Erik's campaigns & mods
Moderators: Order of Battle Moderators, The Artistocrats
Re: Erik's campaigns & mods
The giant unit bug is an old cosmetic issue. Usually clears up the next turn.
The turns work for me. The NKPA AI starts, then the human Rangers and finally the Allied ROK AI (/the refugees).
The turns work for me. The NKPA AI starts, then the human Rangers and finally the Allied ROK AI (/the refugees).
Re: Erik's campaigns & mods
Erik thank you for all of your work, very interesting mods and campaigns
Issue faced in Korea mods:
In pt 1 in Poun scenario getting same issue as in above comment , three enemy units are moved and then nothing, can’t move my units
In pt2 in Turkey Hill can’t deploy any units
Issue faced in Korea mods:
In pt 1 in Poun scenario getting same issue as in above comment , three enemy units are moved and then nothing, can’t move my units
In pt2 in Turkey Hill can’t deploy any units
Re: Erik's campaigns & mods
Dircheg
The Korea mod/campaigns will get an update not too far into the future.
The Korea mod/campaigns will get an update not too far into the future.
SquadMod 2.0
Squad Mod 2.0:
Link updated in first post.
Added USMC commander 'Chesty' Puller.
Added US Sniper unit.
Added Japanese 320mm T98 Mortar.
Reduced command points from 3 to 2 for 50mm/60mm/2inch mortar units.
All Semper Fidelis campaigns:
Reworked all scenarios, cores are now company-sized (smaller).
USMC Raider units are moved to Red US faction.
USMC Para units are moved to Blue US faction.
Edited Allied and Japanese resource turn income.
Also. whenever an Allied faction lose a unit, resource turn income is reduced by 6.
Semper Fidelis 1941-42:
03Gavutu and 05Tanambogo are combined into one larger scenario.
Link updated in first post.
Added USMC commander 'Chesty' Puller.
Added US Sniper unit.
Added Japanese 320mm T98 Mortar.
Reduced command points from 3 to 2 for 50mm/60mm/2inch mortar units.
All Semper Fidelis campaigns:
Reworked all scenarios, cores are now company-sized (smaller).
USMC Raider units are moved to Red US faction.
USMC Para units are moved to Blue US faction.
Edited Allied and Japanese resource turn income.
Also. whenever an Allied faction lose a unit, resource turn income is reduced by 6.
Semper Fidelis 1941-42:
03Gavutu and 05Tanambogo are combined into one larger scenario.
Korea Mod 3.0
Korea Mod 3.0
Link updated in first post
Added units:
Australian Para
Australian Para Vickers HMG
Australian Para M18 57mm RR
Commonwealth 105mm How
Commonwealth 155mm How
Commonwealth M-2 90mm AT/AA
Commonwealth M-27 105mm RR AT
Fixed 25 pnd and 3.7inch art ranges.
Korea 1950 Pt.1 + Pt.2:
Scenarios rebalanced.
A few bug fixes.
Koreas 1951:
Reworked a number of the scenarios.
A few bug fixes.
Added new campaign, Korea 1952-53:
Airmobile at Soyang Valley
Outpost Eerie
Rockpile at Yokkok Chon Valley
Canadians on Patrol at Nabu-ri Valley
Medicine Man at Minari-gol
Busting the compound at Chip'yong-li
Tomahawk and Peace Pipe at Yokkok Chon Valley
Freedom Train at Kumsong
Ambush at the Yalu
The Ch'orwon Squeeze
Outpost Arsenal at Yokkok
Pork Chop Hill
Have fun.
Link updated in first post
Added units:
Australian Para
Australian Para Vickers HMG
Australian Para M18 57mm RR
Commonwealth 105mm How
Commonwealth 155mm How
Commonwealth M-2 90mm AT/AA
Commonwealth M-27 105mm RR AT
Fixed 25 pnd and 3.7inch art ranges.
Korea 1950 Pt.1 + Pt.2:
Scenarios rebalanced.
A few bug fixes.
Koreas 1951:
Reworked a number of the scenarios.
A few bug fixes.
Added new campaign, Korea 1952-53:
Airmobile at Soyang Valley
Outpost Eerie
Rockpile at Yokkok Chon Valley
Canadians on Patrol at Nabu-ri Valley
Medicine Man at Minari-gol
Busting the compound at Chip'yong-li
Tomahawk and Peace Pipe at Yokkok Chon Valley
Freedom Train at Kumsong
Ambush at the Yalu
The Ch'orwon Squeeze
Outpost Arsenal at Yokkok
Pork Chop Hill
Have fun.
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Re: Korea Mod 3.0
Oh great, we waited for the end) Thank you author !Erik2 wrote: ↑Fri May 05, 2023 2:56 pm Korea Mod 3.0
Link updated in first post
Added units:
Australian Para
Australian Para Vickers HMG
Australian Para M18 57mm RR
Commonwealth 105mm How
Commonwealth 155mm How
Commonwealth M-2 90mm AT/AA
Commonwealth M-27 105mm RR AT
Fixed 25 pnd and 3.7inch art ranges.
Korea 1950 Pt.1 + Pt.2:
Scenarios rebalanced.
A few bug fixes.
Koreas 1951:
Reworked a number of the scenarios.
A few bug fixes.
Added new campaign, Korea 1952-53:
Airmobile at Soyang Valley
Outpost Eerie
Rockpile at Yokkok Chon Valley
Canadians on Patrol at Nabu-ri Valley
Medicine Man at Minari-gol
Busting the compound at Chip'yong-li
Tomahawk and Peace Pipe at Yokkok Chon Valley
Freedom Train at Kumsong
Ambush at the Yalu
The Ch'orwon Squeeze
Outpost Arsenal at Yokkok
Pork Chop Hill
Have fun.
Canadian infantry crosses a log bridge during the Korean War in February 1951.
https://nevsepic.com.ua/armiya/page,6,2 ... -foto.html
https://lenta.ru/articles/2022/01/25/korea/
https://mynickname.com/id73473
Latest Squad Mod version
Two scenarios are still broken in the latest version 5-5-23
Banzai 42 Gona Mission I think - Victory trigger still doesn't seem to know when you have 3 victory hexes occupied. Result is a draw Semper Fi 41 Wake mission - Goal says to hold at least two victory hexes by end of scenario, but if you lose more than one before then, you get an immediate defeat, campaign over, even if you could have recaptured one before the end of scenario as required.
Banzai 42 Gona Mission I think - Victory trigger still doesn't seem to know when you have 3 victory hexes occupied. Result is a draw Semper Fi 41 Wake mission - Goal says to hold at least two victory hexes by end of scenario, but if you lose more than one before then, you get an immediate defeat, campaign over, even if you could have recaptured one before the end of scenario as required.
Re: Erik's campaigns & mods
Dmoore
Thanks for reporting.
Erik
Thanks for reporting.
Erik
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- Posts: 23
- Joined: Wed Sep 23, 2015 5:20 am
Re: Erik's campaigns & mods
Hi there, maybe I'm missing something...
Downloaded the current Korea (v3.0 4-5-2023), Unzipped, copied the Mod to the Mods folder, copied Scenarios to the Scenarios Folder, Campaigns to the Campaigns folder.
I can launch the first campaign, but I do not get an option to load the mod before. Did I miss a step, or does it work differently now? When I start the first campain, the ROK items show as British and such.
Running verion 9.2.2
Thanks kindly in advance
EDIT - Just updated OOB to 9.2.5, and the mods appeared upon re-launch!
Downloaded the current Korea (v3.0 4-5-2023), Unzipped, copied the Mod to the Mods folder, copied Scenarios to the Scenarios Folder, Campaigns to the Campaigns folder.
I can launch the first campaign, but I do not get an option to load the mod before. Did I miss a step, or does it work differently now? When I start the first campain, the ROK items show as British and such.
Running verion 9.2.2
Thanks kindly in advance
EDIT - Just updated OOB to 9.2.5, and the mods appeared upon re-launch!
Re: Erik's campaigns & mods
Spoiler Alert?! For those who never played the scenario's, don't look at the images.
I tried the version 3.0 this evening and all went smoother than usual. In the first scenario I got a minor victory with no losses. Not sure why the tanks wouldn't attack the town after being cut of from supply for just 1 turn. I didn't get a kill in though so only minor win.
. .
In the second scenario I managed to get a Mega, no, Mayor victory by surrounding all tanks and killing them one at the time. I had only time to shoot 9 before turns ran out. There is still one tank guarding the road at the rear but it made no effort to attack my infantry unit close by on the road, that hoped to survive for at least two turns. So it was a tank killing field in the end. Is that suppose to happen?
. .
No freezes any more, only every now and then a ten second (or so) pause during 1 or 2 moments per scenario. It just runs smooth after the pause is over.
I tried the version 3.0 this evening and all went smoother than usual. In the first scenario I got a minor victory with no losses. Not sure why the tanks wouldn't attack the town after being cut of from supply for just 1 turn. I didn't get a kill in though so only minor win.
. .
In the second scenario I managed to get a Mega, no, Mayor victory by surrounding all tanks and killing them one at the time. I had only time to shoot 9 before turns ran out. There is still one tank guarding the road at the rear but it made no effort to attack my infantry unit close by on the road, that hoped to survive for at least two turns. So it was a tank killing field in the end. Is that suppose to happen?
. .
No freezes any more, only every now and then a ten second (or so) pause during 1 or 2 moments per scenario. It just runs smooth after the pause is over.
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- Private First Class - Opel Blitz
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Re: Erik's campaigns & mods
Hi Erik! I'm new to this game, but I believe I have played a couple of your scenarios for Operational Art of War. I am downloading some of your custom scenarios, but your Finland 1939 seems to be missing. Is it gone permanently, or will it return? Cheers!
Re: Erik's campaigns & mods
There are 3 BrucErik Finnish campaigns in the first post in this thread.FieldMarshalStrudel wrote: ↑Wed May 24, 2023 8:15 am Hi Erik! I'm new to this game, but I believe I have played a couple of your scenarios for Operational Art of War. I am downloading some of your custom scenarios, but your Finland 1939 seems to be missing. Is it gone permanently, or will it return? Cheers!
I have one 1v1 Finland 1941 scenario in the first post of my Multiplayer thread:
https://www.slitherine.com/forum/viewtopic.php?t=64204
I can't remember ever doing a FInland 1939 scenario..but I may be wrong
Re: Erik's campaigns & mods
The Winter War 1939 campaign in the BruceErik CSD Studio thread is the newer version 2.2 dated 2022.
In the first post here it is still version 2.1 2020.
I am gonna try the newer version
In the first post here it is still version 2.1 2020.
I am gonna try the newer version
Re: Erik's campaigns & mods
Hi Erik (and community),
I've been a big fan of yours for a while. Played many of your campaigns with great pleasure. Thank you so much for your incredible work. I could wax on (and i will in another post) but I'll skip to the tech support phase.
I'm working my way through your entire oeuvre. I wanted to try the korea mod but I'm having trouble making it work. I've never tried a mod before.
I'm using OOB V9.2.5 on windows 11 and the latest version of the Korea mod linked in this thread. I copy the unzipped korea folder under Mods. Then when I start, I get the correct screen selecting the Korea mod and then I can pick the campaign. If I select the first campaign (Korea 1950 pt1) then start the first scenario. During the loading screen it seems to be loading (the progress bar updates) but then when the progress bar gets full it just stalls forever. Also the loading tips are all unpopulated (i.e loading_tip_16)
(and based on some stuff I read in these forums, I also copied the campaigns folders under the main campaigns but I think that doesn't apply to mods. Regardless, the loading problem remained)
Am I doing something wrong?
cheers,
phillip
I've been a big fan of yours for a while. Played many of your campaigns with great pleasure. Thank you so much for your incredible work. I could wax on (and i will in another post) but I'll skip to the tech support phase.
I'm working my way through your entire oeuvre. I wanted to try the korea mod but I'm having trouble making it work. I've never tried a mod before.
I'm using OOB V9.2.5 on windows 11 and the latest version of the Korea mod linked in this thread. I copy the unzipped korea folder under Mods. Then when I start, I get the correct screen selecting the Korea mod and then I can pick the campaign. If I select the first campaign (Korea 1950 pt1) then start the first scenario. During the loading screen it seems to be loading (the progress bar updates) but then when the progress bar gets full it just stalls forever. Also the loading tips are all unpopulated (i.e loading_tip_16)
(and based on some stuff I read in these forums, I also copied the campaigns folders under the main campaigns but I think that doesn't apply to mods. Regardless, the loading problem remained)
Am I doing something wrong?
cheers,
phillip
Re: Erik's campaigns & mods
It looks like you have installed the mod correctly. Something else must be wrong, the loading tip issue indicates this.
I assume you have purchased at least 1 official DLC (it may be required for playing mods, using the editor etc).
Anyway, the correct mod installations should look like this:
I assume you have purchased at least 1 official DLC (it may be required for playing mods, using the editor etc).
Anyway, the correct mod installations should look like this:
Re: Erik's campaigns & mods
Thanks for the quick response. Of course, I own most of the DLC. I never would have been able to get very far in your (insanely hard) german grand campaign late war scenarios, if I hadn't played endseig through a few times already
Maybe it's some shenanigans from steam cloud synchronization. I started playing an old campaign on another computer and there were some messages and warnings related to cloud synchronization. I'll re-install and see if that helps.
Maybe it's some shenanigans from steam cloud synchronization. I started playing an old campaign on another computer and there were some messages and warnings related to cloud synchronization. I'll re-install and see if that helps.
Re: Erik's campaigns & mods
Re-installing and nuking the oob folder under my documents fixed it. Guess I should have tried that first.
I will try the banzai campaign next I think. I was listening to dan carlins hardcore history on japan in ww2 (supernova in the east) and it gave me a hankering to try rising sun DLC again but it's so lame with the silly (and easy) alternate history after gaudalcanal, I think there's a place for late war desperate island defense japanese campaign where you can really sacrifice your desperate troops using banzai attacks, infiltration tactics and having modest defensive goals, kind of a pacific analog to the later war german defensive campaigns which I really love. Just some random thoughts. Maybe I'll try a scenario (my first).
cheers,
phillip
I will try the banzai campaign next I think. I was listening to dan carlins hardcore history on japan in ww2 (supernova in the east) and it gave me a hankering to try rising sun DLC again but it's so lame with the silly (and easy) alternate history after gaudalcanal, I think there's a place for late war desperate island defense japanese campaign where you can really sacrifice your desperate troops using banzai attacks, infiltration tactics and having modest defensive goals, kind of a pacific analog to the later war german defensive campaigns which I really love. Just some random thoughts. Maybe I'll try a scenario (my first).
cheers,
phillip
Re: Erik's campaigns & mods
Bethune
The important thing is that you fixed it and is back in the game
The important thing is that you fixed it and is back in the game
Re: Erik's campaigns & mods
Greetings Erik, longtime fan here basically only playing your campaigns Have some trouble with the Micromod, wanted to try out the US naval campaign. Coral Sea scenario, first turn for the AI allies and it just gets stuck on thinking. The Micromod says version 4.2 ingame, but your download is version 4.12. Is there anything i'm missing here?
Also, the US Naval campaign, wouldnt it belong in the Naval Mod somehow
/cheers
Also, the US Naval campaign, wouldnt it belong in the Naval Mod somehow
/cheers