Erik's Multiplayer scenarios
Moderators: Order of Battle Moderators, The Artistocrats
Burma updated to v8.7
Fixed Jap air commanders
Added US land commanders
Fixed a couple of minor bugs
That was the easy part.
Added event pop-ups with pictures to all reinforcement triggers (and there are a lot of them in 195 turns )
Link:
https://dl.dropboxusercontent.com/u/168 ... 20v8.7.zip
Added US land commanders
Fixed a couple of minor bugs
That was the easy part.
Added event pop-ups with pictures to all reinforcement triggers (and there are a lot of them in 195 turns )
Link:
https://dl.dropboxusercontent.com/u/168 ... 20v8.7.zip
Imphal-Kohima updated to v5.0
Complete overhaul.
Most units on both sides are freely deployable.
Changed purchase of units to historical reinforcements. Added a number of Allied and Jap units.
Added more factions (British India plus split Jap & Brit factions into land/air factions, this means better handling of income/resource points).
Added Jap & US commanders.
Better handling of the Chindit airlanding units, added airstrip constructions.
The main rivers can partially be used to transport units.
Added pop-ups for all reinforcement events (a bit of chrome).
Link:
https://dl.dropboxusercontent.com/u/168 ... 20v5.0.zip
I've put up a couple of challenges if anyone wants to test it.
Most units on both sides are freely deployable.
Changed purchase of units to historical reinforcements. Added a number of Allied and Jap units.
Added more factions (British India plus split Jap & Brit factions into land/air factions, this means better handling of income/resource points).
Added Jap & US commanders.
Better handling of the Chindit airlanding units, added airstrip constructions.
The main rivers can partially be used to transport units.
Added pop-ups for all reinforcement events (a bit of chrome).
Link:
https://dl.dropboxusercontent.com/u/168 ... 20v5.0.zip
I've put up a couple of challenges if anyone wants to test it.
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- Private First Class - Opel Blitz
- Posts: 1
- Joined: Tue Aug 30, 2016 6:07 pm
Re: Erik's Multiplayer scenarios
Hi Erik,
Having problems with Iwo Jima multiplayer map (using 7.1), me and my friend can connect to challenge but when I launch first turn it gets to loading and Continue, but clicking on it does nothing. This is the first custom multiplayer sceneario we tried. Scenario files are in ...\Documents\My Games\Order of Battle - WW2\Scenarios also have them in ...Steam\SteamApps\common\Order of Battle Pacific\Order of Battle - WW2_Data\Content\Scenarios
Would appreciate your help.
Thanks,
Arek
Having problems with Iwo Jima multiplayer map (using 7.1), me and my friend can connect to challenge but when I launch first turn it gets to loading and Continue, but clicking on it does nothing. This is the first custom multiplayer sceneario we tried. Scenario files are in ...\Documents\My Games\Order of Battle - WW2\Scenarios also have them in ...Steam\SteamApps\common\Order of Battle Pacific\Order of Battle - WW2_Data\Content\Scenarios
Would appreciate your help.
Thanks,
Arek
Re: Erik's Multiplayer scenarios
It's the same with other scenarios, such as the artic fox .... do I still is by last update ?.
Thank you.
Thank you.
Re: Erik's Multiplayer scenarios
Sorry, but there appears to be some problems with the server. I can't access any of my on-going mp-games.
Arctic Fox (an official scenario) failed to launch on turn-1 for me as well.
Have you tried any of the other custom scenarios? I wonder if it is just Iwo Jima.
I'm not able to test this as all tabs are totally blank at the moment.
Arctic Fox (an official scenario) failed to launch on turn-1 for me as well.
Have you tried any of the other custom scenarios? I wonder if it is just Iwo Jima.
I'm not able to test this as all tabs are totally blank at the moment.
Re: Erik's Multiplayer scenarios
Yes,same problems with Iwo Jima 7.1 and Artic fox too.
Re: Erik's Multiplayer scenarios
Hi Erik,
I've been replaying Imphal-Kohima v5.0 with a mate, plays quite differently from the previous version which unfortunately crashed out at around turn 10.
Really enjoying it.. much harder going this time round from the allies perspective.
One thing though - there's an allied truck with a 100mm artillery piece that gets added as a reinforcement after 5 or so turns in - it cannot deploy.
Not sure what is going on, but leaving the truck idle on a hex does not deploy the towed unit. Is there something i'm missing here or is this a bug?
Is there something special you need to do to deploy the artillery from the truck?
Cheers.
I've been replaying Imphal-Kohima v5.0 with a mate, plays quite differently from the previous version which unfortunately crashed out at around turn 10.
Really enjoying it.. much harder going this time round from the allies perspective.
One thing though - there's an allied truck with a 100mm artillery piece that gets added as a reinforcement after 5 or so turns in - it cannot deploy.
Not sure what is going on, but leaving the truck idle on a hex does not deploy the towed unit. Is there something i'm missing here or is this a bug?
Is there something special you need to do to deploy the artillery from the truck?
Cheers.
Re: Erik's Multiplayer scenarios
Do you have the name of the unit?
This scenario is substituting British artillery (not yet in the game) with US guns. There may be something wrong with the transport assigned.
Or:
If the unit arrives at a terrain location where trucks normally can't go, the unit may not be able to debark. This is a general bug reported to the devs.
For instance, an art unit may not be able to enter mountain/jungle/dense forest, but horse transport can go there.
Problem is that the art unit may never leave transport mode after moving say to a mountain.
This scenario is substituting British artillery (not yet in the game) with US guns. There may be something wrong with the transport assigned.
Or:
If the unit arrives at a terrain location where trucks normally can't go, the unit may not be able to debark. This is a general bug reported to the devs.
For instance, an art unit may not be able to enter mountain/jungle/dense forest, but horse transport can go there.
Problem is that the art unit may never leave transport mode after moving say to a mountain.
Burma update to v9.1
Changed most units to core units to allow unit updates.
Increased all Japanese land unit experiences.
Increased Japanese sniper unit strengths from 5 to 10.
Added easier way for the Japanese to move units between the central and northern fronts.
(Earlier versions were unbalanced in favor of the Allies).
Changed spawned construction groups to airstrips (too much flexibility in earlier versions).
All objectives must now be clear of enemy land units in a 2-hex radius to count as held.
Replaced some British substitute unit types with proper ones (which became available in the BlitzKrieg update).
Added specializations to US/British/Japanese.
Link:
https://dl.dropboxusercontent.com/u/168 ... 20v9.1.zip
Increased all Japanese land unit experiences.
Increased Japanese sniper unit strengths from 5 to 10.
Added easier way for the Japanese to move units between the central and northern fronts.
(Earlier versions were unbalanced in favor of the Allies).
Changed spawned construction groups to airstrips (too much flexibility in earlier versions).
All objectives must now be clear of enemy land units in a 2-hex radius to count as held.
Replaced some British substitute unit types with proper ones (which became available in the BlitzKrieg update).
Added specializations to US/British/Japanese.
Link:
https://dl.dropboxusercontent.com/u/168 ... 20v9.1.zip
Imphal-Kohima updated to v5.2
Fixed Japanese supply.
Changed most units to core units.
Increased strength of Japanese snipers and a few other odd units.
Added various specialisations to Japanese/British/US factions.
Replaced various British/Indian substitute units with proper ones.
Edit: Added command points needed for deploying core units...
Link:
https://dl.dropboxusercontent.com/u/168 ... 20v5.2.zip
Changed most units to core units.
Increased strength of Japanese snipers and a few other odd units.
Added various specialisations to Japanese/British/US factions.
Replaced various British/Indian substitute units with proper ones.
Edit: Added command points needed for deploying core units...
Link:
https://dl.dropboxusercontent.com/u/168 ... 20v5.2.zip
Poland 1939 updated to v1.1
Just noticed the devs had fixed German art unable to use horse transports.
Link:
https://dl.dropboxusercontent.com/u/168 ... 20v1.1.zip
I''ll post challenges for each side with password erik. This is for play-balance tests.
Please pick this up only if you intend to play to the bitter end or I tell you to stop playing
Link:
https://dl.dropboxusercontent.com/u/168 ... 20v1.1.zip
I''ll post challenges for each side with password erik. This is for play-balance tests.
Please pick this up only if you intend to play to the bitter end or I tell you to stop playing
Petsamo-Kirkenes updated to v1.3
Core units.
Proper German units.
Proper Norwegian units.
Added transport to Soviet engineer units and German static artillery.
Improved objective conditions.
Added German/Finnish/Soviet specializations.
Link:
https://dl.dropboxusercontent.com/u/168 ... 20v1.3.zip
Proper German units.
Proper Norwegian units.
Added transport to Soviet engineer units and German static artillery.
Improved objective conditions.
Added German/Finnish/Soviet specializations.
Link:
https://dl.dropboxusercontent.com/u/168 ... 20v1.3.zip
Finland 1941 updated to v2.0
Core units to facilitate unit updates.
Proper German units.
Removed a lot of airstrip units cluttering the map. Only kept those that contained air units at start.
Added German/Finnish specializations.
Fixed a couple of bad road/river crossings.
Link:
https://dl.dropboxusercontent.com/u/168 ... 20v2.0.zip
Proper German units.
Removed a lot of airstrip units cluttering the map. Only kept those that contained air units at start.
Added German/Finnish specializations.
Fixed a couple of bad road/river crossings.
Link:
https://dl.dropboxusercontent.com/u/168 ... 20v2.0.zip
Merrill's Marauders 1944 updated to v8.6
Core units to facilitate unit updates.
Proper British units.
Added specializations to US/British/Japanese.
Edit: Added command points needed for deploying core units...
Link:
https://dl.dropboxusercontent.com/u/168 ... 20v8.6.zip
Proper British units.
Added specializations to US/British/Japanese.
Edit: Added command points needed for deploying core units...
Link:
https://dl.dropboxusercontent.com/u/168 ... 20v8.6.zip
Operation Olympic updated to v2.3
Reduced number of turns from 70 to 60.
Core units.
Japanese military reinforcement locations must be free of US units in a 2-hex radius. Japanese Volunteer units will arrive anyway.
Kamikaze air units arrive on all 60 turns, but from somewhat random (Japanese-held) airstrips.
Added sea hexes on top of map to allow US naval forces a round-trip.
Edit: Added command points needed for deploying core units...
Link:
https://dl.dropboxusercontent.com/u/168 ... 20v2.3.zip
Core units.
Japanese military reinforcement locations must be free of US units in a 2-hex radius. Japanese Volunteer units will arrive anyway.
Kamikaze air units arrive on all 60 turns, but from somewhat random (Japanese-held) airstrips.
Added sea hexes on top of map to allow US naval forces a round-trip.
Edit: Added command points needed for deploying core units...
Link:
https://dl.dropboxusercontent.com/u/168 ... 20v2.3.zip
Re: Erik's Multiplayer scenarios
Erik wrote:Do you have the name of the unit?
This scenario is substituting British artillery (not yet in the game) with US guns. There may be something wrong with the transport assigned.
Or:
If the unit arrives at a terrain location where trucks normally can't go, the unit may not be able to debark. This is a general bug reported to the devs.
For instance, an art unit may not be able to enter mountain/jungle/dense forest, but horse transport can go there.
Problem is that the art unit may never leave transport mode after moving say to a mountain.
Sorry for the late response Erik... the name was '4. Field Artillery' - 'British Truck' was the transport. I can confirm it wasn't due to the unit moving over mountain/dense forest...
At the end of the day it would be a nice piece to have, but hopefully doesn't impact the defense of the middle city too much.
Re: Erik's Multiplayer scenarios
The updated Burma scenario should fix this issue. The scenario now uses proper British artillery.
Poland updated to v1.3
Replaced CA Schlezwig-Holstein with BB.
Fixed supply link objective.
https://dl.dropboxusercontent.com/u/168 ... 20v1.3.zip
Fixed supply link objective.
https://dl.dropboxusercontent.com/u/168 ... 20v1.3.zip
Poland 1939 updated to v2.0
There were far too many units on the map.
I've gone from regimental to divisional units. The number of units are now about 1/3 of the original.
https://dl.dropboxusercontent.com/u/168 ... 20v2.0.zip
I've gone from regimental to divisional units. The number of units are now about 1/3 of the original.
https://dl.dropboxusercontent.com/u/168 ... 20v2.0.zip
Poland 1939 updated to v2.1
Reduced number of German engineer units.
Increased number of Polish engineer units.
Removed all Polish airstrips and replaced them with (fewer) air fields.
Added missing transport to Polish artillery units.
Increased resource income for both sides.
Slightly more forward deployment of German units.
Link:
https://dl.dropboxusercontent.com/u/168 ... 20v2.1.zip
Increased number of Polish engineer units.
Removed all Polish airstrips and replaced them with (fewer) air fields.
Added missing transport to Polish artillery units.
Increased resource income for both sides.
Slightly more forward deployment of German units.
Link:
https://dl.dropboxusercontent.com/u/168 ... 20v2.1.zip