Erik's campaigns & mods
Moderators: Order of Battle Moderators, The Artistocrats
SquadMod 1.6
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.
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.
MicroMod 4.12
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.
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.
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- Lieutenant Colonel - Panther D
- Posts: 1282
- Joined: Wed Mar 14, 2012 5:00 pm
- Location: Albion
Re: Erik's campaigns & mods
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."
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."
Re: Erik's campaigns & mods
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...
This mod works fine for me, I have no idea why other players may have issues with it...
Re: Erik's campaigns & mods
Have you tried moving the old MicroMod out of the My Games folder and installing the new from scratch?
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- Staff Sergeant - StuG IIIF
- Posts: 266
- Joined: Mon Apr 20, 2020 6:22 pm
Re: Erik's campaigns & mods
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.
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.
Re: Erik's campaigns & mods
I'll check into Danzig. Thanks.
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- Staff Sergeant - StuG IIIF
- Posts: 266
- Joined: Mon Apr 20, 2020 6:22 pm
Re: Erik's campaigns & mods
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.
I assume this is about the 1v1 version (there's a 2v2 as well)?
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.
I assume this is about the 1v1 version (there's a 2v2 as well)?
Normandy US 1944 1.0 campaign
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.
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.
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- Senior Corporal - Ju 87G
- Posts: 96
- Joined: Thu Dec 18, 2014 4:50 pm
Re: Erik's campaigns & mods
Nice! Normandy US is such a good idea, thank you.
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- Staff Sergeant - StuG IIIF
- Posts: 266
- Joined: Mon Apr 20, 2020 6:22 pm
Re: Normandy US 1944 1.0 campaign
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. Blundering around meant I started to lose airborne by the bucketful so didn't have enough to get neither secondaries nor primaries.
Re: Erik's campaigns & mods
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.
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.
Re: Erik's campaigns & mods
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/
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/
Re: Erik's campaigns & mods
thank you ERIK
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- Staff Sergeant - StuG IIIF
- Posts: 266
- Joined: Mon Apr 20, 2020 6:22 pm
NavalMod 1.0
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
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