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Re: Erik's Multiplayer scenarios

Posted: Wed Mar 06, 2019 5:35 am
by cincin
Erik,

Here's the proposed Velikiye Luki 2.5.

Changed Ju52 spawn condition from Deployed to Available. This fixes the landing at airstrip bug.
Added German secondary objectives and changed Soviet secondary objective descriptions to make it clear that Ju52s go to Velikiye Luki and armored trains go to Novosokolniki. No idea if this messes up the minor/major victory conditions.
Minor briefing tweaks.

Re: Erik's Multiplayer scenarios

Posted: Wed Mar 06, 2019 9:17 am
by Erik2
cincin

Thanks, I'll take a look at the obj triggers.

Re: Erik's Multiplayer scenarios

Posted: Wed Mar 06, 2019 9:57 am
by Erik2
cincin wrote:
Wed Mar 06, 2019 5:35 am
Erik,

Here's the proposed Velikiye Luki 2.5.

Changed Ju52 spawn condition from Deployed to Available. This fixes the landing at airstrip bug.
Added German secondary objectives and changed Soviet secondary objective descriptions to make it clear that Ju52s go to Velikiye Luki and armored trains go to Novosokolniki. No idea if this messes up the minor/major victory conditions.
Minor briefing tweaks.
In addition to the above, I moved a couple of Soviet primary objectives to secondary.
Link updated to 2.6 in first post.

Thanks to cincin

2v2 Kasserine 1943

Posted: Thu Mar 07, 2019 6:06 pm
by Erik2
2v2 Kasserine 1943

This scenario covers the Axis offensive by the 5th Panzer Army and the Panzer Armee Afrika and its drive on the American depot at Tbessa and the rear area of the British V Corps at Le Kef.

There's a test-challenge up with free slots for a British and an Italian player.

Download link in first post.

2v1 Scandinavia 1940 5.0

Posted: Fri Mar 15, 2019 1:45 pm
by Erik2
2v1 Scandinavia 1940 5.0

This is a complete rework.

Reduced number of Allied/neutral factions from 3 to 2.
Player 1 = Norway/Britain/France/Poland/Canada. This allows the historical Allied nations to use the same airfield and port facilities.
Player 2 = Denmark/Sweden. Denmark would most probably fall first, so any ahistorical alliance between Denmark/Sweden is moot.
Important: These players are no longer part of the same team. This means imposing some natural restrictions on the non-German cooperation.

Redesigned most of the primary objectives.

Added a no-crossing naval line between Denmark and Norway. Only these two nations are allow to cross (except the Germans and subs of course.
Historically the British (and French) would not move their naval ships south of Stavanger on the SW Norwegian coast. Luftwaffe was more deadly back then than in OOB :wink:

Due to a date trigger condition bug I have replaced all date triggers with turn triggers.

German coastal batteries and airstrips will spawn at capture, thus may arrive sooner than in earlier versions.

There's a free Swedish/Denmark (I think) slot available if you want to help testing.

Link updated in first post.

2v1 Bulge to the Rhine 3.0

Posted: Wed Mar 20, 2019 10:46 am
by Erik2
2v1 Bulge to the Rhine 3.0

Major overhaul.

Cropped the top 18 hexes of the map.
Reduced number of air units. The air unit types also better reflect the various types available.
Changed reinforcement/withdrawal triggers from 'date' to 'turn' due to issues with the former.
Changed 1 turn pr day to 2 days pr turn and reduced number of turns to 45.
Doubled resource income (but income is also reduced when units are withdrawn).

Link updated in first post.

Re: Erik's Multiplayer scenarios

Posted: Wed Mar 20, 2019 12:36 pm
by Pernik
Hi,
I have found with my game opponent in the current running PBEM gameplay - custom multiplayer scenario "Guam (1944 free deploy)", that the primary objectives don´t work properly. My opponent has reached all of the required primary objectives, but the game still goes on - wasn´t ended like his victory. You can see in my attached screenshot bellow, that the primary objective "Defend Orote airfield" is not marked as my fail, although it has reached (like the others) by my opponent (the secondary objectives work fine). We would expect his victory in this case.

The multiplayer scenario is currently in PBEM queue.

1v1 Guam 1944 7.1

Posted: Thu Mar 21, 2019 4:17 pm
by Erik2
1v1 Guam 1944 7.1

Fixed, changed and simplified primary objectives. It is a bit harder for the US forces now.
Moved US army faction units to the regular US faction. This means better use of the specialisations.
Added experience = 4 to all units.
Replaced some units with better unit types.
Added escarpments to coastal hex-sides for non-beach/town terrain. This makes it mandatory for the US seaborne troops to land at beaches or towns.
Changed the scenario name slightly (it is still free-deploy of course).

Link updated in first post.

Re: Erik's Multiplayer scenarios

Posted: Fri Mar 22, 2019 9:18 pm
by Pernik
Hi Erik,
and thanks for the fixed "Guam" scenario! It looks much better than before, although the US naval and artillery fire support is deadly. It was impossible to hold all the primary objectives, but this will make it more playable for IJN side! Good job!! :D .

2v1 Bulge to the Rhine 3.1

Posted: Sun Mar 24, 2019 7:56 pm
by Erik2
2v1 Bulge to the Rhine 3.1

Fixed German supply issue.

Link updated in first post.

2v2 Kasserine 1943

Posted: Tue Mar 26, 2019 5:11 pm
by Erik2
2v2 Kasserine 1943

Major revision.

The new version has a bigger map (covering the same area).
The units are now battalions (previously mostly regiments). This means a number of new interesting units.
Air units better reflect the actual number of planes in a unit. This means a few more US air units.
Simplified and hopefully better objectives.
Added more roads.

Link updated in first post

Edit: Fixed a minor supply issue in v2.1

2v2 Tunisia 1943

Posted: Fri Apr 05, 2019 12:22 pm
by Erik2
This is a new scenario covering the end-game in North Africa.
It expands on the 2v2 Kasserine scenario.

There's a challenge up with one free slot if you'd like to part5icipate in the test, password erik

Download link in first post.

2v1 Scandinavia 5.2

Posted: Sat Apr 06, 2019 8:51 am
by Erik2
2v1 Scandinavia 5.2

All land/air units for all nations are now core units, dead core units may be reformed.
Added/increased supply in all sec objs and some special locations.
Moved Danish/Norwegian mobilisations 1 turn earlier.
Minor fixes.

Link in first post.

Re: Erik's Multiplayer scenarios

Posted: Sun Apr 07, 2019 2:14 pm
by Bobthenailer1
Hi Erik, There seems to be a problem with your V2 Sicily 1943 1.0 scenario. I have tried to play it twice now and both times it has hung up on the second turn. The first time on turn 2 the British units found half of their amphibious units standing in the ocean. When I tried to move the American units the game became so glitchy that it was impossible to move units. The second attempt at the scenario I was the British. My American counterpart appeared to only able to use units that were part of the initial setup in the game. After watching the replay of the American and Axis turn finish when it was my turn I could not move any of my forces (see attached screen capture). The turn option screen did not appear at the start of my turn and as you can see the main control panel at the bottom of the screen does not feature the Purchase or Force buttons. This looks like it is a good 4 player scenario sop I'm hoping you can create an updated version.

Thank you,
Bobthenailer1

Re: Erik's Multiplayer scenarios

Posted: Sun Apr 07, 2019 3:27 pm
by Erik2
Sicily is a large scenario, both map and number of units.
So some PCs may struggle with it.
I have had a 1.0 game going at least 10 turns (currently on hold waiting for one player). So it is not broken.

Anyway, I have a 1.1 waiting in the wings. Give me a bit of time and I'll check it out and hopefully publish it soon.
It is actually a fun scenario if you don't mind the large scope.

2v2 Sicily 1943 1.1

Posted: Sun Apr 07, 2019 5:14 pm
by Erik2
2v2 Sicily 1943 1.1

All land/air units are now core units. The purchase options are removed, but players are able to reform dead units.
Allied deployment hexes are now air/land/naval and deployment is available on all turns.
More flexible Axis air deployment (a few units).
Replaced date trigger with turn triggers.

There's a challenge up if you want to participate in a test (no password).

Update in first post.

Re: Erik's Multiplayer scenarios

Posted: Mon Apr 08, 2019 8:07 am
by Gilthib
Erik
seems that the link is broken for the sicily scenario updated
Regards
gilles

Fixed Sicily link

Posted: Mon Apr 08, 2019 9:23 am
by Erik2
Fixed Sicily link in first post

2v1 Sicily 1943 2.0

Posted: Wed Apr 10, 2019 8:39 am
by Erik2
2v1 Sicily 1943 2.0

Playing the Italians were not much fun, so I've assigned them to the German player.
Also there's now an option for a later US 2nd invasion up north (Patton wanted this) if the US player has kept enough units in reserve.

Link in first post.

2v1 Sicily 2.2

Posted: Wed Apr 17, 2019 4:18 pm
by Erik2
2v1 Sicily 2.2

Fixed corrupt scenario (I needed to leave the extra AI/CPU player in, removing it will crash the scenario).
Several minor changes.

Link updated in first post.
I've posted a challenge (me as the British) if you'd like to test it. Password erik
The German player now commands the Italians as well, there are a lot of units.