Erik's campaigns & mods

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uzbek2012
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Re: Erik's campaigns & mods

Post by uzbek2012 »

Erik2 wrote: Wed Jul 28, 2021 7:19 am Nice pic of colonel de Gaulle, but the quality is not too good.
I found this processed one that does not look too out of place compared to the stock pics.
Image

Image

https://9may.mail.ru/restoration/?lang=en
Erik2
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MicroMod 2.1| update

Post by Erik2 »

MicroMod 2.1
Link updated in first post.

Cavalry is a recon unit.
Added French and Belgian units for future France 1940 campaign.
Trucks and horse transports do not use command points (hardtracks still do).
Doubled land mine's attack strengths.
Specialisation Defense Doctrine is now available for all factions, but only for engineer units. Japanese version is unchanged.


2v2 Battle of the Bulge 1.2
Added a German exit at each road location along the west map edge.
Doubled German exit requirements from 2 to 4 panzer units.
Removed 600 resources from each German faction at start. Each US fuel dump destroyed will add 35 resources to each German faction and remove 35 resources from each Allied faction. There are altogether 19 Allied fuel dumps.

1v1 Operation Konrad I 1945 1.3
Moved Soviet reinforcements forward.
Added a few German flak units.

1v3 Escaut 1940 0.9
New scenario; Germany attacks the British/Belgian/French 'Gort' defense line.
terminator
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Re: MicroMod 2.1| update

Post by terminator »

Erik2 wrote: Fri Jul 30, 2021 5:39 pm MicroMod 2.1

Trucks and horse transports do not use command points (hardtracks still do).
It’s the same rule in Panzercorps 2 :)

PS: hardtrack -> halftrack ?
Erik2
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Re: MicroMod 2.1| update

Post by Erik2 »

terminator wrote: Sat Jul 31, 2021 5:22 am
Erik2 wrote: Fri Jul 30, 2021 5:39 pm MicroMod 2.1

Trucks and horse transports do not use command points (hardtracks still do).
It’s the same rule in Panzercorps 2 :)

PS: hardtrack -> halftrack ?
Great minds think alike :roll:
The halftracks are usually quite hard as well :D
KarisFraMauro
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Re: Erik's campaigns & mods

Post by KarisFraMauro »

Just a little due dilligence, asking a question I'm sure I've asked before, but installing the new micromod won't muck up my current games employing the older micromod will it? I'm eager to try out the latest Battle of the Bulge (hopefully with a luftwaffe this time...).
Erik2
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Forgotten Army 1941-42

Post by Erik2 »

Forgotten Army 1941-42
Link updated in first post.

General:
Replaced substitute unit types with proper ones.
Added New Zealand to core factions.

5Muar:
Fixed Aussie and NZ air deployment.
The Aussie no purchase bug is still an issue.

7Moulmein:
Added sec obj kill Japanese air
Fixed loc sec objs rewards

9Rangoon:
Fixe Aussie deployment option.

14Arakan:
Increased Japanese unit exp.
Replaced MG nests with bunkers.
Added Japanese supply points.
Reduced no of turns to 24.
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

KarisFraMauro wrote: Sun Aug 01, 2021 9:05 am Just a little due dilligence, asking a question I'm sure I've asked before, but installing the new micromod won't muck up my current games employing the older micromod will it? I'm eager to try out the latest Battle of the Bulge (hopefully with a luftwaffe this time...).
As long as you keep the earlier scenario versions you are still playing, you should be ok.
Brenmusik will probably start a new Bulge soon.
KarisFraMauro
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Re: Erik's campaigns & mods

Post by KarisFraMauro »

Hmm, sounds doable. I'll cross my fingers and chance it, heh.
Erik2
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Germany East 1944 1.6

Post by Erik2 »

Germany East 1944 1.6
Link updated in first post.

Campaign:
Fixed and simplified scenario branching.

02KorsunB:
Fixed pri obj.
Erik2
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Banzai 1939-41 1.3

Post by Erik2 »

Banzai 1939-41 1.3
Moved campaign to the MicroMod.

Campaign:
Added events and pics.
Added high grass terrain to most scenarios.

03BainTsagan1:
Added air units.
Removed ‘no tanks’ trigger.
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Re: Erik's campaigns & mods

Post by KarisFraMauro »

Afraid I messed up installing the micromod and can't play my turn in the current Battle of the Bulge game. Doh!
GabeKnight
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Re: Erik's campaigns & mods

Post by GabeKnight »

Erik2 wrote: Sun Aug 01, 2021 2:11 pm
KarisFraMauro wrote: Sun Aug 01, 2021 9:05 am Just a little due dilligence, asking a question I'm sure I've asked before, but installing the new micromod won't muck up my current games employing the older micromod will it? I'm eager to try out the latest Battle of the Bulge (hopefully with a luftwaffe this time...).
As long as you keep the earlier scenario versions you are still playing, you should be ok.
Yeah, actually I'm not so sure about that. The game could see that as an update...
I'm not an OoB-MP-gamer, but personally I would suggest installing updates after (resp. before) and not during ongoing MP matches.
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

I have multiplayer matches going with two different versions of the same scenario.
Solved any missing scenario issues by duplicating the existing scenario folder and renaming it.
So the server system can be fooled into thinking you actually have the original scenario installed.

As for mods, you can install a new mod version with a new name like MicroMod_2.1. Then accept a scenario challenge using this new mod.
I have currently multiplayer games running in 3 versions of the MicroMod. Otherwise I would have to wait until a couple of 4-player 48-turn games both had finished before being able to start any new games in the updated mod.

It is a bit of logistic, but works for me.
mods.jpg
mods.jpg (598.02 KiB) Viewed 1691 times
gunny
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Re: Erik's campaigns

Post by gunny »

ctskelly wrote: Sun Feb 21, 2021 1:20 am
gunny wrote: Thu Feb 18, 2021 6:44 pm I wish when people would make scenarios / campaigns and there is an air exit hex yet the designer allows for 3+ air allocations meaning the player may have two or 3 planes zooming around.
Gunny, I get ya, but that just means we have to do better planning, and if you think about it, it's all a part of strategy. And of course, the first round you exit the aircraft serially, a couple turns before they hit vapors, you won't have that problem again, assuming they all have the same fuel capacity. The same was not true for one scenario in which we had to exit ten land units and there was only one exit square, which made the game unwinnable. But Erik fixed it.

So, I say, let's take the hits from the minor glitches and let Erik get on to making even more scenarios. (I keep "shift-c #igotnukes handy for such things, or for long turn scenarios.). And someday, after I retire and get more time, I'm going to learn how to program games myself and once I master it, help Erik & Bru clean their scenarios up as apprentice. Maybe I'll move to Norway.
The Dedication motivates me
ADMIRAL3
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Re: Erik's campaigns & mods

Post by ADMIRAL3 »

Hi EriK I really enjoyed all your mods and campaigns and would like to thank you so much. I am particularly fond with naval battles and your scenarios are superb as well as the WWII game mechanics. The only problem is that playing micromod US NAVY the game is sometimes unable to overcome the AI turn in particular whwn managing US NAVY allies like UK or US Army. This prevents everytime to go ahead in the US NAVY campaign. Am I alone with this issue or did I miss somenting? I actually play with the latest version of Micromod but the problem occurred even on older versions and on Erik naval mod. Could you help me ? TYVM LBM
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

OOB really struggles with large maps/many units. And naval scenarios are especially affected due to the number of possible AI-moves on a largely sea-map.
I have tried to make the US Navy campaign more efficient, but have hit a brick wall here. The only option left seems to reduce the number of units, but this also means that history goes out the window.
If anybody has any tips to ease the AI burden, please share...
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Re: Erik's campaigns & mods

Post by ADMIRAL3 »

so understand that no solution exists at the moment
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Re: Erik's campaigns & mods

Post by ADMIRAL3 »

I am not worried by the turn lenght but I would like to finish a naval campaign at least
GabeKnight
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Japanese Ki-3

Post by GabeKnight »

:arrow: re: PM

The texture attached.

If you want to completely *replace* the texture of an existing stock model, you do not need the MDB files. You simply have to rename them as the unit inside the units.csv file. Bt there's some catch to it... I'm not sure anymore, but I think the textures have to be TGA then and *not* PNG, or something like that.
Attachments
Ki3.png
Ki3.png (473.93 KiB) Viewed 1492 times
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

Thanks.
Textures work fine as .png files.

I've managed to convert all the Battle Academy .DDS textures to .png. Maybe they will come in handy at some point.
I am now officialy a modder :wink:
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