Erik's Multiplayer scenarios

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Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

GeneralKostas wrote: Sat Jan 30, 2021 9:45 am
Erik2 wrote: Fri Jan 29, 2021 2:08 pm
GeneralKostas wrote: Fri Jan 29, 2021 9:23 am Good morning.

I am playing the Race for Tunis 1.3 MP Scenario and i have noticed, that i can't attach the two Italian Commanders into the units.
The current 2v2 is 1.4 and the Italian commanders are ok there.
I have downloaded the version 1.3 from the community content inside the game. Is there a plan to upgrade it in a future game update?
Aha, the crate is updated whenever Shards tells us he's planning one. Then we custom designers point him to the latest version.
I've sent him a link to 1.4.
Thanks for reporting.
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Re: Erik's Multiplayer scenarios

Post by ulfSjolinder »

Market-Garden and mines.

Hi Eric.
In Panzerkrieg-Demyansk scenario. If you run into a mine there is still some mines left so you cant advance.
If this is possible to do in Market-Garden it IMO will make the mines more useful and more historical correct.
Many thanks for all scenarios you created.
Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

ulfSjolinder wrote: Thu Feb 04, 2021 10:27 pm Market-Garden and mines.

Hi Eric.
In Panzerkrieg-Demyansk scenario. If you run into a mine there is still some mines left so you cant advance.
If this is possible to do in Market-Garden it IMO will make the mines more useful and more historical correct.
Many thanks for all scenarios you created.
I don't think a scenario designer can do much about this.
An engineer unit with near full strength will remove a whole minefield.
A unit stepping onto a minefield will remove parts of it.
So the only trick I can think of is adding experience or fortification to a minefield. I've never tried this though. It will only work with pre-deployed 'fields anyway.
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2v1 Operation Avalanche 1.3

Post by Erik2 »

2v1 Operation Avalanche 1.3
Link updated in first post.

Added 2 pri objs in the NE and SE map.
Erik2
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2v2 Operation Nordwind 1.6

Post by Erik2 »

2v2 Operation Nordwind 1.6
Link updated in first post

Teams may now share victory points and more importantly, deployment zones.
Erik2
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2v2 Olympic 1.1

Post by Erik2 »

2v2 Olympic 1.1
Link updated in first post.

Added a bit more Japanese supply.
Supply ships are now core.
Removed Japanese naval commanders.
Doubled Marine Corps resource income.
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2v2 Operation Olympic 1945 1.2

Post by Erik2 »

2v2 Operation Olympic 1945 1.2
Link updated in first post.

Both Japanese factions have a range of different Kamikaze units. A killed Kamikaze type will spawn a similar type in the reserve list.
This should keep the Allied air and naval forces busy.

Removed Japanese air commanders.

(Changed the name of the scenario/folder. Please remove the old one.)
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Market Garden 2v2 MIA

Post by Celeborn »

Drops says it has been "deleted" :-\
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Re: Erik's Multiplayer scenarios

Post by Celeborn »

I tend to agree though they can be of use when RPs are plentiful but CP are not...
KarisFraMauro wrote: Sat Jan 23, 2021 6:44 am Yeah I've never really encountered a situation where mines make much sense. You could say they slow down an enemy, but saving your resources for something capable of actually destroying an opponent slows them down a lot more in my experience ;)
Erik2
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Re: Market Garden 2v2 MIA

Post by Erik2 »

Celeborn wrote: Sun Feb 07, 2021 5:51 pm Drops says it has been "deleted" :-\
Fixed.
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Re: 2v2 Operation Olympic 1945 1.2

Post by Chema_cagi »

Erik2 wrote: Sun Feb 07, 2021 9:35 am 2v2 Operation Olympic 1945 1.2
Link updated in first post.

Both Japanese factions have a range of different Kamikaze units. A killed Kamikaze type will spawn a similar type in the reserve list.
This should keep the Allied air and naval forces busy.

Removed Japanese air commanders.

(Changed the name of the scenario/folder. Please remove the old one.)
A respawn of kamikaze units deserves a scenario restart, IMHO :)
Celeborn
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Re: Market Garden 2v2 MIA

Post by Celeborn »

thanks!
Erik2 wrote: Mon Feb 08, 2021 10:12 am
Celeborn wrote: Sun Feb 07, 2021 5:51 pm Drops says it has been "deleted" :-\
Fixed.
KarisFraMauro
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

It's a good point about mines being handy in that one context with surplus resource points but not command points. Although even there I'd probably prefer trying to save rp for future repairs.
Erik2
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Re: 2v2 Operation Olympic 1945 1.2

Post by Erik2 »

Chema_cagi wrote: Mon Feb 08, 2021 3:36 pm
Erik2 wrote: Sun Feb 07, 2021 9:35 am 2v2 Operation Olympic 1945 1.2
Link updated in first post.

Both Japanese factions have a range of different Kamikaze units. A killed Kamikaze type will spawn a similar type in the reserve list.
This should keep the Allied air and naval forces busy.

Removed Japanese air commanders.

(Changed the name of the scenario/folder. Please remove the old one.)
A respawn of kamikaze units deserves a scenario restart, IMHO :)
jlkuro99 and I have been discussing a restart, but we'd like to continue the current tests until the second, northern invasion has been launched. This may warrant another scenario update.
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Re: 2v2 Operation Olympic 1945 1.2

Post by Chema_cagi »

Erik2 wrote: Tue Feb 09, 2021 8:44 am

jlkuro99 and I have been discussing a restart, but we'd like to continue the current tests until the second, northern invasion has been launched. This may warrant another scenario update.
Just saw that invasion, I though all the invasion entries were done. It's perfect to test it further
KarisFraMauro
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

Yeah regarding the northern invasion I think I misunderstood something. Naval units can be undeployed and then redeployed in the north, so I assumed the same applied to land units. However moving land units into that green flagged ocean area in the east between the two naval redeployment flagged areas does nothing. So... I have to not deploy land units in the first place? Then what's the point of the middle flagged area? Also allowing kamikaze to respawn is very badly needed. As it is now (the initial version) it's a map where the best Japan can hope for is a minor defeat while the worst the allies can expect is a minor victory. I was thinking two things were needed to balance it. One is loads more mines for Japan, as in all potential allied landing areas. Even that would only slow down the allied victory, which is why adding respawns for Japan is the second thing. Ideally partisans, LOTS of them, but kamikaze is at least an improvement.
Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

Karis

I think you have stumbled upon the mechanism for putting spawned reinforcing core units into the reserve list.
There are triggers that undeploy these core units.
The map txt is probably causing a bit of confusion...
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

Heh a lot of the time I don't pay as much attention to the map text as I ought to... :P Makes me a good play tester though! Even without being able to redeploy land units in the north I'm pretty confident about getting the secondary objectives because my partner was a bit more intelligent than me and did manage to keep a few infantry undeployed, and the allied air transport should arrive with a few turns to spare. Just waiting for the navy to soften things up suffiently at this point.

I just joined the Market Garden 2 vs 2 map and am looking forwards to that.
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2v2 Olympic 1.3

Post by Erik2 »

2v2 Olympic 1.3
Link updated in first post.

'Regular' Japanese inf/art/eng units are now core.
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

I was just reading an article on the BBC website about the battle of Kohima. I'd never even heard of it before, but as it was voted Britain's greatest battle by the Imperial War Museum seems like it was actually quite a big deal. Got me wondering if there are any scenarios related to it...
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