Erik's campaigns, mods and multiplayer scenarios

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KarisFraMauro
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Re: Erik's campaigns & mods

Post by KarisFraMauro »

Can you ask Bren to put it back up as its been removed? I don't really have one of those accounts for uploading stuff, or want to go to the trouble of making one...
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

KarisFraMauro wrote: Thu Feb 24, 2022 8:08 pm Can you ask Bren to put it back up as its been removed? I don't really have one of those accounts for uploading stuff, or want to go to the trouble of making one...
OK, I've PM'd Brenmusik.
Acer6920
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Re: Erik's campaigns & mods

Post by Acer6920 »

Thank y<ou for this and the other mods :)

Inchon Landing and all Missions accomplished but only Minor Victory i used orbitel command but no fuel tanks or factory remaining.
i can't upload a screenshot currently.
Brenmusik
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Re: Erik's campaigns & mods

Post by Brenmusik »

Back by popular demand and for one night only .. The Brenmusik miraculous (possibly) Commander file for Erik's most wonderful MicroMod.
The attachment commandersWfM.zip is no longer available
commandersWfM.zip
(3.92 KiB) Downloaded 83 times
Might cure the "Black Screen" won't raise the dead :roll:
KarisFraMauro
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Re: Erik's campaigns & mods

Post by KarisFraMauro »

Funny you should mention reanimation, I was just watching that Korean Netflix show All of us are Dead. Top tier zombie stuff, and I say that as a purist who normally doesn't go for the fast kind.

Anyway Porokhovka is definitely tense, exactly what I appreciate. Germany isn't exactly swimming in resources and that's only reasonable. But if they play their cards right it looks like winning is a reasonable prospect. I'm guessing Russia has plenty of nasty surprises in store down the line though so the question becomes whether or not to gamble on rushing the objectives or taking the chance that a more methodical approach will see things through.
Hubbfrosch
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Re: Erik's campaigns & mods

Post by Hubbfrosch »

Hi Erik,

I found some posssible bugs / text errors again:

*** Germany West 1939-40

Warsaw: The "Turn the Gun" events give 4 core artillery units. Is this indented?
Jylland: There are several german units spawning. Several of them (infantry and artillery) are flagged a core units. Is this indented?
(there seems to be no way, to get rid of core units, so getting lots of them is somehow making a mess of the core)

Trondheim: some text errors here:
event_trigger_50_171_text = The large cruiser Admiral Hipper has been sunk. --> it should be: The large cruiser Blücher has been sunk.
objective_2_0_award = Move 1 cruiser to Trondheim port and 3 destroyers next to it. --> it should be: Move 1 cruiser to Trondheim port and 2 destroyers next to it.
briefing_2_2 = Good luck, Herr General!|Beware of any interception attempts by the Royal Navy.|Use the assigned U-Boote in the mouth of the Trondheimsfjord to provide early warning of enemy vessels approaching. --> There are no U-Boots.

*** Germany West 1940

Haag: Some kind of mismatch with the primary / secondary objective Valkenburg. If Valkenburg is captured, the primary objective is not fulfilled.
Wassigny: General Giraud's scout car, does not exit the map --> this primary objective is not fulfilled --> draw

*** Germany East 1942

Sevastopol Assault : I captured all victory hexes in the last turn. But it ended with a draw?


...sorry I am always posting some kind of problems. I want to add a big THANK YOU for the work.
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

Don't worry, Hubbfrosch. Keep'em coming.
Acer6920
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Re: Erik's campaigns & mods

Post by Acer6920 »

Osan.jpg
Osan.jpg (967.54 KiB) Viewed 2317 times
Osan Highway Draw after finishing all Missions
terminator
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Re: Erik's campaigns & mods

Post by terminator »

Hubbfrosch wrote: Sat Feb 26, 2022 3:53 pm Hi Erik,

I found some posssible bugs / text errors again:

*** Germany West 1939-40

Warsaw: The "Turn the Gun" events give 4 core artillery units. Is this indented?
In PanzerCorps, I restarted the great German Campaign. In the original scenario Warsaw North, captured Polish guns are not core units :

Warsaw North.jpg
Warsaw North.jpg (801.49 KiB) Viewed 2300 times
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

Reward core artllery units are intended. I think this works better as aux units are only useful in the current scenario. So if you get the rewards late in the scenario...
Hubbfrosch
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Re: Erik's campaigns & mods

Post by Hubbfrosch »

...yes. But it seems there is no way to get rid of core units. In my campaign I already had 6 artillery pieces. So Warsaw brings it up to 10. And in all following scenarios I have to scroll through these polish artillery units. You can disband them, but if you import the core for the next campaign they are back in the list.

I see that this is more a problem of the original game and it would be great if a permanent disband would be implemented. But I guess Slitherine (or whoever develops OOB) will not address this anymore.
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

You can always post about this core disband issue in the support sub-forum.
But I have posted a number of issues the last few years that are still issues...
Erik2
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SquadMod 1.3

Post by Erik2 »

SquadMod 1.3
Link updated in first post.
Added Jap Hotchkiss 13.2mm Type 93 HMG
Added Chinese 1940-41-42 infantry types
Added Colonial Infantry 1942
Air recon must refuel.
Reduced all mortar units' vehicle kill stat.
Reduced Jap sniper kill stat.

Banzai 1939-41 campaign:
00Shanghai:
Removed secondary minefield objective.
01Manchukuo:
Fixed primary objective.

Semper Fidelis 1941-42 campaign:
00Guam:
Fixed secondary objective.
01Wake:
Fixed secondary object map markers.
Otherwise all objects work.

Added Banzai 1942 campaign.
Mascarenhas
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Re: Erik's campaigns & mods

Post by Mascarenhas »

Banzai ´42: second mission( Dutch Indies ) victory conditions not working properly. Take HQ not recognized.
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

Mascarenhas wrote: Sat Mar 05, 2022 12:09 pm Banzai ´42: second mission( Dutch Indies ) victory conditions not working properly. Take HQ not recognized.
Thansk.
Found a stupid little trigger mistake. I've updated the link (same version number).
Mascarenhas
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Re: Erik's campaigns & mods

Post by Mascarenhas »

:) Great!
Erik2
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Germany East 1.2

Post by Erik2 »

Germany East 1.2
Link updated in first post.

Added a bit more resource income to each scenario.
Increased number of turns in a few scenarios.
Minor changes.

5Leningrad41:
Added end-of-scenario condition to primary objective.

10Moscow41:
Fixed T34 reward location.

11Demyansk:
Reworked Ju52 supply mechanism and primary objectives.
terminator
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Re: Erik's campaigns & mods

Post by terminator »

terminator wrote: Sun Feb 27, 2022 6:31 am
Hubbfrosch wrote: Sat Feb 26, 2022 3:53 pm Hi Erik,

I found some posssible bugs / text errors again:

*** Germany West 1939-40

Warsaw: The "Turn the Gun" events give 4 core artillery units. Is this indented?
In PanzerCorps, I restarted the great German Campaign. In the original scenario Warsaw North, captured Polish guns are not core units :
In reality, only one of the 4 captured cannons is a core unit (orange circle), the other 3 captured cannons are non-core units (green circle):

Warsaw.jpg
Warsaw.jpg (471.29 KiB) Viewed 1872 times
Erik2
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MicroMod 4.3

Post by Erik2 »

MicroMod 4.3
Link updated in first post

2v2 Prokhorovka 1943 1.2:
Faction-owned minefields.
All units start at full strength.
Added a couple of fighter units to each faction.
Doubled all resource income.
Changed air deployment locations.
Added a few Soviet AA units
Added forest terrain to a number of locations.
Added various specialisations.
Doubled Soviet unit fortification levels.
Added primary objective at Prokhorovka.
All factions must hold 6 primary objectives at scenario end (no automatic victory).
Dmoore
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Banzai 42

Post by Dmoore »

There are two more victory trigger errors - Midway and Milne Bay, I believe. Ends up a draw even though all objectives taken. Maybe your recent edit corrected them.
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