjoyed the campaign and think its rather brilliant, there are a few major issues, they include:

Suwon- Captured all of the bridges received credit for none - Failed Mission

Seoul - Sweet Revenge: Objective Capture all 3 objectives which I did but it says 3/4 - Failed Mission. Is that just an objective typo or is there supposed to be a 4th objective, if there is, it is not marked?


Suk' Chon - Always Airborne: This has to be one of the most challenging, and most frustrating? OOB scenarios I've done. Some Issues:

1. The Airdrop of the Paras has to be PERFECT. I mean, get a good drop, save, do the next drop, reload if it goes astray, and repeat. If it is not perfect you will be wiped out by the NK hordes that hit the drop zones, and if your loose the supply hex, you are DEAD.
2. You can deploy your "Core" units. Hmmmm. Only if you happened to have designed your core about only airborne units. Your normal infantry units will be out of supply long before they connect with the drop zones. I had to spend over 1500 RP to convert all my infantry to Airborne so that they use their inherent supply trait to survive long enough to link up the the scenario supplied Paras.
3. I will now have to spend over one thousand RP to covert those Airborne units into infantry when I start part 2 of the Korea campaign. Not sure how to get around this. I've not studied Korean Airborne operations. Was it all parachute and no Glider "Leg" infantry? The scenario seems to imply that you could deploy your "Leg" infantry in the pre-determined deployment zones to depict out of game drops but the issue of supply quickly renders them ineffectual. The same is true about Artillery/Mortar units. There are no Airborne Arty/Mortar units so deploying them without a "Supply" trait is pretty risky, and, mostly ineffective. I know in WW2 they had glider Arty/AT units, was something on the same line not invented for airborne troops in the 1950's?

The lockups also persist. I can't tell if they unit animation or sound related but rather a pain to go through a complex turn and have it lock up on the last unit order. I have gotten in the habit of saving after each sector of the map does it turn to avoid loosing the whole turn.
Combat repair
The Marines bore the brunt of the fighting in Korea. They were in dire need of a helicopter — both an amphibious assault vehicle and a transport vehicle.

At the end of August 1951, a squadron of 18 S-55 helicopters landed in the South Korean port of Busan and relocated to the area of the Punchbowl volcano, where the baptism of fire of the world's first troop carrier unit took place on September 13. S-55 helicopters were flown across the eleven-kilometer-wide no-man's-land to reinforce the 1st Marine Regiment, which was besieged on all sides by Chinese troops. The historic operation called "Windmill" ("Windmill") began, during which the squadron's vehicles transferred 8,618 kg of cargo over 28 flights and evacuated 84 wounded. On September 21, S-55 helicopters landed a company of Marines in one of the hard-to-reach mountainous areas of Korea, and in October they landed an entire battalion. The official report said: "These amazing initial successes have shown how much the helicopter can contribute to the tactical tasks associated with the transfer and supply of attacking troops."

At the end of October 1951, the S-55 vehicles were sent to land anti-partisan units in the occupied territories, where for the first time a helicopter was evacuated by helicopter and a mobile relocation of a rocket artillery battery was provided. The "Marine" S-55s then proved the high reliability and efficiency of transport and amphibious helicopters in general, melting the ice of distrust of rotorcraft. As a result, orders for their production grew by leaps and bounds. And if before the Korean War, the annual production of these machines in the United States did not exceed hundreds of copies, then in 1952 it grew to thousands.
https://www.vokrugsveta.ru/vs/article/2717/

Well, do not be surprised that there are no helicopters or have they already been introduced ?

P.s.
https://smolbattle.ru/threads/%D0%92%D0 ... %B5.42773/
http://www.wio.ru/korea/korea-a.htm

Erik2
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Re: Erik's campaigns

Post by Erik2 » Mon May 03, 2021 7:45 am

kverdon

Thanks for the feedback.
The lockups really bother me. As you say, they may be graphic-related since there are modded graphics. But I simply can't pin this on GabeKnight who did the graphics and without whose help there would be no Korea mod. And, AFAIK, this issue popped up after 9.0 was released. So I'm kind of stuck here for now.

As for the airborne issues. Yes, there were (of course) specific engineer, artillery, AA, AT etc units that where airborne. I may simply tag the proper US unit types as airborne to get around the issues.

GabeKnight
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Re: Erik's campaigns

Post by GabeKnight » Mon May 03, 2021 8:55 am

Well, since I (and Erik obviously) can not reproduce the lockup-issue, it's kind of hard to offer a solution.
Erik2 wrote:
Mon May 03, 2021 7:45 am
As for the airborne issues. Yes, there were (of course) specific engineer, artillery, AA, AT etc units that where airborne. I may simply tag the proper US unit types as airborne to get around the issues.
FYI:
There were some tests made, and as far as I recall, you can not make any land units "airborne" except infantry.
The only way was to spawn supporting units inside air transports and then land them on airfields. I think even airstrips didn't work.

And please don't overdo it with giving a "supply stash" to units. The supply mechanic (and cutting supply lines) is a fundamental game mechanic and shouldn't be circumvented. If there's a problem within one scen, rather change something with the scen than the units file... at least that's my suggestion.

kverdon
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Re: Erik's campaigns

Post by kverdon » Mon May 03, 2021 10:04 am

Thanks Erik. Yes there seems to be something amiss with 9.0 as you can’t even exit the mod without it locking. Hopefully it gets fixed with the next DLC.

For the airborne scenario, Maybe creating a central supply hex for the each of the 3 secondary drop zones would do it? Just enough to keep them going until they link up with the main objective zones.

Epperaliant
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Re: Erik's campaigns

Post by Epperaliant » Mon May 03, 2021 9:31 pm

Erik, I remember that some of the old Panzer Corps missions were huge, and I was wondering how does the OoB engine handle this.

I have almost finished thew vanilla US campaign and a couple of the scenarios (Leyte and Tokyo) gave my machine a massive performance hit alongside horrendous loading times.

Erik2
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Re: Erik's campaigns

Post by Erik2 » Tue May 04, 2021 11:42 am

Epperaliant wrote:
Mon May 03, 2021 9:31 pm
Erik, I remember that some of the old Panzer Corps missions were huge, and I was wondering how does the OoB engine handle this.

I have almost finished thew vanilla US campaign and a couple of the scenarios (Leyte and Tokyo) gave my machine a massive performance hit alongside horrendous loading times.
I believe this depends on how powerful your PC is, especially the graphics card. Laptops usually fare worse than desktops.
All of the old PC scenarios I've converted is handled fine by my modest PC (AMD Ryzen 5 1400 Quad-Core Processor 3.20 GHz, 64.0 GB RAM, Nvidia GeForce GTX 1660).

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Re: Erik's campaigns

Post by Epperaliant » Tue May 04, 2021 7:20 pm

I have a i5 6600K overclocked to 4,5 ghz, 16 gb of ram, an old GTX 660 (people told me to wait for the series 3x, that wasn't smart in hindsight) and an SSD drive.

Performance isn't actually that bad, I only need to slightly lower video quality to get 60+ fps even on huge maps, what concerns me is loading times which shouldn't be related to the videocard.
It only happened to me in the Leyte scenario and Tokyo, and strangely enough only during "reloads", not on first load.

enkin
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Re: Erik's campaigns

Post by enkin » Mon May 10, 2021 9:18 pm

thank you. problem solved. I did a fresh install and run the game with Admin rights. it will be funny from now on:


I tapped the German flag, the language option, and my problem was resolved. the game was in German. then i did english and i finished.

By the way, I can say that I moved the folder where the game is installed from d to e. I am not sure if it is effective.

but, language errors have been improved. I'm going to do a long-term test now.


GabeKnight wrote:
Fri Apr 30, 2021 7:26 am
enkin wrote:
Thu Apr 29, 2021 8:41 pm
Understood, thanks erik. But I don't understand why, although I have a 64 bit win10 and 9.0.0 there are errors on the main screen of my game.[...] Exactly the same problem
Seems like the game can not access the language/data files. I would recommend to try this:

1) Run the game with Admin rights
2) check game file integrity (Steam) or do a fresh game install
3) try to install the game on a different HDD as Windows or at least into a non-system folder like C:\Games\

jeffoot77
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Re: Erik's campaigns

Post by jeffoot77 » Tue May 11, 2021 1:00 pm

hello Erik,

just a feedback for your Phillipine campaign : i got long hours of pleasure to play it but i must admit i have to cheat for some scenarios because being short of time. I need to take my time especially for your pretty hard campaigns and i added 5-10 turns to each scenario to make it properly.

For a player who doesn't want to cheat, it must be frustrating to rush. i just recommend to add at least 5 turns to each scenario. it is just impossible without luck even by replaying several times! It is not easier, the campaign remain difficult even with infinite time. For the campaign itself , it has no bug. well done! just a little disappointed that there is no final battle of Corregidor
my custom single player mini-campaign in order of battle : normandie-niemen:
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302

Erik2
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Re: Erik's campaigns

Post by Erik2 » Tue May 11, 2021 3:23 pm

jeffoot77

Thanks for the feedback. 5 turns should be easy to add.
Corregidor will have to wait for the next Banzai campaign.

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MicroMod 1.2 update

Post by Erik2 » Thu May 13, 2021 3:01 pm

MicroMod 1.2 update
Link updated in first post.

Added 1v1 Operation Konrad III 1.0 (changes from beta 0.9 same as Konrad I below).

1v1 Operation Konrad I 1.1
Doubled Axis resource pool
Add 3 German airstrip construction groups.
Moved (most) Soviet map-edge supply to objectives and flagged villages/towns. Soviet supply levels are also better tailored to the number of on-map units.

2v2 Operation Olympic 2.1
Doubled Japanese resource pool.
Japanese Volunteer Fighters and Lunge Miners (in fact any Japanese land unit) will change ownership of primary objectives. This should force the US players to garrison captured objectives :wink:
Japanese suicide boats may deploy at any coastal village, except close to Allied main invasion beaches.

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Re: Erik's campaigns

Post by ctskelly » Fri May 14, 2021 12:44 pm

Forgotten Army review

Overall:

I had missed this campaign somehow, thinking I’d played it. I hadn’t (the only campaign I hadn't), and too bad. It is truly awesome. Who’d have guessed that a jungle campaign, usually slow and attrition oriented, since the defender has such an advantage, would turn out to be this fluid and exciting. Stuarts become key tactical units, for cutting supply, along with AA units. The best infantry are the Ghurkas.

Unbelievably good, and just for big boys.

Almost all scenarios (except super easy last) are tough. Lots of nail biting. I had to drop down from my usual Colonel to Captain (middle), and just winning is not enough. Winning and increasing or saving RPs is the key. I needed to maintain at least 300 RPs for each the British and Indian armies the whole game.

The first scenarios, trying to slow Japanese forces, with inferior units are extremely hard. The key is slow withdrawal and saving them. The later scenarios involve choosing between digging in or giving up terrain to create traps, while gaining air superiority by drawing enemy fighters into AA zones, and conducting raids in the rear. Supply is always the key. In one, Slim River (I think), the ubiquitous air base construction crews turn out to be crucial for cutting enemy lines.

The 2 Naval scenarios are also extremely tough. In scenario 11, Raid, launching waves of Spitfires at just the right time, is critical to both drawing enemy fighters into the ship-based AA, and knocking out torpedo bombers before that get to those fleets. The Japanese have about 30 air units to stop with 18 or so (which was historically realistic; there were more Japanese planes in some Pacific battles than the total number of Brits in the UK during the Battle of Britain.) To get those Spitfires, resources had to be scrimped from earlier scenarios.

https://www.dropbox.com/s/xzleu1iof3ez1 ... o.png?dl=0

The most satisfying moment was in Monywa at Keng Lon, when by sending Stuarts around the rear, I could encircle no fewer than 30 Japanese units, who were, otherwise, pounding me hard and about to overwhelm me.

https://steamuserimages-a.akamaihd.net/ ... E24902E52/

Once again, I bow to the master, Erik. The next post will have a bug report.

Final comment:

Erik, I often see comments saying that the scenarios in your various campaigns are too hard of too short. I sometimes also feel too short is a problem, but usually disagree with the too hard. Don't make them easier, unless the suggestion comes from a really experienced player. I love the challenge and need to replay.
Last edited by ctskelly on Fri May 14, 2021 1:03 pm, edited 3 times in total.

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Re: Erik's campaigns

Post by ctskelly » Fri May 14, 2021 12:47 pm

Forgotten Army bugs

Scenario 5 Muar River

3 Air units points are given to each the Australian and NZ forces, but no aircraft are available to deploy (even tho I had them two scenarios before). Nor does NZ have any resource points to buy an aircraft.

It is impossible to buy Aus Infantry units, even though they have resource points. Tanks, okay. The Purchase screen comes up but when you click on a unit, there is no purchase button. Another player reported: “The Aussie bug I encountered was after purchasing Aussie units, on the next battle they are no longer part of the Aussie faction, but rather the Brits.”
Faction problem?

That did not seem a problem in the Singapore scenario.

Scenario 7 Moulmein (pre-emptive strike on Burma)

It’s mainly an AF battle, but the best way to play the scenario is not to deploy any AF units at all, since the land units can handle the Japanese land forces and because the British RP allowance per turn is so little. That way, the player can save 300 or so resources for future scenarios. So, to force the player to use air units, make something like a bonus 300 RP Victory condition for shooting down 20 units or increase the British RPs from 6 to 15 and require 10 (15?) air units be destroyed to win the scenario.

Secondary objectives are awarded way before the designated turns come.

Scenario 9 Rangoon

Even if player chooses Aus reinforcements option, none of the Aus units from previous battles are available to deploy. A few must be bought with whatever RP points are given, 369 in my case.

Scenario 14 Arakan

This last scenario is incredibly easy. It is 60 turns long but won in 20 turns. The J have only 1 supply source which is cut off by airdrop and invasion. I wonder if a massive Japanese counterattack from turn 15 or 20 would improve play, or fewer allied units.

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