Erik's campaigns, mods and multiplayer scenarios

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Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

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.
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Re: Erik's campaigns & mods

Post by Loki1942 »

Always two steps ahead :D Lovely, will hold off playing the campaign until then.

/cheers
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Re: Erik's campaigns & mods

Post by chuckcottle »

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?
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Re: Erik's campaigns & mods

Post by Erik2 »

chuckcottle

Maybe the trigger isn't working properly.
I'll take a look at it sometime in the future 8)
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Re: Erik's campaigns & mods

Post by chuckcottle »

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.
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Re: Erik's campaigns & mods

Post by Erik2 »

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.
That explains it.
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MicroMod 4.15

Post by Erik2 »

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
Erik2
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SquadMod 2.1

Post by Erik2 »

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.
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Korea 2.8

Post by Erik2 »

Korea 2.8
Removed ROK MG range.
Link updated in first post.

Korea 1950 Pt.1:
09Inchon:
Fixed secondary objectives.

Korea 1951:
11Punchbowl:
Added NK supply.
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Desert Rats 6.5

Post by Erik2 »

Desert Rats 6.5
Link updated in first post.

13Crusader:
Fixed supply connection objective.
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Re: Erik's campaigns & mods

Post by Loki1942 »

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 8)
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MicroMod 4.16

Post by Erik2 »

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
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Germany East 1944 1.7

Post by Erik2 »

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.
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NavalMod 1.3

Post by Erik2 »

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'
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Re: Erik's campaigns & mods

Post by bru888 »

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:

Screenshot 11.jpg
Screenshot 11.jpg (336.79 KiB) Viewed 962 times

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.)

Screenshot 12.jpg
Screenshot 12.jpg (332.5 KiB) Viewed 962 times
- Bru
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Re: Erik's campaigns & mods

Post by bru888 »

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
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

Thanks, Bru. Welcome to the world of gaming :wink:
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...
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Re: Erik's campaigns & mods

Post by bru888 »

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":

Screenshot 1.png
Screenshot 1.png (642.3 KiB) Viewed 904 times

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.
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Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

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.
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MicroMod 4.17

Post by Erik2 »

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.
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