Page 9 of 47

Re: Erik's campaigns

Posted: Sat Jul 14, 2018 9:51 am
by Erik2
Wake:
Fixed objectives.

Rainbow:
Set turn limit to 21.
Fixed objectives.

Link updated to v1.2

Re: Erik's campaigns

Posted: Sat Jul 14, 2018 12:40 pm
by McLeoudX
Erik2 wrote:
Sat Jul 14, 2018 9:51 am
Wake:
Fixed objectives.

Rainbow:
Set turn limit to 21.
Fixed objectives.

Link updated to v1.2
This sound good, will test it later :)
Thanks!

Desert Rats

Posted: Sun Jul 15, 2018 11:02 am
by Erik2
Desert Rats campaign updated to v4.1

Re: Erik's campaigns

Posted: Sun Jul 15, 2018 11:11 am
by GabeKnight
Great. Thanks, Erik!

Re: Erik's campaigns

Posted: Sun Jul 15, 2018 2:24 pm
by Erik2
I haven't told poor, old, over-worked Bru yet.
But I just about finished up a conversion of the PzC Afrika Korps campaign with 24 scenarios featuring Rommel going all the way to Burma...
I did this campaign primarily because of all the what-if scenarios. Some players have asked for more of these.

Re: Erik's campaigns

Posted: Tue Jul 17, 2018 6:16 am
by GUNDOBALDO08
Hi Erik in The Hague/Rotterdam scenario theres P36 Planes with wrong 3d model, I think from a japanese Plane...

Re: Erik's campaigns

Posted: Tue Jul 17, 2018 9:58 am
by ctskelly
Desert Rats is a great campaign, but First Bardia still has problems. There is no air or navy deploy allowed, and only 3 points for land units (until you take a resource point). The Aussies alone cannot win.

Re: Erik's campaigns

Posted: Tue Jul 17, 2018 10:43 am
by Chema_cagi
ctskelly wrote:
Tue Jul 17, 2018 9:58 am
Desert Rats is a great campaign, but First Bardia still has problems. There is no air or navy deploy allowed, and only 3 points for land units (until you take a resource point). The Aussies alone cannot win.
Totally agreed. Campaign is awesome, but no way to deploy naval or air in Bardia 1st.

Also, I would suggest, if possible, to add date of update besides of campaign version in the OP

And, above all, thanks for the awesome campaigns!

Re: Erik's campaigns

Posted: Tue Jul 17, 2018 2:15 pm
by GabeKnight
ctskelly wrote:
Tue Jul 17, 2018 9:58 am
Desert Rats is a great campaign, but First Bardia still has problems. There is no air or navy deploy allowed, and only 3 points for land units (until you take a resource point). The Aussies alone cannot win.
Chema_cagi wrote:
Tue Jul 17, 2018 10:43 am
Campaign is awesome, but no way to deploy naval or air in Bardia 1st.
I guess the no-air-deployment is intentional, and there are naval and land deployments possible, but it's true that with the lack of supply, no additional forces can be deployed until another supply source (town) is taken. And that I guess is not inteded and was an oversight (?).

Screenshot 601.jpg
Screenshot 601.jpg (729.94 KiB) Viewed 1573 times

Erik, with the whole bunch of new scens added since my last playthrough, the campaign really looks much better and diversified now. I'll be sure to give another go, soon. :D

Re: Erik's campaigns

Posted: Tue Jul 17, 2018 2:25 pm
by Navman2854
Erik2 wrote:
Sun Jul 15, 2018 2:24 pm
I haven't told poor, old, over-worked Bru yet.
But I just about finished up a conversion of the PzC Afrika Korps campaign with 24 scenarios featuring Rommel going all the way to Burma...
I did this campaign primarily because of all the what-if scenarios. Some players have asked for more of these.
O now that's interesting....... :D

Re: Erik's campaigns

Posted: Tue Jul 17, 2018 3:06 pm
by Sleezly
Thanks for your nice work! :D

Re: Erik's campaigns

Posted: Tue Jul 17, 2018 4:30 pm
by Erik2
First Bardia:
Added more Allied supply.
There are 15 naval command points and deployment hexes available.

Link updated to v4.2

Re: Erik's campaigns

Posted: Tue Jul 17, 2018 4:32 pm
by Erik2
GUNDOBALDO08 wrote:
Tue Jul 17, 2018 6:16 am
Hi Erik in The Hague/Rotterdam scenario theres P36 Planes with wrong 3d model, I think from a japanese Plane...
They are the correct French ones.
There's more just red than blue in the markings.

Re: Erik's campaigns

Posted: Tue Jul 17, 2018 5:23 pm
by Chema_cagi
Erik2 wrote:
Tue Jul 17, 2018 4:30 pm
First Bardia:
Added more Allied supply.
There are 15 naval command points and deployment hexes available.

Link updated to v4.2
Thank you, mate!

Re: Erik's campaigns

Posted: Tue Jul 17, 2018 6:54 pm
by Chema_cagi
Chema_cagi wrote:
Tue Jul 17, 2018 5:23 pm
Erik2 wrote:
Tue Jul 17, 2018 4:30 pm
First Bardia:
Added more Allied supply.
There are 15 naval command points and deployment hexes available.

Link updated to v4.2
Thank you, mate!
Sorry to disturb you again. Actually, the "naval deployment hexes" only allow to deploy transports. No DD or CA can be deployed, and I guess it's the little supression punch lacking in the last turns

PS: The supply point increase give the aussies some more breath space

Re: Erik's campaigns

Posted: Wed Jul 18, 2018 11:55 am
by GabeKnight
Chema_cagi wrote: Sorry to disturb you again. Actually, the "naval deployment hexes" only allow to deploy transports. No DD or CA can be deployed, and I guess it's the little supression punch lacking in the last turns
Oops, seems he's right. Sorry, missed that in the previous post (just took a peek)...looks like there's only land-deployment hexes placed on the water.

Re: Erik's campaigns

Posted: Wed Jul 18, 2018 3:20 pm
by Erik2
First Bardia:
Fixed naval deployment.
Clarified some objective txts.

Link updated to v4.3 in first posts.

Re: Erik's campaigns

Posted: Wed Jul 18, 2018 6:35 pm
by Chema_cagi
Erik2 wrote:
Wed Jul 18, 2018 3:20 pm
First Bardia:
Fixed naval deployment.
Clarified some objective txts.

Link updated to v4.3 in first posts.

Thanks again, you're awesome.

In the meanwhile I've been playing your german grand campaign, and I have to say that your scenario design/timing is exquisite!

Re: Erik's campaigns

Posted: Fri Aug 03, 2018 8:53 pm
by pedersen
Thank you so much for creating these great campaigns.

Am currently playing the GC, which really highlights the differences between OOB and PzC/PzG.

Small question (and sorry if this should be in a different place): after the "cross-road", i.e. Belgrade or Channel, the game doesn't award me any new heroes, even if I fulfill the required objectives (e.g. moving the Romanian cav to Belgrade in that scenario) Is there a max number of heroes that the core can handle or is this bug?

Desert Rats Medenine

Posted: Sat Aug 04, 2018 3:23 pm
by ctskelly
Hi players,

Desert Rats, there are some great scenarios in there. I love game play that makes you think carefully about how to use armor, air, supply, and even infantry.

One I have trouble with is Medenine. If anyone has won it in 20 turns, at normal settings, tell me how. I used the editor to set it to 35 turns and that ended up making the scenario fantastic: side runs, airborne supply cuts, and even cracking the iron Mareth line. I recommend this fix.

So Erik, thanks again for such great stuff. I think I like your campaigns even better than the official DLC.