- us_44_45.jpg (39.91 KiB) Viewed 1972 times
Erik's campaigns, mods and multiplayer scenarios
Moderators: The Artistocrats, Order of Battle Moderators
Re: Erik's campaigns & mods
US 44-45
US Corps 42-43 1.9
US Corps 42-43 1.9
Link updated in first post.
04Oran:
Fixed secondary objective (destroy air).
05Djebel:
Fixed secondary objective (LW).
09Spring:
Cleaned up secondary objectives.
12Hills:
Changed secondary objective (commander reward).
13Enfidaville:
Changed secondary objective (added air commander and replaced land commander reward).
Link updated in first post.
04Oran:
Fixed secondary objective (destroy air).
05Djebel:
Fixed secondary objective (LW).
09Spring:
Cleaned up secondary objectives.
12Hills:
Changed secondary objective (commander reward).
13Enfidaville:
Changed secondary objective (added air commander and replaced land commander reward).
MicroMod 4.5
MicroMod 4.5
Link updated in first post.
2v2 Kalinin 1941 1.1
Fixed primary objectives.
Fixed Ger air exit/deployment.
Added Ger supply.
Added Ger resource income.
Removed fighter commanders.
2v1 Japan-China 1937-39 1.2:
Increased number of air units.
Replaced airstrips with airfields.
Reduced Chinese resource income.
Added Japanese commanders.
Added 1 exp to Jap units.
3v1 Operation Olympic 1945 2.4:
New system for spawning of kamikaze units.
2v2 Market-Garden 3.2:
Fixed a couple of para hex owner conditions.
Fixed a couple of airborne artillery tranport issues.
Added more Luftwaffe commanders.
New scenario
2v2 Znamenka 1942 1.0
I have created a couple of challenges (no password) if you would like to test it.
Link updated in first post.
2v2 Kalinin 1941 1.1
Fixed primary objectives.
Fixed Ger air exit/deployment.
Added Ger supply.
Added Ger resource income.
Removed fighter commanders.
2v1 Japan-China 1937-39 1.2:
Increased number of air units.
Replaced airstrips with airfields.
Reduced Chinese resource income.
Added Japanese commanders.
Added 1 exp to Jap units.
3v1 Operation Olympic 1945 2.4:
New system for spawning of kamikaze units.
2v2 Market-Garden 3.2:
Fixed a couple of para hex owner conditions.
Fixed a couple of airborne artillery tranport issues.
Added more Luftwaffe commanders.
New scenario
2v2 Znamenka 1942 1.0
I have created a couple of challenges (no password) if you would like to test it.
-
- Corporal - Strongpoint
- Posts: 74
- Joined: Sat Apr 19, 2008 11:23 pm
- Location: Portland, Oregon
Re: Erik's campaigns & mods
I just started Banzai 42 and after a fine 1st scenario in Singapore. Sumatra, the 2nd, failed to even load after the battle selecting screen (where you get flags and next battle rings). The red progress loading bar on the OoB title screen froze after about 1/8th of the way in.Erik2 wrote: ↑Sat Mar 05, 2022 4:25 pmThanks.Mascarenhas wrote: ↑Sat Mar 05, 2022 12:09 pm Banzai ´42: second mission( Dutch Indies ) victory conditions not working properly. Take HQ not recognized.
Found a stupid little trigger mistake. I've updated the link (same version number).
Re: Erik's campaigns & mods
Sumatra scenario works fine here. Looks like something on your end unfortunately.
-
- Lieutenant Colonel - Elite Panther D
- Posts: 1343
- Joined: Wed Mar 14, 2012 5:00 pm
- Location: Albion
Re: Erik's campaigns & mods
Prokhorovka 2v2
Some thoughts.
As it stands Prokhorovka is skewed to the Germans.They (Germans) start with a large local numerical advantage including SP artillery, mobile flak (as well as static ones) and SP A/T guns, the Soviets have none of these. Once the German steamroller is under way it is next to impossible for the Soviets to stop it. As it stands their best option is to "game it" with a fighting withdrawl - not quite how Prokhorovka went down. The initial "Front Line" also favours the Germans, being closer to their edge of the map. It gives them a much faster airforce turn around as both sides only have off map bases.
I say now that I've never tried to design a scenario and have no idea of the limitations designers have to fight against to produce a passing resemblance to a historical event. That said ..
The Soviets need far more defensive positions to begin with*, they spent months preparing for the attack and were able to grind the Germans down to a stand still. In three out of the four games I've played the Germans are just driving across the map collecting objectives. In the fourth the Germans are finding it tougher going due to the fact that one of their players has been nearly wiped out thanks to OoB's out of supply mechanic.Even so, on turn 30/40 they're still calling the shots.
*An excellent defensive structure is the long minefield belt, that the Soviets can cross, more of those wouldn't hurt
Some thoughts.
As it stands Prokhorovka is skewed to the Germans.They (Germans) start with a large local numerical advantage including SP artillery, mobile flak (as well as static ones) and SP A/T guns, the Soviets have none of these. Once the German steamroller is under way it is next to impossible for the Soviets to stop it. As it stands their best option is to "game it" with a fighting withdrawl - not quite how Prokhorovka went down. The initial "Front Line" also favours the Germans, being closer to their edge of the map. It gives them a much faster airforce turn around as both sides only have off map bases.
I say now that I've never tried to design a scenario and have no idea of the limitations designers have to fight against to produce a passing resemblance to a historical event. That said ..
The Soviets need far more defensive positions to begin with*, they spent months preparing for the attack and were able to grind the Germans down to a stand still. In three out of the four games I've played the Germans are just driving across the map collecting objectives. In the fourth the Germans are finding it tougher going due to the fact that one of their players has been nearly wiped out thanks to OoB's out of supply mechanic.Even so, on turn 30/40 they're still calling the shots.
*An excellent defensive structure is the long minefield belt, that the Soviets can cross, more of those wouldn't hurt

Re: Erik's campaigns & mods
Thanks Bren.
I have several ideas for Prokhorovka and the other east front scenarios we're testing.
One general fix would be using core units as a player may lose lots of units and have lots of resources.
Also, I may add a number of Soviet MG (heavy inf) units, probably one pr regiment.
Instead of the air exit/deployment hexes I think I will go for construction grps as the maps are usually large and the air units take ages refueling and getting back to the battlefield.
Higher fortification levels for the Soviet units is also an option.
I have several ideas for Prokhorovka and the other east front scenarios we're testing.
One general fix would be using core units as a player may lose lots of units and have lots of resources.
Also, I may add a number of Soviet MG (heavy inf) units, probably one pr regiment.
Instead of the air exit/deployment hexes I think I will go for construction grps as the maps are usually large and the air units take ages refueling and getting back to the battlefield.
Higher fortification levels for the Soviet units is also an option.
-
- Staff Sergeant - StuG IIIF
- Posts: 283
- Joined: Mon Apr 20, 2020 6:22 pm
Re: Erik's campaigns & mods
Good idea, Germans are having an easy time of it in my ongoing game too. Maybe have few surprise ambushes too, mg nests, AT guns in woods etc...?Erik2 wrote: ↑Mon May 02, 2022 7:20 am Thanks Bren.
I have several ideas for Prokhorovka and the other east front scenarios we're testing.
One general fix would be using core units as a player may lose lots of units and have lots of resources.
Also, I may add a number of Soviet MG (heavy inf) units, probably one pr regiment.
Instead of the air exit/deployment hexes I think I will go for construction grps as the maps are usually large and the air units take ages refueling and getting back to the battlefield.
Higher fortification levels for the Soviet units is also an option.
Re: Erik's campaigns & mods
I'm reworking the east front scenarios now. Soviet MG units and bunkers are part of the upgrade.
MicroMod 4.6
MicroMod 4.6
All eastern front scenarios:
Air units are now core.
Most of the air exit/deployment hexes are replaced with a few construction groups.
Added Soviet/German supply.
2v2 Prokhorovka 1943 1.3:
Fixed Soviet 5 secondary objectives.
Added 3 fortification levels to all Soviet units.
Added some Soviet MG/hvy inf units.
Added some Soviet bunkers.
2v2 Kaluga 1941 1.1:
Added Germand and Soviet supply.
Doubled German and Soviet resource income.
2v2 Kashira 1941 1.1:
Double all res income
One general fix would be using core units as a player may lose lots of units and have lots of resources.
Also, I may add a number of Soviet MG (heavy inf) units, probably one pr regiment.
Instead of the air exit/deployment hexes I think I will go for construction grps as the maps are usually large and the air units take ages refueling and getting back to the battlefield.
Higher fortification levels for the Soviet units is also an option.
2v2 Znamenka 1942 1.1
German and Soviet modded ski units look fine in test.
All eastern front scenarios:
Air units are now core.
Most of the air exit/deployment hexes are replaced with a few construction groups.
Added Soviet/German supply.
2v2 Prokhorovka 1943 1.3:
Fixed Soviet 5 secondary objectives.
Added 3 fortification levels to all Soviet units.
Added some Soviet MG/hvy inf units.
Added some Soviet bunkers.
2v2 Kaluga 1941 1.1:
Added Germand and Soviet supply.
Doubled German and Soviet resource income.
2v2 Kashira 1941 1.1:
Double all res income
One general fix would be using core units as a player may lose lots of units and have lots of resources.
Also, I may add a number of Soviet MG (heavy inf) units, probably one pr regiment.
Instead of the air exit/deployment hexes I think I will go for construction grps as the maps are usually large and the air units take ages refueling and getting back to the battlefield.
Higher fortification levels for the Soviet units is also an option.
2v2 Znamenka 1942 1.1
German and Soviet modded ski units look fine in test.
-
- Lieutenant Colonel - Fw 190A
- Posts: 1166
- Joined: Sun Apr 09, 2017 4:18 pm
- Location: Lower Alabama
Re: Erik's campaigns & mods
Brenmusik,
In response to your message query on the last turn of the Prochorovka battle, I had about 1200 death's head RPs and about 450 Wehrmacht RPs. Since I had to play through and got exited, I didn't get how many German losses there were.
I think the scenario is a blast to play but it's heavily over-balanced toward the Germans (unless half your army gets cut off and destroyed, then it's about even...)
conboy
In response to your message query on the last turn of the Prochorovka battle, I had about 1200 death's head RPs and about 450 Wehrmacht RPs. Since I had to play through and got exited, I didn't get how many German losses there were.
I think the scenario is a blast to play but it's heavily over-balanced toward the Germans (unless half your army gets cut off and destroyed, then it's about even...)
conboy
Re: Erik's campaigns & mods
And especially if the scenario was saved in a PC-version higher than the latest Mac-version.
-
- Lieutenant Colonel - Elite Panther D
- Posts: 1343
- Joined: Wed Mar 14, 2012 5:00 pm
- Location: Albion
Re: Erik's campaigns & mods
Re. Znamenka 1942 1.1
As mentioned in my recent PM, the Jap tanks are still here.
Here is what my folder shows So I was expecting to see them this time. Is there anywhere else I need to check?
As mentioned in my recent PM, the Jap tanks are still here.
Here is what my folder shows So I was expecting to see them this time. Is there anywhere else I need to check?
Re: Erik's campaigns & mods
Znamenka 1942 1.1
Open the scenario in the editor and check the units.
Mine shows both Soviet and German ski units. If yours also is ok this points to a bug with modded scenarios. Remember we had the same issue with the Japan/China scenario?
You can also check the units.csv and make sure there are modded Finnish ski infantry for both the Germans and Soviets.
Open the scenario in the editor and check the units.
Mine shows both Soviet and German ski units. If yours also is ok this points to a bug with modded scenarios. Remember we had the same issue with the Japan/China scenario?
You can also check the units.csv and make sure there are modded Finnish ski infantry for both the Germans and Soviets.
-
- Lieutenant Colonel - Elite Panther D
- Posts: 1343
- Joined: Wed Mar 14, 2012 5:00 pm
- Location: Albion
Re: Erik's campaigns & mods
Well found, my folder is somewhat different
I'll get it sorted.

Re: Erik's campaigns & mods
I was hoping you would find something different.
-
- Lieutenant Colonel - Elite Panther D
- Posts: 1343
- Joined: Wed Mar 14, 2012 5:00 pm
- Location: Albion
Re: Erik's campaigns & mods
'Twas very strange. On finding they were missing, l overwrote the units folder - but without success. The slot was taken by a panzer and no ski unit anywhere. Removing 'Units' and putting a clean one from 4.6 was the solution.
The reason that I 'cherry pick' from each new version, is to aviod the Black Screen that often follows a complete update.
The reason that I 'cherry pick' from each new version, is to aviod the Black Screen that often follows a complete update.
-
- Private First Class - Wehrmacht Inf
- Posts: 5
- Joined: Fri May 27, 2022 4:28 pm
Re: Erik's campaigns & mods
Hello,
I encounter the following problem: the game freezes (without message) when loading the scenario of the first US campaign 1944 (Omaha). The scenario loads up to 10, 15% then freezes. No other solution than the ctrl alt delete. Are you aware of this issue? Thank you for your answers. Thierry
I encounter the following problem: the game freezes (without message) when loading the scenario of the first US campaign 1944 (Omaha). The scenario loads up to 10, 15% then freezes. No other solution than the ctrl alt delete. Are you aware of this issue? Thank you for your answers. Thierry
Re: Erik's campaigns & mods
Omaha works fine for me.
Note that if you are using the Mac version of OOB you may have issues. It can't handle scenarios that was edited/saved in a later (PC) version.
Note that if you are using the Mac version of OOB you may have issues. It can't handle scenarios that was edited/saved in a later (PC) version.