Erik's campaigns & mods
Moderators: Order of Battle Moderators, The Artistocrats
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- Sergeant First Class - Elite Panzer IIIL
- Posts: 434
- Joined: Mon Aug 21, 2017 11:45 am
- Location: Brazil
Re: Erik's campaigns
Germany East 1942
Hi Erik,
I think that those navy commanders were imported with the core units from 1941Campaign. Perhaps there is a way to avoid it and import air and ground units only.
Hi Erik,
I think that those navy commanders were imported with the core units from 1941Campaign. Perhaps there is a way to avoid it and import air and ground units only.
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- Field Marshal - Elefant
- Posts: 5848
- Joined: Mon Aug 15, 2011 12:48 pm
- Location: the land of freedom
Re: Erik's campaigns
The flexible pathing gives a real advantage to the tankettes.Hubbfrosch wrote: ↑Mon Mar 15, 2021 9:12 am Hi Erik, thank you for bringing these campaigns to us.
I have to admit I had a very rough start at 'Germany West 1939-40'. The 1st scenario Posen almost made me rage quit. If one of the TKS tankettes or cavalry units go crazy they can jeopardize the scenario completely. If they manage to cut your supply just once you can basically reload. The next scenarios went smoothly, so Posen really seems like a 'gatekeeper test'. Maybe 2 or 3 more turns or a few more command points that allow for one more unit?
Re: Korea mod 1.1
Oh great )
Seoul, South Korea. June 1950
https://topwar.ru/61278-severokoreyskie-tanki.html
https://tankyvbou.blogspot.com/2013/02/1950-53.html
I download the update as a matter of urgency )
http://www.plam.ru/transportavi/tehnika ... _05/p8.php
http://alternathistory.com/bronetankova ... v-okopakh/
https://topwar.ru/30095-46-vpechatlyayu ... voyny.html
https://union.4bb.ru/viewtopic.php?id=971&p=18
https://foto-history.livejournal.com/10717082.html
South Korean cavalrymen in the Taiga; 1950
Will cavalry be added ?
https://477768.livejournal.com/346158.html
l
50 moments from the Korean War (1950-1951)
https://humus.livejournal.com/2470491.html
https://military.wikireading.ru/55614
US flamethrower tanks
https://topwar.ru/30095-46-vpechatlyayu ... voyny.html
https://smolbattle.ru/threads/%D0%92%D0 ... %B5.42773/
Last edited by uzbek2012 on Tue Mar 16, 2021 11:26 pm, edited 1 time in total.
Re: Erik's campaigns
Hi Erik,
Thanks for the updates to the M19/M42.
You may want to have a look over of the Units.csv file. I noticed that the AA units appear to be duplicated.
Thanks for the updates to the M19/M42.
You may want to have a look over of the Units.csv file. I noticed that the AA units appear to be duplicated.
Re: Erik's campaigns
As I understand it the helicopters are still far away )))
https://ru.wikipedia.org/wiki/%D0%A1%D0 ... %80%941953
https://topwar.ru/115542-veterany-proti ... voyny.html
http://www.wio.ru/korea/korea-a.htm
https://www.vokrugsveta.ru/vs/article/2717/
https://smolbattle.ru/threads/%D0%92%D0 ... %B5.42773/
https://recombats.ru/aviaciya/vertolety ... jny-2.html
The Korean War in color. ( 60 photos )
https://dambiev.livejournal.com/19133.html
Last edited by uzbek2012 on Mon Mar 15, 2021 8:05 pm, edited 5 times in total.
Re: Erik's campaigns
One Issue I've had with the campaign, I've only been trying the Fox Co mini-campaign so far is it tends to lock up alot. It's not reproducible. It will lock up but then when I reload the last same and try again it is always fine. It's happened in all the scenarios of the campaign so far.
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- Lance Corporal - Panzer IA
- Posts: 10
- Joined: Tue Jan 08, 2019 8:45 pm
- Location: Ontario, Canada
Re: Erik's campaigns
Re: Sealion - #22 Oxford
I managed to capture all of the primary objectives and all of the secondary. The turn overview shows this, but the scenario won't end. Here is the turn 20 results, before I click my way to end.
I managed to capture all of the primary objectives and all of the secondary. The turn overview shows this, but the scenario won't end. Here is the turn 20 results, before I click my way to end.
I'd put something witty or profound here, but I would need to be witty or profound and not a plagiarizer.
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- Lance Corporal - Panzer IA
- Posts: 10
- Joined: Tue Jan 08, 2019 8:45 pm
- Location: Ontario, Canada
Re: Erik's campaigns
Re: Sealion - #7 Luton
Thanks for fixing the Gravesend scenario. It works fine now. In regards to #7 Luton. The scenario plays well but an just an observation I made while going through it. In the pincer movement to surround London the right pincer has the ability to cut the supply of the major British forces in the north east corner of the map. It just needs to get one unit to the top of the map near the middle and everything east of that goes out of supply. Perhaps the British need some supply sources along the edges as everything outside of the pincer should stay in supply if it can trace to the edge. This would certainly make the scenario tougher and you could not ignore these forces as they are quite mobile in supply.
Re: Sealion - #5 Thames
An interesting scenario with the giant pontoon bridge. I'm curious why all the troops on transports in the Thames do nothing? The warships move about and screw up the bridge building. The odd transport might move a hex or two, but none of them ever unloaded the troops. Eventually Stukas wiped them all out, but it was a bit of a timewaster. I suspect its a glitch somewhere as the scenario is too easy otherwise.
Thanks again.
Thanks for fixing the Gravesend scenario. It works fine now. In regards to #7 Luton. The scenario plays well but an just an observation I made while going through it. In the pincer movement to surround London the right pincer has the ability to cut the supply of the major British forces in the north east corner of the map. It just needs to get one unit to the top of the map near the middle and everything east of that goes out of supply. Perhaps the British need some supply sources along the edges as everything outside of the pincer should stay in supply if it can trace to the edge. This would certainly make the scenario tougher and you could not ignore these forces as they are quite mobile in supply.
Re: Sealion - #5 Thames
An interesting scenario with the giant pontoon bridge. I'm curious why all the troops on transports in the Thames do nothing? The warships move about and screw up the bridge building. The odd transport might move a hex or two, but none of them ever unloaded the troops. Eventually Stukas wiped them all out, but it was a bit of a timewaster. I suspect its a glitch somewhere as the scenario is too easy otherwise.
Thanks again.
I'd put something witty or profound here, but I would need to be witty or profound and not a plagiarizer.
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- Sergeant - Panzer IIC
- Posts: 178
- Joined: Wed Aug 08, 2012 1:44 pm
- Location: Belgium - Turnhout
Re: Korea mod 1.1
It's a fine and challeging campaign, I like it.
But after the update 1.1, the AI hangings(withOOB 9.0) aren't changed.
W.
RES NON VERBA
Re: Erik's campaigns
uzbek2012
I will try to add new unit types if they are present in the scenarios I use as templates.
But I will need help from a unit modder for this.
I will try to add new unit types if they are present in the scenarios I use as templates.
But I will need help from a unit modder for this.
Re: Erik's campaigns
Sorry about that.kverdon wrote: ↑Mon Mar 15, 2021 7:53 pm One Issue I've had with the campaign, I've only been trying the Fox Co mini-campaign so far is it tends to lock up alot. It's not reproducible. It will lock up but then when I reload the last same and try again it is always fine. It's happened in all the scenarios of the campaign so far.
I've had this happening randomly as well during internal play-test. I have ben unable to find any scripting errors so far.
Re: Erik's campaigns
There are end-of-scenario conditions added to primary objectives in just about every scenario to give you enough time to finish secondary objectives.
When all objs are fulfilled use the #igotnukes cheat (Shift C opens the console). This will end the scenario and give you all resource income for the rest of the turns.
Re: Erik's campaigns
Thanks for reporting.Retief2 wrote: ↑Tue Mar 16, 2021 6:26 am Re: Sealion - #7 Luton
Thanks for fixing the Gravesend scenario. It works fine now. In regards to #7 Luton. The scenario plays well but an just an observation I made while going through it. In the pincer movement to surround London the right pincer has the ability to cut the supply of the major British forces in the north east corner of the map. It just needs to get one unit to the top of the map near the middle and everything east of that goes out of supply. Perhaps the British need some supply sources along the edges as everything outside of the pincer should stay in supply if it can trace to the edge. This would certainly make the scenario tougher and you could not ignore these forces as they are quite mobile in supply.
Re: Sealion - #5 Thames
An interesting scenario with the giant pontoon bridge. I'm curious why all the troops on transports in the Thames do nothing? The warships move about and screw up the bridge building. The odd transport might move a hex or two, but none of them ever unloaded the troops. Eventually Stukas wiped them all out, but it was a bit of a timewaster. I suspect its a glitch somewhere as the scenario is too easy otherwise.
Thanks again.
Luton should be easy to fix.
Thames will take more time...
Anyway, added to a new SL-list.
Re: Erik's campaigns
Re: Erik's campaigns
uzbek2012
Sorry, no Arab-Israeli conflicts on the table.
I have too many unfinished and planned projects already
Sorry, no Arab-Israeli conflicts on the table.
I have too many unfinished and planned projects already
Re: Erik's campaigns
Ok I just asked yes your mods would be good to bring to the final )
https://www.strategium.ru/forum/topic/9 ... nt-3245691
Sea Lion 5.2
Sea Lion 5.2
Link updated in first post.
Thames:
Fixed the idle British units on the Thames.
Luton:
Added British supply locations.
Link updated in first post.
Thames:
Fixed the idle British units on the Thames.
Luton:
Added British supply locations.
Korea 1.2
Korea 1.2
Link updated in first post.
Kondi's excellent Korea skins now work thanks to GabeKnight.
Added the Korea-land-alternate skin as default to all scenarios.
M19 GMC available as purchase for the USMC.
I was unable to spot any duplicate US AA units in the units.csv. Probably been staring at the screen for too long...
Link updated in first post.
Kondi's excellent Korea skins now work thanks to GabeKnight.
Added the Korea-land-alternate skin as default to all scenarios.
M19 GMC available as purchase for the USMC.
I was unable to spot any duplicate US AA units in the units.csv. Probably been staring at the screen for too long...
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- Lieutenant-General - Karl-Gerat 040
- Posts: 3700
- Joined: Mon Nov 27, 2017 10:24 pm
Re: Korea 1.2
Very good. I'm glad the skinning business worked out.
Actually most of the credit goes to "LNDavoust" and his incredible Spanish Civil War mod. I've only reverse-engineered his findings.
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- Lieutenant-General - Karl-Gerat 040
- Posts: 3700
- Joined: Mon Nov 27, 2017 10:24 pm
Korea/Turkish camp.
Korea mod v1.2
Turkish 1 Bn Korea 1950-51 Mini-Campaign
Knowing you, I've played on middle difficulty...
Now that's what I call a REAL mini-campaign. Not only just 5 scens but turn limits around 15 and smallish maps, not much larger as my screen. Niiiiiice!
Finished in a couple of hours. Niiiiiice!
(BTW, I like my HMG troops. I think I'll incorporate them into my mod.)
General suggestions for the Korea mod:
- Maybe the Corsair Napalm should have some shock and/or assault?
- Isn't the high_grass terrain a bit too green on the mini-map?
- Good idea to put the M18/M20 troops into the anti-tank class. A nasty surprise for my Shermans attacking some foxhole... but they may count as mechanical units now? I'll have to observe.
scen01
- The Chinese mortar infantry could use some transport, or they arrive too late.
- Those US jets are really powerful against infantry. I think two planes overall should be enough
scen02
- You could provide 1-2 more deployment hexes. Maybe I don't want only 5 infantry, but some engineers or mortars
- The "no gun exits the map" FAIL trigger does not work
scen03
- Heeey, why did you change the Willys M1917 to be able to capture hexes?
- The "do not lose any aux. units" FAIL trigger does not work
scen04
- I do not have enough supply to deploy all my land-CP! (about 10 are missing)
- ... and then you increase it even more the next turn? And spawn some more units? I'm in undersupply?!?! Noooooooooo....
--> I've changed it to 150 and restarted the scen.
scen 05
- The enemy has no supply
- The sec. obj. "do not lose Allied units" FAIL trigger works here. Found out the hard way: my supporting raider units get spawned in the middle of the enemy reserve, they get annihilated the same turn. You have to change the spawn point, please.
- This scen is a bit tedious. Minimal movement through winter climate anyway and then all the dense forests... Did finish in 23 turns.
- The last campaign "victory" event has no pic
I did not notice anything odd or any crashes or whatever AI problems playing with the mod so far.
Thanks, Erik!
Turkish 1 Bn Korea 1950-51 Mini-Campaign
Knowing you, I've played on middle difficulty...
Now that's what I call a REAL mini-campaign. Not only just 5 scens but turn limits around 15 and smallish maps, not much larger as my screen. Niiiiiice!
Finished in a couple of hours. Niiiiiice!
(BTW, I like my HMG troops. I think I'll incorporate them into my mod.)
General suggestions for the Korea mod:
- Maybe the Corsair Napalm should have some shock and/or assault?
- Isn't the high_grass terrain a bit too green on the mini-map?
- Good idea to put the M18/M20 troops into the anti-tank class. A nasty surprise for my Shermans attacking some foxhole... but they may count as mechanical units now? I'll have to observe.
scen01
- The Chinese mortar infantry could use some transport, or they arrive too late.
- Those US jets are really powerful against infantry. I think two planes overall should be enough
scen02
- You could provide 1-2 more deployment hexes. Maybe I don't want only 5 infantry, but some engineers or mortars
- The "no gun exits the map" FAIL trigger does not work
scen03
- Heeey, why did you change the Willys M1917 to be able to capture hexes?
- The "do not lose any aux. units" FAIL trigger does not work
scen04
- I do not have enough supply to deploy all my land-CP! (about 10 are missing)
- ... and then you increase it even more the next turn? And spawn some more units? I'm in undersupply?!?! Noooooooooo....
--> I've changed it to 150 and restarted the scen.
scen 05
- The enemy has no supply
- The sec. obj. "do not lose Allied units" FAIL trigger works here. Found out the hard way: my supporting raider units get spawned in the middle of the enemy reserve, they get annihilated the same turn. You have to change the spawn point, please.
- This scen is a bit tedious. Minimal movement through winter climate anyway and then all the dense forests... Did finish in 23 turns.
- The last campaign "victory" event has no pic
I did not notice anything odd or any crashes or whatever AI problems playing with the mod so far.
Thanks, Erik!