Erik's campaigns & mods

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ctskelly
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Re: Erik's campaigns

Post by ctskelly » Sun May 16, 2021 1:34 am

Addendum to Forgotten Army Bugs above.

I wrote above that the last scenario is super easy. Some ways you could make it challenging are:
1) Remove all land unit points! I reduced mine to just 9 Indian land unit points and still won in 36 turns (3 units and 2 airborne that come in, plus 2 colonial units). I'm sure I could have won with NO RPs.

2) Add multiple resource sites for Japanese and make them invincible on land, so that allies have to bomb resource centers and seal off the big base in the south.

Hmmm.
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Dmoore
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Re: Erik's campaigns

Post by Dmoore » Sat May 22, 2021 5:44 am

Couple of bugs. Korea campaigns are not loading. Desert Rats - Operation Crusader: Pop-up box saying "Supply Closed" pops up with every click. Annoying. Wellington reinforcements are announced but do not appear.

Erik2
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Re: Erik's campaigns

Post by Erik2 » Sat May 22, 2021 11:06 am

Korea works fine apart from the (graphic?) issue that causes the game to sometimes hang). Remember that you need to start OOB using the Korea mod (and the campaigns/scenarios must reside inside the mod as they do in the download.
I'll take a look at Crusader.


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Dmoore
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Re: Erik's campaigns

Post by Dmoore » Sat May 22, 2021 8:03 pm

Looks like I don't have the Korea mod. Will get it. Couple more bugs - Kokoda trail: failure to advance turn after turn 8 in first scenario. US Corps 44: result is a draw in Bastogne despite all VPs occupied. Will post screenshot if you need it.

Erik2
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Re: Erik's campaigns

Post by Erik2 » Sun May 23, 2021 4:28 am

Kokoda and US '44 noted. Thanks.

Dmoore
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Re: Erik's campaigns

Post by Dmoore » Tue May 25, 2021 5:24 am

This is either a bug or I don't know how to do it. In the Korea Changsha scenario where you evacuate core units in LVTs, there seems to be no graphic for loading troops into the LVT. The LVT sits in the evacuation hex and the troops just stand around it.

Erik2
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Re: Erik's campaigns

Post by Erik2 » Tue May 25, 2021 4:18 pm

There is either a bug or a scripting error (that I have not found yet) with the Changsha scenario.
Thanks for reporting.

Dmoore
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Re: Erik's campaigns

Post by Dmoore » Tue May 25, 2021 8:25 pm

Germany 44 - Was it your intention to subtract RPs between Cassino I and Casino IV? My RPs went down from 579 to 553 to start Cassino IV. I can't remember playing a campaign where RPs were subtracted to start a scenario. Usually in both your campaigns and the standard OOB ones, at least 200-300 RPs are added to start a scenario. Just curious about the reasoning.

Erik2
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Re: Erik's campaigns

Post by Erik2 » Wed May 26, 2021 1:11 pm

Can't say that I've ever deliberately reduced resources between scenarios. Maybe a minus sign crept in there.
Anyway, I'll check it out.

Dmoore
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Re: Erik's campaigns

Post by Dmoore » Fri Jun 04, 2021 9:02 pm

Banzai campaign: Crimson tide scenario - same problem as with Desert Rats. A 'No Tanks' pop-up appears with every click to move a unit. Please disable this.

Erik2
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Re: Erik's campaigns

Post by Erik2 » Sat Jun 05, 2021 9:01 am

Dmoore wrote:
Fri Jun 04, 2021 9:02 pm
Banzai campaign: Crimson tide scenario - same problem as with Desert Rats. A 'No Tanks' pop-up appears with every click to move a unit. Please disable this.
This event should trigger each time you try to deploy a tank unit, ie preventing this deployment. Are you saying that you get the message even if you do not try to deploy tanks?

Erik2
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MicroMod 1.3 update

Post by Erik2 » Wed Jun 09, 2021 11:34 am

MicroMod 1.3 update

2v2 Battle of the Bulge 1.0 (update from beta 0.9)
Added Allied and German air deployment/exit locations.
Removed forest and difficult terrain from paved roads (helping tanks and other units to get a move on).

1v1 Operation Konrad I 1945 1.2
Added more Soviet supply south of Donau.
Doubled Axis and Soviet resources.

1v1 Operation Konrad II 1945 1.1
Increased German primary objective unit exits from 9 to 12.

1v1 Operation Konrad III 1945 1.1
Doubled German resources.
Delayed Soviet reinforcements by 10 turns.
Additional Soviet resources moved from at start to turn 20.

Erik2
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Afrika Korps 1941-44 4.2

Post by Erik2 » Fri Jun 11, 2021 3:15 pm

Afrika Korps 1941-44 4.2
Link updated in first post.

Replaced a number of sec objs specialisation rewards with commanders. This includes new commanders from other theatres as the Afrika Korps moves towards India.
Replaced Allied commanders with more proper ones.
Replaced a couple of substitute unit types with proper ones.

Mamlik
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Re: Erik's campaigns

Post by Mamlik » Mon Jun 14, 2021 3:08 pm

Hello Erik, thanks for all your efforts in designing these cool campaigns and scenarios.

Due to a problem I can only run the v8.3.0 Legacy Build version of the OOB:WWII. Newer versions have text issues on screen, dialog boxes and clickable buttons.

I have successfully installed and played US Corps 1943-44 and US Corps 1944-45 campaigns. However, I did not have such luck with Korea campaign. I have installed the files (copied the Korea folder to the ...My Games\Order of Battle - WW2\ folder. After launhing the program the installed Korea custom campaigns are available to select.

I select (let's say) the campaign 7 Marines or Turkish 1 Bn after which I get the Korea map and the event dialog screens without any problems, but after clicking the play button to start the first scenario I get the loading screen with the tips and the progress bar. The bar filles up to 1/4 of the total in 15 seconds and then gets stuck with no progress. Mind you, if I wait, the tool tips keep changing periodically, so the program is not hung. I have waited as long as 10 minutes to see if there's progress but no. After this there is no solution but to close the program (Alt-F4).

My question is whether if this is related to the Legacy Build or if there is another problem because of missing files or wrong installation.

GabeKnight
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Re: Erik's campaigns

Post by GabeKnight » Tue Jun 15, 2021 5:20 am

Mamlik wrote:
Mon Jun 14, 2021 3:08 pm
My question is whether if this is related to the Legacy Build or if there is another problem because of missing files or wrong installation.
Shouldn't be a legacy build problem, as it's a MOD and standalone. Make sure the installation's done correctly into the \mod folder and that the mod is displayed at game start (as shown in Erik's pic about ten posts above this one).

Dmoore
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Re: Erik's campaigns

Post by Dmoore » Fri Jun 18, 2021 6:49 am

Erik2 wrote:
Sat Jun 05, 2021 9:01 am
Dmoore wrote:
Fri Jun 04, 2021 9:02 pm
Banzai campaign: Crimson tide scenario - same problem as with Desert Rats. A 'No Tanks' pop-up appears with every click to move a unit. Please disable this.
This event should trigger each time you try to deploy a tank unit, ie preventing this deployment. Are you saying that you get the message even if you do not try to deploy tanks?
Yes, every click to move any unit triggers the pop-up. I did not deploy any tanks.

Dmoore
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Re: Erik's campaigns

Post by Dmoore » Fri Jun 18, 2021 6:57 am

Road to Moscow Campaign: Counterattack scenario ends in a draw despite all primary and secondary objectives met and every Soviet unit swept from the map. The problem seems to be that the victory trigger does not recognize that Smolensk has been held (no Soviet unit even got near it). I don't know if that was the last scenario in the campaign, but if I click the continue box, the next scenario is the same one I just finished (Counterattack). There seems to be neither a way to continue the campaign or an indication that it is over.

Erik2
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Re: Erik's campaigns

Post by Erik2 » Fri Jun 18, 2021 7:55 am

Dmoore wrote:
Fri Jun 18, 2021 6:57 am
Road to Moscow Campaign: Counterattack scenario ends in a draw despite all primary and secondary objectives met and every Soviet unit swept from the map. The problem seems to be that the victory trigger does not recognize that Smolensk has been held (no Soviet unit even got near it). I don't know if that was the last scenario in the campaign, but if I click the continue box, the next scenario is the same one I just finished (Counterattack). There seems to be neither a way to continue the campaign or an indication that it is over.
Noted.
Thanks.

Erik2
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Desert Rats 1940-43 6.4

Post by Erik2 » Sat Jun 19, 2021 11:02 am

Desert Rats 1940-43 6.4
Link updated in first post.

3Girba:
Victory tested ok.

4Operazione:
Changed sec obj

13Crusader:
Removed ‘supply’ messages.
Replaced air command points with an actual squadron of core Wellingtons.

ctskelly
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Re: Erik's campaigns

Post by ctskelly » Sun Jul 04, 2021 2:11 am

Hi all,

Just went through the Red series of OoB campaigns again. They were fun and sometimes challenging, but I could not help feel that the best game scenario designers are right here. I understand that some of the campaigns here were adopted from PanzerCorps, but even if so, I can still see the genius in the details, often in things like hex placement.

In the standard Red series, I often felt these aspects made those campaigns weak. (Played at the highest level of difficulty, no cheats):

- At least half the scenarios were just straightforward front on battles of attrition, with no strategy options except to punch forward. That reduces replay options and is not as satisfying.

- I dislike the "Take X by turn 10" objectives because they force you into one particular strategy. Forget about envelopment, bypassing, side runs, etc.

- Not very hard

I'm not complaining. I still had a lot of fun, and some of the scenarios are superb, but it just makes me appreciate Erik, Bru, and the folks who made all the campaigns available here. Give them you thanks, folks! And I'd like to hear your assessments.

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