Erik's Multiplayer scenarios

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Erik2
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Okinawa updated to v8.1

Post by Erik2 » Tue May 17, 2016 9:36 am

Added a what-if element; the Japanese Operation Ten Go with Yamato and escorts actually makes it to Okinawa.

Erik2
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Midway upgraded to v1.1

Post by Erik2 » Tue May 17, 2016 9:45 am

Added Japanese primary objective; all US carriers must be sunk.

Brenmusik
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Re: Erik's Multiplayer Scenarios

Post by Brenmusik » Tue May 17, 2016 6:51 pm

I'm trying :wink: second one is almost in the bag. How many have you got?

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Re: Erik's Multiplayer Scenarios

Post by Erik2 » Wed May 18, 2016 7:07 am

I think there were three at start. Maybe I should point that out in the briefing/objective.

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Re: Erik's Multiplayer Scenarios

Post by Brenmusik » Wed May 18, 2016 10:52 am

I was awarded victory with only one sunk. I suppose because Midway was captured.

Erik2
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Re: Erik's Multiplayer Scenarios

Post by Erik2 » Wed May 18, 2016 12:53 pm

Yep, that's the old objectives.

cincin
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Re: Erik's Multiplayer Scenarios

Post by cincin » Fri May 20, 2016 12:40 am

First of all, thank you very much for creating all of this content.

Iwo Jima:
The single player version has been updated to 7.0, but not the multiplayer. Is there any particular reason?

Midway:
The download link points to the 6.8 version instead of the new free placement version.

Wake Island:
The Japanese ships include late-war models, like the Shimakaze destroyers and the Ibuki cruisers. I assume that this simulates Japanese naval superiority at this stage of the war.
The Wake Island Invasion Force does not include any supply ships. Is this intentional?

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Re: Erik's Multiplayer Scenarios

Post by cincin » Fri May 20, 2016 1:26 am

A few more things to report.

Wake Island:
Light cruisers count as deployment zones for floatplanes. Strange, as light cruisers can not carry floatplanes.

Watchtower:
The objectives are not working. Here I've captured Haleta, but the objective and income are unchanged.

You can deploy naval units next to cities. This leads to the odd situation where the Japanese can just exit their ships off of the map and redeploy them near the invasion beaches next turn.
Attachments
watchtower_objectives.jpg
watchtower_objectives.jpg (210.66 KiB) Viewed 2515 times
wake_floatplane.jpg
wake_floatplane.jpg (105.22 KiB) Viewed 2515 times

Erik2
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Re: Erik's Multiplayer Scenarios

Post by Erik2 » Fri May 20, 2016 9:38 am

cincin wrote:First of all, thank you very much for creating all of this content.

Iwo Jima:
The single player version has been updated to 7.0, but not the multiplayer. Is there any particular reason?

Midway:
The download link points to the 6.8 version instead of the new free placement version.

Wake Island:
The Japanese ships include late-war models, like the Shimakaze destroyers and the Ibuki cruisers. I assume that this simulates Japanese naval superiority at this stage of the war.
The Wake Island Invasion Force does not include any supply ships. Is this intentional?
Iwo Jima: I tested this in hot-seat-mode and the game won't load the turn properly. I have asked the devs to take a look at it.

Midway: Link fixed

Wake: I just picked some other existing unit types as substitutes from missing ones in the editor. I didn't check at the time if these substitutes were actually available historically.... I'll change them in the next version.
The missing Japanese supply ship was just a glitch, but it isn't mandatory for capturing Wake. I'll add one anyway.

Erik2
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Re: Erik's Multiplayer Scenarios

Post by Erik2 » Fri May 20, 2016 9:44 am

cincin wrote:A few more things to report.

Wake Island:
Light cruisers count as deployment zones for floatplanes. Strange, as light cruisers can not carry floatplanes.

Watchtower:
The objectives are not working. Here I've captured Haleta, but the objective and income are unchanged.

You can deploy naval units next to cities. This leads to the odd situation where the Japanese can just exit their ships off of the map and redeploy them near the invasion beaches next turn.
Wake: CLs are designed this way in the game, not much to do about it (I reported this way back).

Watchtower: I'll take a look at the objectives while I'm doing some other changes to this scenario. The various deployment rules in the game is sometimes not working well in some scenarios where the reinforcements routes are particular to the battle. Only way to avoid this is removing all village/town/city/port terrain from the map. That's what I originally did for this scenario, but moving reinforcements for many turns by sea is just not very fun... So I need to rethink how to solve reinforcement deployments for this scenario.

BTW, thanks for reporting.

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Watchtower updated to v8.0

Post by Erik2 » Fri May 20, 2016 4:05 pm

Free Japanese naval and US carrier groups deployment.
More detailed reinforcements, naval and air units spawn and land units are purchased.
Land units may only be deployed on the NW point of Guadalcanal (probably only Japanese) and Lunga Point (probably mostly US).
Added off-map air bases for both sides (removed exit locations).

download:
https://dl.dropboxusercontent.com/u/168 ... 942-43.zip

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Re: Erik's Multiplayer Scenarios

Post by cincin » Sat May 21, 2016 4:11 am

More bug reporting, ahoy.

Midway:
The US does not have a deployment zone on the east end of the map. The US can only deploy naval units near Midway Island.

Watchtower:
The bridges seem to have disappeared. (I'm not totally certain, since my computer isn't powerful enough to run Watchtower in 3D World Mode. However, the movement is consistent with unbridged rivers).

This is extremely minor, but there is a random one-hex undeployable zone for the United States. There isn't a Japanese submarine there, that's not the problem.
Attachments
watchtower_deadspot.jpg
watchtower_deadspot.jpg (199.08 KiB) Viewed 2491 times

Erik2
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Re: Erik's Multiplayer Scenarios

Post by Erik2 » Sat May 21, 2016 8:22 am

Midway: There's was a download link problem, you probably tried the old version.

Watchtower: The missing bridges is by design, forgot to mention it in the post.

When you paint deployment hexes it is very easy to miss a location. But you have a couple of hundreds nearby...

Erik2
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Burma updated to v7.0

Post by Erik2 » Thu May 26, 2016 12:09 pm

Earlier version had issues due to players being able to deploy reinforcements at the frontline. This made it difficult for the Japanese to achieve their historical objectives.
Now all reinforcements for both sides are spawned units (with proper historic unit names). Allied units arrive at 1/2 strength and need to be built up before sent to the frontline.
All units are no-core, take care of your troops.

Increased Japanese experience.

Factions are divided into Japanese land, Japanese air, British land, British air, British Indian/Burmese, Chinese Nationals, US land, US air.
Resource income has been tailored to each faction. Resource is generally lowered for both sides.

Added ports to major river villages/towns. This will allow 'fording' and limited river transport (I use lakes for the major rivers).

Japanese occupation of key locations will spawn sniper units in various neighbouring locations. These simulate aggressive patrols.
Occupation of certain locations near the Indian border will trigger the release of additional Allied reinforcements.

Added Indian pro-Japanese guerillas which will spawn behind Allied lines.

Note: I had to change back to weekly turns as the reinforcements would otherwise clog up arrival locations. This means 195 turns... Play as long as you both have fun.
Due to the size of the scenario it will take a bit to load a turn. It worked ok in a hot-seat test.

download:
https://dl.dropboxusercontent.com/u/168 ... 942-45.zip

Erik2
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Burma updated to v8.0

Post by Erik2 » Sat Jun 04, 2016 11:43 am

Fixed reinforcements and supply.
Replaced all at-start and reinforcement 'hangars' with the airstrip unit. In theory you can destroy an airfield with just air power.
Added triggers for releasing additional Allied units when the Japanese are close to certain locations.
Many smaller changes.

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Saipan updated to v7.1

Post by Erik2 » Sat Jun 04, 2016 12:00 pm

Fixed a couple of objectives

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Watchtower updated to v10.0

Post by Erik2 » Sat Jun 04, 2016 4:30 pm

All land reinforcements are now spawned units with historical names.
They arrive on Guadalcanal provided the sea area around the arrival location is free from enemy naval forces in a 4-hex radius.
Japanese reinforcements arrive on the western tip at Marovov, the US at Lunga Point (near Henderson Field).


link
https://dl.dropboxusercontent.com/u/168 ... 942-43.zip

Erik2
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Watchtower updated to v10.1

Post by Erik2 » Tue Jun 07, 2016 12:00 pm

Removed left-over Japanese at start land command points since all reinforcements now are spawned units.

link
https://dl.dropboxusercontent.com/u/168 ... 0v10.1.zip

Erik2
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Burma updated to v8.1

Post by Erik2 » Tue Jun 07, 2016 4:55 pm

Replaced spawned airstrips with construction groups.
Other minor changes.
I have started to use the version number in the file/folder name.
Delete the old Burma folder unless you want to continue playing an older version.

Link:
https://dl.dropboxusercontent.com/u/168 ... 20v8.1.zip

Erik2
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Merrill's Marauders updated to v8.1

Post by Erik2 » Thu Jun 09, 2016 2:50 pm

Free deployment for most land units.
More air units for both sides. A few changes to Allied OOB, most importantly more Chinese units.
All units are non-core. Take care of your units, you can't buy them back...
Historical reinforcements (spawned units).

Link:
https://dl.dropboxusercontent.com/u/168 ... 20v8.1.zip

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