Erik's campaigns & mods

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McLeoudX
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Re: Erik's campaigns & mods

Post by McLeoudX »

Erik2 wrote: Sat Sep 24, 2022 8:54 am The mods does not work with 9.2.2. The devs are aware of this.
Yes, since today they have done it, now the game works correctly again (juhu) !
I will finish the Semper Fi series sometime...
There can only be one :)
Erik2
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SquadMod 1.6

Post by Erik2 »

SquadMod 1.6

Added campaign Kokoda trail:
In essence a complete rework of the old campaign.
Added Australian Kokoda commanders.
New unit types like various machine gun and mortar units.
Added 3 scenarios.

Scenarios:
Added Japanese commanders.
Added Japanese unit experience.
Increased Japanese resource income.
Lowered Japanese aggression a bit.
Increased number of units in all scenarios.
Changes to primary and secondary objectives.
Added Kunai high grass terrain.
Other terrain changes.
Erik2
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MicroMod 4.12

Post by Erik2 »

MicroMod 4.12
Added the new units from Allies Victorious DLC.

2v2 Znamenka 1942 1.4:
Doubled resource income.

2v2 Kashira 1941 1.4:
Added more air deployment locations.
Both sides must capture/hold at least 4 of the 5 priomary objectives.
Tula/Kashira scondary objectives for Germany/Soviet respectively.
Both sides have kill all armor/Panzers secondary objectives.


2v1 Cherbourg 1944 1.0:
Increased German resource income.
Removed German supply locations on the NW map edge, but added 3 supply to all bunker locations.
Replaced neutral minefields with German.
The scenario will end if the US capture all primary objectives.
Added US and German commanders.
Added US and German specialisations.
Removed all deployment restrictions.
Replaced German airfields with airstrips.
Brenmusik
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Re: Erik's campaigns & mods

Post by Brenmusik »

Downloaded and installed, alas the dreaded Black Screen when clicking on the Mod. Not a problem, I'd backed up the working one beforehand. So back it went. No more Black Screen, but a continuous spinning flag when trying to connect to MP.
Worse and strangely, the standard game won't run MP either - no more Cherbourg for the time being :(
I think I'm faced with clearing out OoB and starting over. To paraphrase that brave man, "I...may be some time."
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

Cherbourg has been moved to the MicroMod in order to get commanders and specs to the US Red and blue factions.
This mod works fine for me, I have no idea why other players may have issues with it...
Brenmusik
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Re: Erik's campaigns & mods

Post by Brenmusik »

Erik2 wrote: Fri Oct 21, 2022 7:25 am Cherbourg has been moved to the MicroMod
:oops: my mistake, in my defence yesterday had been a long day, I'll move it.
Never a good idea to "update" at the end of the day.
Until the spinning flag problem is fixed, it won't matter where it is!
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

Have you tried moving the old MicroMod out of the My Games folder and installing the new from scratch?
Brenmusik
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Re: Erik's campaigns & mods

Post by Brenmusik »

Erik2 wrote: Fri Oct 21, 2022 9:54 am Have you tried moving the old MicroMod out of the My Games folder and installing the new from scratch?
That is what I did! Thought it'd be a good idea to clear out the old MM and go with the new one, it wasn't!
I'm about to begin messing around with folders.
stevefprice
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Re: Erik's campaigns & mods

Post by stevefprice »

Erik,

Looks like Danzig Corridor does not recognise a last turn major win. Eastern German force took the peninsula and the objective count hit the magic 6 but shows a draw.
Danzig Corridor.jpg
Danzig Corridor.jpg (643.13 KiB) Viewed 750 times
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

I'll check into Danzig. Thanks.
stevefprice
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Re: Erik's campaigns & mods

Post by stevefprice »

Race for Tunis also look broken on the objectives, latest updates must have done something to them.

As Axis we hold 2 objectives and never lost them but they are not triggered so it's a draw. The Vichy French took them but I assume it should be a joint win. I'll check with my ally but I suspect he got a draw too.
Race for Tunis.jpg
Race for Tunis.jpg (604.09 KiB) Viewed 711 times
I assume this is about the 1v1 version (there's a 2v2 as well)?
Erik2
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Normandy US 1944 1.0 campaign

Post by Erik2 »

Normandy US 1944 1.0 campaign
Link added in first post.
This is the sister campaign to the Bruce/Erik Normandy UK/Canada campaign.

Scenarios:
Cotentin Peninsula
Utah Beach
Omaha Beach
Carentan - Battle of Bloody Gulch
Cherbourg
Le Dezert - Panzer Lehr Counterattacks
Percy - Cobra Breakthrough
Notre Dame - Das Reich arrives
St Martin - Roncey Roadblock
The Push for Vire
Mortain - The Lost Battalion
Barenton - V Corps Strikes
Falaise - The Battle of Five Armies

Have fun and please report any issues in this thread.
MarechalJoffre
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Re: Erik's campaigns & mods

Post by MarechalJoffre »

Nice! Normandy US is such a good idea, thank you.
stevefprice
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Re: Normandy US 1944 1.0 campaign

Post by stevefprice »

Erik2 wrote: Sat Oct 29, 2022 9:46 am Normandy US 1944 1.0 campaign
Link added in first post.
This is the sister campaign to the Bruce/Erik Normandy UK/Canada campaign.

Scenarios:
Cotentin Peninsula


Have fun and please report any issues in this thread.
First scenario could do with an improved briefing. I captured the 6 objectives in short order (about 8 turns) and got minor victory. But the was left wondering if failure to complete secondaries meant I'd suffer in the next scenario.

So I tried it again going for the secondaries first. But that is a nightmare despite the 40 turns because there is not enough supply and more German HMG teams than existed in reality in that area. :mrgreen: Blundering around meant I started to lose airborne by the bucketful so didn't have enough to get neither secondaries nor primaries.
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

The only reason to go for any secondary objectives is the rewards.
There are a lot of them and you're not supposed to capture all.
The Germans had broken down their companies into scattered platoons or smaller to cover more ground.
That is why there are a lot of German units. During internal playtests I kept increasing the German unit strength by 1 point after each test. So those initial 2-3 strength units got larger to provide some resistance.
The paras are core units and will appear in a later scenario (or two). So rteat them nice.
jeffoot77
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Re: Erik's campaigns & mods

Post by jeffoot77 »

Thxs for this new campaign Erik .
my custom mini-campaign in order of battle :
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302

Panzer corps mods archive : http://jeffoot.freeboxos.fr:41226/share/KmCyju7JFZX6dD2B/
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

jeffoot77 wrote: Thu Nov 03, 2022 5:11 pm Thxs for this new campaign Erik .
You're welcome.
JDINO
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Re: Erik's campaigns & mods

Post by JDINO »

thank you ERIK
stevefprice
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Re: Erik's campaigns & mods

Post by stevefprice »

Erik2 wrote: Thu Nov 03, 2022 3:39 pm
The paras are core units and will appear in a later scenario (or two). So rteat them nice.
I always look after my toy soldiers :mrgreen:
Erik2
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NavalMod 1.0

Post by Erik2 »

Naval Mod 1.0
Added a number of British and Italian ship classes and British/German/Italian air unit types.
(Exisitng unit graphics used).
Added Royal Navy commanders.

Link added in first post

Added new campaign, Royal Navy Med 1940-42.
Scenarios:
The Battle of Calabria
Taranto Raid
The Battle of Cape Spartivento
Operation Excess
Raid On Genova
Battle of Cape Matapan
Crete - Black Thursday
Operation Halberd
First Battle of Sirte
Operation Harpoon
Operation Vigorous
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