Erik's campaigns & mods

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stevefprice
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Re: Erik's campaigns & mods

Post by stevefprice »

@Erik

Semper Fidelis 41-42 Wake Island.

Objectives says to hold 2 at scenario end. This suggests you can lose them and retake.

But I lost the airfield far right and got the "Game over man!!" message. Those sneaky tricksy Japanese snuck through and I lost. :oops:
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

stevefprice

This is on my fix-list. You are not the first...

Mea Culpa :wink:
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Re: Erik's campaigns & mods

Post by Acer6920 »

My Fault i thought the FJ-1 based on the Sabre :oops:
jn1
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Re: Erik's campaigns & mods

Post by jn1 »

Erik2 wrote: Sat Jan 28, 2023 8:45 am jn1

The various Germany campaigns are conversions of the original Panzer Corps campaigns.
So basically, the scenarios are what they are.

That said, I can increase resource income for each scenario in Germany East 1944 if you think that would help.
I will check the campaign messages.

Thanks for reporting
Erik
Yes, I think it is needed. Thanks for all your work.
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Re: Erik's campaigns & mods

Post by jrb_tac_gamer »

Hello Erik, I started Kyushu Killing Ground in Semper Fi 45. First let me say that all three Semper Fi campaigns have been superb, thanks!

My issue with Kyushu was that, at scenario start, the impressive US invasion force had no attached supply ships. I'm assuming something went wrong?

Full disclosure: I added 8 ships to the scenario and am currently about halfway through, gameplay is great!

Thanks again,
Jim
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Re: Erik's campaigns & mods

Post by Erik2 »

jrb_tac_gamer

Thanks for the feedback.
There are a number of supply ships in the reserve list. Where you unable to deploy them?
supply.jpg
supply.jpg (129.43 KiB) Viewed 1299 times
jrb_tac_gamer
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Re: Erik's campaigns & mods

Post by jrb_tac_gamer »

Ah, now I see the problem: I'm either not terribly smart or not too observant. :) Nice job, and thanks!
Erik2 wrote: Wed Feb 08, 2023 8:04 am jrb_tac_gamer

Thanks for the feedback.
There are a number of supply ships in the reserve list. Where you unable to deploy them?
stevefprice
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Re: Erik's campaigns & mods

Post by stevefprice »

Hiya Erik,

Semper Fidelis 1943-44 Iron Horses in Tinian.

I get reserve CP from turn 3 but the deployment zones have vanished making it a tad tricky :D
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

stevefprice wrote: Wed Feb 15, 2023 4:27 pm Hiya Erik,

Semper Fidelis 1943-44 Iron Horses in Tinian.

I get reserve CP from turn 3 but the deployment zones have vanished making it a tad tricky :D
This sometimes happens after a game update. Will fix & thanks for reporting.
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Re: Erik's campaigns & mods

Post by Rooitou »

Hi Erik

I'm a newcomer to the user files and mods etc. Can't get your "SquadMod or "MicroMod" to run at all, just getting a black screen and then everything hangs. Have to use Task Manager to end/close the app and start over. Your "Korea" mod seems to work fine though, get the title screen and can select campaigns etc.

There are no directions anywhere, so I just load the entire mod in the "Documents/My Games/Order of Battle - WW2/Mods folder. Is that correct?
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

Rooitou wrote: Thu Feb 23, 2023 1:40 pm Hi Erik

I'm a newcomer to the user files and mods etc. Can't get your "SquadMod or "MicroMod" to run at all, just getting a black screen and then everything hangs. Have to use Task Manager to end/close the app and start over. Your "Korea" mod seems to work fine though, get the title screen and can select campaigns etc.

There are no directions anywhere, so I just load the entire mod in the "Documents/My Games/Order of Battle - WW2/Mods folder. Is that correct?
That is correct.
The quick-fix to the black screen issue is to copy each mod's commander.txt to each mod's Data folder.
Attachments
squadmod_commanders.zip
(3.88 KiB) Downloaded 39 times
naval_mod_commanders.zip
(3.9 KiB) Downloaded 38 times
micromod_commanders.zip
(4.15 KiB) Downloaded 34 times
Rooitou
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Re: Erik's campaigns & mods

Post by Rooitou »

Erik2 wrote: Fri Feb 24, 2023 1:19 pm That is correct.
The quick-fix to the black screen issue is to copy each mod's commander.txt to each mod's Data folder.
Fantastic, thanks so much!

By the way, I'm really enjoying your Korea mod, except I don't know how to kill those NPKA naval commandos (the guys in the canoes on a land hex). They don't seem to be a threat at all, besides occupying a hex and just being in the way.
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

Rooitou

Glad that helped.
BTW, I'm redoing both Korea 1950 campaigns. Both have gotten a real work-over and I am currently play-testing 1950 pt1.
I have also started work on a 1951 campaign.
Erik
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Re: Erik's campaigns & mods

Post by Rooitou »

Erik2 wrote: Mon Feb 27, 2023 11:22 am BTW, I'm redoing both Korea 1950 campaigns. Both have gotten a real work-over and I am currently play-testing 1950 pt1.
I have also started work on a 1951 campaign.
Erik
That is great news, looking forward to it!
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Re: Erik's campaigns & mods

Post by Bobster66 »

Hello Erik,

Have been working my way through some of your older campaigns again and have made some notes of issues I came across. Unfortunately, I wasn't keeping notes when playing Germany West 39-40, or 40, and there were the occasional issues with objectives, all minor thankfully. I wrote a couple of notes of issues I remember from after the fact.


Philippines - All scenarios worked perfectly. However, at the start of every scenario we keep getting the same pop-up announcing that '37 infantry were now available, which of course is odd since the scenarios are in '41 and '42. Also the Specialization Tree is not working, throughout the campaign all but the Specs available from the start say that they are not yet available. I'm guessing both issues are the result of some date problem in the campaign.


Germany West 39-40:

Trondheim - When placing a destroyer next to the coastal gun the Gebirgsjager unit spawns properly. But when placing the cruiser next to Trondheim, and two destroyers adjacent, no units spawn. Was unable to proceed with the scenario.


Germany West 40:

In the first scenario, Eben, we are given CPs to deploy SS units and a small per turn income, but no RPs are provided to actually purchase any units. The same thing happens again in the Dunkirk scenario.


Germany East 41:

Leningrad - Krasnovardevesk, the very first objective, doesn't show as completed until the end of the scenario, at which point we are given the core artillery unit and advised to capture the artillery locations, which of course has already been done. Also, we are awarded 34 SP :?: for completing the scenario! A typo?

Demyansk - The third air supply plane does not disappear once it arrives at it's drop point like the others do. It just floats around until it runs out of fuel. It doesn't affect the outcome though.
- Since the Germans have no airfields, at least a second exit point for the air units would help.

At campaign end the victory note refers to the 6th army in the Stalingrad pocket, not the 16th at Demyansk.


Germany East 42:

No new Specialization options available. On the Specialization screen the date ends at the start of 42 just like it did with Germany East 41. After looking at it some more, it may be that the specializations are there, but I can't scroll down to see them.

Sevastopol Assault - all Primary objectives captured but the Primary Obj to capture the city was still a question mark at scenario end. Map was cleared of all Russians but resulted in a Draw.

Stalingrad Escape or Ruins - the selection circles are right on top of each other which made it difficult to select the one I wanted, it took 3 tries! :lol:
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

Bobster66

Thanks for reporting
I have put these issues on my backlog.

Erik
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Korea Mod 2.5

Post by Erik2 »

Link updated in first post.

Added units:
North Korean 120mm Mor
North Korean Browning 50cal HMG
North Korean Vickers HMG
Chinese Vickers HMG
South Korean M1919 30cal MMG
South Korean M-18 57mm RR
US M-18 Para 57mm RR
Dutch Infantry
Dutch M1919A4 30cal MMG
Dutch M-2 60mm Mortar
Dutch M-18 57mm RR
Philippino Infantry
Philippino M1919A4 30cal MMG
Philippino M-18 57mm RR
Philippino Chaffe
Philippino Priest
Philippino Duster

Adjusted movement/fuel stats for air units used in Korean scenarios:
Corsair, Corsair Napalm, F51 Mustang, F6F5 Hellcat Napalm, P47 Thunderbolt, F-82G Twin Mustang, P80 Shooting Star, FPF Panther, F84 Thunderjet, F86 Saberjet, A-1 Skyraider, L4 Grasshopper, MiG-15 Fagot, Tupolev TU-14 Bosun, Iljusjin Il-28 Beagle


----------------------------

Korea 1950 Pt.1 + Pt.2:
Reworked all scenarios.
Replaced roll-you-own with historical core units.
Adjusted AI tasks.
Added Block CP refunding until next turn.
Adjusted unit experience levels.
Reduced/removed Communist resource income.
Added specialisations to Communits factions.
Changed Allied resource income.
Replaced sec obj resources/specialisation rewards with renamed original commanders were applicable. This is in addition to the Korea-specific commanders.
Added trigger '1 killed Allied core unit = resource turn income drops by 6'.
Moved all US air and naval units to separate US Army faction.
Moved US para units to US Red faction.
Changed mortar units from infantry type to artillery where missing.

Fixed player reported issues for specific scenarios.

Please note that I have only had time to test/rebalance the Korea 1950 Pt.1 campaign at this point. Player-reported scenario issues are fixed, though.

Added bonus Aussie scenario 'An Apple a Day - Yongju' to Pt.1 campaign.

Korea 1950 Pt.2:
Added the scenarios from the '7 Marines Korea 1950' campaign.

FWIW, I have not had any AI hangs during playtesting, but 2-3 game crashes overall. Reloading the turn worked fine.

Have fun
bru888
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Re: Korea Mod 2.5

Post by bru888 »

Erik2 wrote: Tue Mar 07, 2023 12:57 pm Korea 1950 Pt.1 + Pt.2:
I may look at this next.
- Bru
Erik2
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Re: Korea Mod 2.5

Post by Erik2 »

bru888 wrote: Tue Mar 07, 2023 2:07 pm
Erik2 wrote: Tue Mar 07, 2023 12:57 pm Korea 1950 Pt.1 + Pt.2:
I may look at this next.
You mean CSI-work?
Looking forward to whatever you are planning.
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Re: Erik's campaigns & mods

Post by Dmoore »

Hi Erik,
I imagine you already have Naval Mod on your update list, so here some items to add when doing so

Crete scenario - after sinking all the destroyers and the three large ships that come with them it is required to sink 7 more large ships. A careful scouring of the map reveals no more enemy ships on the map. A replay with fog of war off also shows no extra 7 ships to sink, so the result is always 'Major Defeat'

Genoa scenario - After completing all requirements for a victory including sinking two battleships, the secondary mission list shows only one point damage to battleships and one point damage to cruisers even though there are no cruisers to be found, thus a major victory is impossible

Malta scenario - After exiting all of the merchant ships the scenario ends abruptly with my carrier on the exit hex and plenty of turns left in the scenario, limiting me to a minor victory when a major victory would have been recorded on the next turn

Thanks for all the work you do to keep us happy
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