Erik's campaigns, mods and multiplayer scenarios

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stevefprice
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by stevefprice »

Hiya Erik,

Currently on Germany West 1944 - Normandy. Not sure if it's my playing style but on medium level this one seems impossible.

I broke and awards myself 45 Air CP and 4000 RP and I'm still losing. The naval bombardment makes it too difficult to advance to the beaches and given it is always accurate then anything in the open and in range is toast. I make it to about turn 10 and then it all goes to hell.

I had similar issue with Monte Cassino.

It is odd as I having been doing all those West Germany ones, after the first 2 campaigns I was up on RP with great troops, but this last campaign has proved very hard.
Erik2
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by Erik2 »

I have a list of issues with Germany West 1944. It will probably be a while before I get around to fix it.
FrancoisPhilidor
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by FrancoisPhilidor »

The singleplayer maps are good, but the multiplayer ones are a bit annoying (e.g. Attu and Tunisia). You get random reinforcements at the weirdest places of the map and no info whatsoever when and why they suddenly spawn. Impossible to plan like this. Better give people the option to deploy. Also way too many commanders. They don't add anything and it's just a chore to assign all of them
Erik2
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by Erik2 »

FrancoisPhilidor

If you give me the exact names of the senarios I'll put them on my todo list.
FrancoisPhilidor
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by FrancoisPhilidor »

Erik2 wrote: Wed Dec 18, 2024 10:38 am FrancoisPhilidor

If you give me the exact names of the senarios I'll put them on my todo list.
Thanks!

1v1 Attu Island 1943 1.1

1v1 Race For Tunis 1942 2.2

In both scenarios I felt like I couldn't really plan for anything, because every turn or two a random unit spawns in a random location, without any explanation why or any info what unit you can expect and when and where. So you, the commander, is just as surprised as the enemy :-D
The weirdest ones so far were:
Attu: US artillery guns spawned at the northwestern shore, just when my Japanese ships were coming from the west. So I destroyed them easily before they could land, but at the same time my enemy suddenly knew my ships were coming. (Maybe put the Japanese spawn point close to their southeastern airfield, and the US spawn points a few turns earlier near the northeastern airfield, so they have to travel first, and the players can decide where they travel to)

Tunis: in the northwest there is a village in enemy territory (UK territory), and twice so far my German engineers and heavy infantry + paratroopers just spawned inside that village. So they are basically cut off, and can immediately get attacked by the UK. And my enemy, who already knows the maps, just waits near that village, and can't advance, because he knows the spawn is coming, while me, playing the map for the first time, am surprised and angry how these units that I didn't ask for or even expect, keep spawning in a location that I have nothing to do with at that time of the scenario :-D
(Maybe remove all spawns from all those villages, and rather let everybody arrive from the East by ship, like the planes)
- there are way too many planes, especially bombers in that scenario, by the way. As Germany I have 9 bombers now, and nothing to do for them, because I have already taken most of the Free France territory anyway, and the Brits haven't properly started to arrive yet.

Those were just the worst examples.
Otherwise the maps are great. I just wish the players could decide themselves where they deploy their units, or at least that they would get the information that some units are coming, so they can plan.


By the way I'm also playing your Desert Rats at the moment. That one is great!
ctskelly
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by ctskelly »

Joy! Joy! For the last two years, being a Mac user, I was walled out of any new DLC from Allies Defiant on, and all of Erik's newer campaigns. Slitherine stopped making updates to the game for MAcs. I tried other ways. I bought an inexpensive Acer PC but that was painful to use. Tried some Windows simulators. Too hard. But today, taking advantage of the new Wine tech, I downloaded Crossover, which lets me run Windows games. Super easy. Super good.

I'm back in the saddle again with you guys! Pure joy!
Erik2
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by Erik2 »

Welcome back. Glad it worked out for you.
Erik2
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2v2 Fall Gelb 1940 1.0

Post by Erik2 »

2v2 Fall Gelb 1940 1.0

Link added in first post.

The German invasion of France and the Low Countries.
Division- and regiment-sized units.
I have added a few challenges if you want to help out in testing the scenario.
Acer6920
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by Acer6920 »

Hey Erik,

Squad Mod Semper Fi 1st Campaign.
It has been a while to play and i'm not sure but i had some money from the first mission and thought i can use it in the next but no money at the start off the mission.

did something changed? if my memory is not wrong i was sure that i could use this money to buy some stuff and reanimate some units.

And if i'm right too here should we not get a bit money for the second mission?
Screenshot 2024-12-22 140056.png
Screenshot 2024-12-22 140056.png (45.39 KiB) Viewed 876 times
Edit:
I was overrun by round 10 or 11.
Erik2
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by Erik2 »

Leftover resources should carry over to the next scenario.
Usually the number of resources added pr turn equals the number of units in the faction for my scenarios.
Acer6920
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by Acer6920 »

Hmm,

i replayed the mission on an easier level and now i got 300 prestige to the next level and some more units alive.
Another question because i don't pay any attention to this in the past. i can only "official" upgrade the recruits to MG 41 Units if i want to upgrade some Marines i need first to click on the MG 41 Units and can then click on Marines 41 and upgrade the recruits to Marines 41. And the 60mm Mortar i can't upgrade when i click upgrade nothing happend.

And i can't purchase new units during the deployment so far i don't figure out if all this could be a issue with the game files. Do the usual things like checking the game files from steam and reinstall it.

thanks and happy christmas all :)
Erik2
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by Erik2 »

Since this is a mod some mechanics like upgrading units may be a bit different. For Instance, the mortar units do not have any upgrade to larger mortars.
Erik2
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2v2 Holland 1940 3.0

Post by Erik2 »

2v2 Holland 1940 3.0
Link updated in first post.

Complete overhaul of the old version.
Increased map size eastern part.
Removed deployment phase, German units start deployed.

Added German, French and British Construction Groups.
Added German, French and British air units.
Destroyed Allied airstrips will be replaced with 5-strength German ones. This should allow the Luftlande units to debark.

The German airborne units are split between the German players.
Waffen SS and Fallschirmjäger units have increased unit experience from 2 to 3.

Removed all artillery units less than 150mm.

I have created a few challenges if anyone wants to help in testing.
Merry Christmas everybody!
Brenmusik
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by Brenmusik »

I'll be there :) .. a little worried about the artillery :wink:
FrancoisPhilidor
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by FrancoisPhilidor »

Hi, does anybody know what the changes in this Micromod are? I can't see them listed anywhere.

Thanks
Brenmusik
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by Brenmusik »

Dunno, improvements usually :wink: just download it already :) See you in Fall Gleb or the latest Holland.
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by Brenmusik »

:oops: My mistake, the aforementioned scenarios are for the standard game, the invitation still stands :)
gw15
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by gw15 »

Playing the Germany West 1939-40. Finished the Warsaw scenario and moved on to fight the Soviets for the training exercise. Unable to deploy any units.
What am I doing wrong?
FrancoisPhilidor
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by FrancoisPhilidor »

Brenmusik wrote: Sat Dec 28, 2024 3:30 pm :oops: My mistake, the aforementioned scenarios are for the standard game, the invitation still stands :)
Thanks, I have seen you guys online. But I'm relatively new to multiplayer; I don't think I'm the right guy to help you test a map. Not much experience what to look out for :-D
Erik2
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by Erik2 »

FrancoisPhilidor wrote: Sat Dec 28, 2024 8:02 pm
Brenmusik wrote: Sat Dec 28, 2024 3:30 pm :oops: My mistake, the aforementioned scenarios are for the standard game, the invitation still stands :)
Thanks, I have seen you guys online. But I'm relatively new to multiplayer; I don't think I'm the right guy to help you test a map. Not much experience what to look out for :-D
Don't sell yourself short. Veteran players may miss issues that a newcomer will ask questions about.
It takes all kinds to make a world :wink:
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