Erik's campaigns, mods and multiplayer scenarios
Moderators: The Artistocrats, Order of Battle Moderators
Re: Erik's campaigns & mods
Loki1942
I plan to update the US naval campaign and move it to the Naval mod.
But I have a couple of other projects that I'd like to finish first.
I plan to update the US naval campaign and move it to the Naval mod.
But I have a couple of other projects that I'd like to finish first.
Re: Erik's campaigns & mods
Always two steps ahead
Lovely, will hold off playing the campaign until then.
/cheers

/cheers
-
- Private First Class - Opel Blitz
- Posts: 3
- Joined: Wed Dec 07, 2011 2:06 am
Re: Erik's campaigns & mods
In the Desert Rats campaign Operation Crusader mission, I own the entire map but it's not giving me credit for linking Tobruk with Sidi Barrani and I get a Draw result. What am I missing?
Re: Erik's campaigns & mods
chuckcottle
Maybe the trigger isn't working properly.
I'll take a look at it sometime in the future
Maybe the trigger isn't working properly.
I'll take a look at it sometime in the future

-
- Private First Class - Opel Blitz
- Posts: 3
- Joined: Wed Dec 07, 2011 2:06 am
Re: Erik's campaigns & mods
If it helps, I believe I had the two linked before the objective was added so if the trigger was expecting it to come after it might not fire off.
Re: Erik's campaigns & mods
That explains it.chuckcottle wrote: ↑Mon Jul 03, 2023 4:30 pm If it helps, I believe I had the two linked before the objective was added so if the trigger was expecting it to come after it might not fire off.
MicroMod 4.15
MicroMod 4.15
Link updated in first post.
Added Romanian units:
Engineer '41 + '42
Cavalry
JIS 79B
Added Romanian commanders:
Constantin Constantinescu-Claps
Petre Dumitrescu
Added British Bridge Engineers
Added Belgium units:
Infantry 1944
Engineers 1944
--------------------
Added German campaign Road to Stalingrad 1942
This campaign is considered still in beta, I haven't had time to play all the way through yet.
Not that most of the scenarios are quite large, both map sizes and number of units.
Your core units consist of one German Panzer division and one Romanian infantry division.
Scenarios:
Don River
Mayorovskiy
Latashanka
Abganerovo
Stalingrad City
Bolshoy
Pronin
Kletskaya
Tsatsa
Krasnoarmeysk
Zety
Kalach Bridge
State Farm 79
Chir River
Aksay
Operation Ring
Link updated in first post.
Added Romanian units:
Engineer '41 + '42
Cavalry
JIS 79B
Added Romanian commanders:
Constantin Constantinescu-Claps
Petre Dumitrescu
Added British Bridge Engineers
Added Belgium units:
Infantry 1944
Engineers 1944
--------------------
Added German campaign Road to Stalingrad 1942
This campaign is considered still in beta, I haven't had time to play all the way through yet.
Not that most of the scenarios are quite large, both map sizes and number of units.
Your core units consist of one German Panzer division and one Romanian infantry division.
Scenarios:
Don River
Mayorovskiy
Latashanka
Abganerovo
Stalingrad City
Bolshoy
Pronin
Kletskaya
Tsatsa
Krasnoarmeysk
Zety
Kalach Bridge
State Farm 79
Chir River
Aksay
Operation Ring
SquadMod 2.1
SquadMod 2.1
Link updated in first post.
Banzai 42 campaign:
35Papua1:
Fixed primary objectives
Semper Fi 41-42 campaign:
01Wake:
Fixed primary objective.
Semper Fi 1943-44 campaign:
24Tinian:
Added reinforcements deployment zones.
Semper Fi 45 campaign:
31Iwo5:
Supply connection trigger fixed.
34Okinawa2:
Fixed air commander reward.
Link updated in first post.
Banzai 42 campaign:
35Papua1:
Fixed primary objectives
Semper Fi 41-42 campaign:
01Wake:
Fixed primary objective.
Semper Fi 1943-44 campaign:
24Tinian:
Added reinforcements deployment zones.
Semper Fi 45 campaign:
31Iwo5:
Supply connection trigger fixed.
34Okinawa2:
Fixed air commander reward.
Desert Rats 6.5
Desert Rats 6.5
Link updated in first post.
13Crusader:
Fixed supply connection objective.
Link updated in first post.
13Crusader:
Fixed supply connection objective.
Re: Erik's campaigns & mods
Semper Fidelis 1941-42, Gavutu/Tanambogo scenario. Nothing happens when i push the end turn button at start of battle. The end turn button just disappears, and the computer does nothing. Just a heads up 

MicroMod 4.16
MicroMod 4.16
Added Coastal Gun Small.
Added Coastal Gun Medium.
Added French units:
Tiger Moth
Potez 63
Bloch 152
Added 2 scenarios;
2v2 Torch East and 2v2 Torch West.
Large maps, medium number of units, 40 turns.
I recommend players to play both scenarios as mirror games.
I have created 2 challenges if you'd like to test the scenarios.
2v1 Danzig Corridor 1939 2.5:
Fixed primary objectives
Added Coastal Gun Small.
Added Coastal Gun Medium.
Added French units:
Tiger Moth
Potez 63
Bloch 152
Added 2 scenarios;
2v2 Torch East and 2v2 Torch West.
Large maps, medium number of units, 40 turns.
I recommend players to play both scenarios as mirror games.
I have created 2 challenges if you'd like to test the scenarios.
2v1 Danzig Corridor 1939 2.5:
Fixed primary objectives
Germany East 1944 1.7
Germany East 1944 1.7
Link updated in first post.
All scenarios:
Doubled German resource income.
Added more Soviet commanders.
Soviet air units start in hangars.
Link updated in first post.
All scenarios:
Doubled German resource income.
Added more Soviet commanders.
Soviet air units start in hangars.
NavalMod 1.3
NavalMod 1.3
Link updated in first post.
The Royal Navy campaign keeps track of Italian battleships and heavy cruisers sunk in previous scenarios. I have edited most objectives to check if there are Italian ships available for the 'sink ship' objectives and provide alternatives if not.
Generally replaced 'afflict damage' objectives with 'sink ships'
Link updated in first post.
The Royal Navy campaign keeps track of Italian battleships and heavy cruisers sunk in previous scenarios. I have edited most objectives to check if there are Italian ships available for the 'sink ship' objectives and provide alternatives if not.
Generally replaced 'afflict damage' objectives with 'sink ships'
-
- Order of Battle Moderator
- Posts: 6213
- Joined: Sun Jan 10, 2016 5:39 pm
- Location: United States
Re: Erik's campaigns & mods
If I had the ability, I believe I would change my forum name to Chrysalis. For, after being away from the game for a while, I have emerged from my cocoon in an altered state.
Namely, I am no longer a producer and editor. I have become a CONSUMER of OOB!
Oh, I will still dabble a bit in producing and editing but those will no longer be my primary activities here. Seriously, if I told you how little I have played the game; if I told you how many of the official DLCs and your campaigns I have downloaded over the years and never played them, you would not believe me.
I want to play OOB to enjoy OOB. That is now my goal.
The quid pro quo is this: I take the game as it is, flaws and all. (Including the force panel opening at the start of every turn. I know you told somebody that it was good for multiplayer but should be an option. YOU ask them for that, please. They like you!)
And when I say flaws and all, that also means in the scenarios and campaigns. So no longer will I be correcting their DLCs in my "private copy" of OOB; I threw all that edited stuff out. They say that they went back and fixed a bunch of issues; I doubt that they were comprehensive about it but I will take it as it stands now.
If I find things, I will report them just like any other user, to Slitherine. I will also bring your attention to bugs in your work with more alacrity and enthusiasm for I know you will act upon my suggestions if they are sound. But I will be looking for your edits, not doing them on my own.
Well, here's the story: I was looking around Steam for a WWII naval warfare game, without much success. I visit this forum. I see the latest post in the Scenario Design forum: "NavalMod 1.3 by Erik2." Eureka! Downloaded; looks good.
The very first scenario, The Battle of Calabria, is a great start to the campaign and right up my alley. I will be honest; I had to restart it twice before I figured out a winning strategy (involving concentration of forces and destroying the Italian fleet piecemeal rather them doing that to me). Even so, I was almost defeated because I lost track of the primary objective of sinking the Italian transports. As you see here, I just got there just in the nick of time:
Unfortunately, I came away with only a draw. The reason for this is because your "Important!" notice is technically a primary objective that must be resolved one way or the other when the scenario ends. If the transports are sunk, then reward a victory for "Important!" If the scenario is lost, then fail this as well. (Or, come to think of it, why not deactivate "Important!" at some point; the player should have gotten the message at the very beginning or after a few turns.)
Namely, I am no longer a producer and editor. I have become a CONSUMER of OOB!
Oh, I will still dabble a bit in producing and editing but those will no longer be my primary activities here. Seriously, if I told you how little I have played the game; if I told you how many of the official DLCs and your campaigns I have downloaded over the years and never played them, you would not believe me.
I want to play OOB to enjoy OOB. That is now my goal.
The quid pro quo is this: I take the game as it is, flaws and all. (Including the force panel opening at the start of every turn. I know you told somebody that it was good for multiplayer but should be an option. YOU ask them for that, please. They like you!)
And when I say flaws and all, that also means in the scenarios and campaigns. So no longer will I be correcting their DLCs in my "private copy" of OOB; I threw all that edited stuff out. They say that they went back and fixed a bunch of issues; I doubt that they were comprehensive about it but I will take it as it stands now.
If I find things, I will report them just like any other user, to Slitherine. I will also bring your attention to bugs in your work with more alacrity and enthusiasm for I know you will act upon my suggestions if they are sound. But I will be looking for your edits, not doing them on my own.
Well, here's the story: I was looking around Steam for a WWII naval warfare game, without much success. I visit this forum. I see the latest post in the Scenario Design forum: "NavalMod 1.3 by Erik2." Eureka! Downloaded; looks good.
The very first scenario, The Battle of Calabria, is a great start to the campaign and right up my alley. I will be honest; I had to restart it twice before I figured out a winning strategy (involving concentration of forces and destroying the Italian fleet piecemeal rather them doing that to me). Even so, I was almost defeated because I lost track of the primary objective of sinking the Italian transports. As you see here, I just got there just in the nick of time:
Unfortunately, I came away with only a draw. The reason for this is because your "Important!" notice is technically a primary objective that must be resolved one way or the other when the scenario ends. If the transports are sunk, then reward a victory for "Important!" If the scenario is lost, then fail this as well. (Or, come to think of it, why not deactivate "Important!" at some point; the player should have gotten the message at the very beginning or after a few turns.)
- Bru
-
- Order of Battle Moderator
- Posts: 6213
- Joined: Sun Jan 10, 2016 5:39 pm
- Location: United States
Re: Erik's campaigns & mods
P.S. — Knowing your style, I was suspicious as to why the Italian transports never moved. Their escort MAS torpedo boats came charging ahead, but at my fleet and by themselves. I notice that there are red exits to Benghazi and I am betting dimes to doughnuts that you meant for the transports to make for these exits at some time or another. If so, their activating trigger is faulty. You may want to also give the player a break by mentioning in the objective that the transports are most likely headed for Benghazi.
- Bru
Re: Erik's campaigns & mods
Thanks, Bru. Welcome to the world of gaming
Like you, I have spent far more time in the Editor than actually playing the game. Signing up as beta player over the years mean that I have played all the official campaigns, though.
I hope you will still post comments on any issues you find. Very much appreciated.
This campaign carries Italian BB/CA losses to the next scenario(s). I hope the new triggers have fixed the former objective issues if none Italian ships were left at start...

Like you, I have spent far more time in the Editor than actually playing the game. Signing up as beta player over the years mean that I have played all the official campaigns, though.
I hope you will still post comments on any issues you find. Very much appreciated.
This campaign carries Italian BB/CA losses to the next scenario(s). I hope the new triggers have fixed the former objective issues if none Italian ships were left at start...
-
- Order of Battle Moderator
- Posts: 6213
- Joined: Sun Jan 10, 2016 5:39 pm
- Location: United States
Re: Erik's campaigns & mods
Sorry, Erik, but I had to pull the plug on the second scenario, the Raid on Taranto. The reason: excessive "Thinking" time.
I believe that problem is being caused by having 52 units in one AI team, all assigned to "Seek & Destroy":
As we have discussed at times, the computer is trying to figure out the optimal assignment for each AA gun, coordinated with the activations of the other 51 guns. Each of these guns can move, even if only one hex, and fire so the game is calculating the best set of instructions to all 52 units in the team to maximize their effect on the enemy (me).
I will hold off on Taranto until you can corroborate what I am saying and, if you agree, make the necessary alterations so that the scenario will move along. Do you need all of these AA guns? And, rather than Seek & Destroy, perhaps Static Defense would suffice for them. I think Static Defense does not require all of the permutations to be calculated for an AI team assigned to Seek & Destroy.
I believe that problem is being caused by having 52 units in one AI team, all assigned to "Seek & Destroy":
As we have discussed at times, the computer is trying to figure out the optimal assignment for each AA gun, coordinated with the activations of the other 51 guns. Each of these guns can move, even if only one hex, and fire so the game is calculating the best set of instructions to all 52 units in the team to maximize their effect on the enemy (me).
I will hold off on Taranto until you can corroborate what I am saying and, if you agree, make the necessary alterations so that the scenario will move along. Do you need all of these AA guns? And, rather than Seek & Destroy, perhaps Static Defense would suffice for them. I think Static Defense does not require all of the permutations to be calculated for an AI team assigned to Seek & Destroy.
- Bru
Re: Erik's campaigns & mods
Taranto worked fine for me without any hangs (long AI time though), but I agree.
I'll split the AA units in 2-3 teams.
I'll split the AA units in 2-3 teams.
MicroMod 4.17
MicroMod 4.17
Increased cavalry movement.
Link updated in first post.
2v2 A Bridge Too Far:
LW units are now core units and they arrive turn-6.
Fixed LW pilots.
Fixed Skytrain deployments.
British paras units now have experience = 5.
Added supply = 5 to silver flagged locations.
Added supply = 10 to gold flagged locations.
Moved all reinforcements forward and reduced number of turns to 40.
Stalingrad campaign:
00Don:
Fixed Soviet fighter AI team assignments
03Abganerovo:
Added Tartar ditch erscarpments.
Removed Ferry location names.
Fixed number of Primary objectives.
Added Krasnaya Sloboda town terrain.
Fixed Romanian airstrip construction unit.
Reduced number of turns from 36 to 30.
04City:
Increased Soviet unit experience.
Added Soviet guard ships to barges.
Soviet air units start outside their hangars.
Reduced German aux unit experience.
Removed various German aux units.
Added more secondary objectives.
Removed all German bunkers.
Added turn-based ending
05Bolshoy:
Fixed Romanian air deployment.
Removed Romanian resource reduction.
Increased cavalry movement.
Link updated in first post.
2v2 A Bridge Too Far:
LW units are now core units and they arrive turn-6.
Fixed LW pilots.
Fixed Skytrain deployments.
British paras units now have experience = 5.
Added supply = 5 to silver flagged locations.
Added supply = 10 to gold flagged locations.
Moved all reinforcements forward and reduced number of turns to 40.
Stalingrad campaign:
00Don:
Fixed Soviet fighter AI team assignments
03Abganerovo:
Added Tartar ditch erscarpments.
Removed Ferry location names.
Fixed number of Primary objectives.
Added Krasnaya Sloboda town terrain.
Fixed Romanian airstrip construction unit.
Reduced number of turns from 36 to 30.
04City:
Increased Soviet unit experience.
Added Soviet guard ships to barges.
Soviet air units start outside their hangars.
Reduced German aux unit experience.
Removed various German aux units.
Added more secondary objectives.
Removed all German bunkers.
Added turn-based ending
05Bolshoy:
Fixed Romanian air deployment.
Removed Romanian resource reduction.