Erik's campaigns, mods and multiplayer scenarios
Moderators: The Artistocrats, Order of Battle Moderators
Re: Erik's campaigns & mods
Erick it says post is deleated
Re: Erik's campaigns & mods
First page Micro Mod 4.17
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- Lieutenant Colonel - Elite Panther D
- Posts: 1355
- Joined: Wed Mar 14, 2012 5:00 pm
- Location: Albion
Re: Erik's campaigns & mods
The Dropbox page says link deleted
Re: Erik's campaigns & mods
Fixed MicroMod link.
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- Order of Battle Moderator
- Posts: 6213
- Joined: Sun Jan 10, 2016 5:39 pm
- Location: United States
Re: Erik's campaigns & mods
You could have saved yourself and others several additional posts by being specific in the first place. Do you expect the man to read your mind?
- Bru
Re: Erik's campaigns & mods
And I did (read his mind)
Or maybe Brenmusik posted the details
Or maybe Brenmusik posted the details

Re: Erik's campaigns & mods
not to familiar with posting replies and thought it went right in the same box
Re: Erik's campaigns & mods
I have a lot of mods(campaigns/scenarios under my belt, so I appreciate any details whenever an issue crops up.
You'll get a faster response from your fellow players as well.
You'll get a faster response from your fellow players as well.
Re: Erik's campaigns & mods
ok , in the mirco mod 4.17 the two new campaigns do not launch. operation konrad 1945 & scheldt 1944
Arghh. Tthese are campaigns under work and was not supposed to be included....
Please delete them.
Arghh. Tthese are campaigns under work and was not supposed to be included....
Please delete them.
MicroMod 4.19
MicroMod 4.19
Link updated in first post.
A couple of players have reported that multipplayer would start with my user Erik2.
Also, a couple of future probable campaigns were left in the previous update, please remove the Konrad/Scheldt campaign folders.
Sorry about the inconvenience.
I have cleaned the up the mod and even ceated a new splash screen
Link updated in first post.
A couple of players have reported that multipplayer would start with my user Erik2.
Also, a couple of future probable campaigns were left in the previous update, please remove the Konrad/Scheldt campaign folders.
Sorry about the inconvenience.
I have cleaned the up the mod and even ceated a new splash screen

Re: Erik's campaigns & mods
Thank you Erik
Re: Erik's campaigns & mods
Hi Erik,
I am traveling to Normandy in about a month, so after doing some rather extensive reading on the subject decided to give your US Normandy campaign a go. The first Airborne scenarios Cotentin was fine but I had some issues with “Bloody Omaha” they were:
1: Though it’s a requirement, the Rangers lack the ability to capture Point Du Hoc. They can take out the naval battery but can’t flip the VP to Us to capture it. I think that is some sort of Unit trait you’ve fixed for other scenarios.
2: I’d change the Amphib Arty to 2xM7 and 2x105 instead of 1x155 and 2x105 to better match the actual OOB.
3: where is the USS Texas. HMS Glasgow and USS Satterlee for Point Du Hoc? Darby’s Rangers could really use some Naval Fire Support.
4: I’d up the Turns to 35. Getting all primary and especially secondary VP’s in 30 is a bit over the top.
Otherwise it pretty much fits the Bill based upon the reading i’ve done for the trip.
I am traveling to Normandy in about a month, so after doing some rather extensive reading on the subject decided to give your US Normandy campaign a go. The first Airborne scenarios Cotentin was fine but I had some issues with “Bloody Omaha” they were:
1: Though it’s a requirement, the Rangers lack the ability to capture Point Du Hoc. They can take out the naval battery but can’t flip the VP to Us to capture it. I think that is some sort of Unit trait you’ve fixed for other scenarios.
2: I’d change the Amphib Arty to 2xM7 and 2x105 instead of 1x155 and 2x105 to better match the actual OOB.
3: where is the USS Texas. HMS Glasgow and USS Satterlee for Point Du Hoc? Darby’s Rangers could really use some Naval Fire Support.
4: I’d up the Turns to 35. Getting all primary and especially secondary VP’s in 30 is a bit over the top.
Otherwise it pretty much fits the Bill based upon the reading i’ve done for the trip.
Re: Erik's campaigns & mods
Cayso, i modded the “Bloody Omaha” scenario as follows;
Added BB Colorado, Brit County CA and US DD to Point Du Hoc. I also modded the units.csv to allow the Rangers to be able to capture. This allowed Co. B of the Rangers to be able to Capture Point du Hoc and hold on until relieved, just barely, until relieved by forces landed at Omaha. Unfortunately, the scenario refused to acknowledge the capture and flip the primary Victory Condition to fulfilled. The replacement of the 155mm by 2xM7 worked well. I will grant I was wrong and with the 2 changes above, 30 turns was sufficient to achieve (but not get credited) all the primary and secondary victory conditions. TG for the cheat code “#igotnukes to sort out the bugs in the victory conditions for the nth time.
Added BB Colorado, Brit County CA and US DD to Point Du Hoc. I also modded the units.csv to allow the Rangers to be able to capture. This allowed Co. B of the Rangers to be able to Capture Point du Hoc and hold on until relieved, just barely, until relieved by forces landed at Omaha. Unfortunately, the scenario refused to acknowledge the capture and flip the primary Victory Condition to fulfilled. The replacement of the 155mm by 2xM7 worked well. I will grant I was wrong and with the 2 changes above, 30 turns was sufficient to achieve (but not get credited) all the primary and secondary victory conditions. TG for the cheat code “#igotnukes to sort out the bugs in the victory conditions for the nth time.
Re: Erik's campaigns & mods
kverdon
Thanks for the feedback.
Valid points, I'll add them to my to-do list.
Thanks for the feedback.
Valid points, I'll add them to my to-do list.
MicroMod 4.20
MicroMod 4.20
Link updated in first post.
2v2 A Bridge Too Far:
Most units are now core, even the Allied paras.
Reduced number of turns to 45.
Note that modded multigame scenarios like this may no longer work in v10.0
Stalingrad campaign.
Increased Luftwaffe Specialisation income.
05Bolshoy:
Changed secondary objective.
05Pronin:
Relocated Soviet supply.
Removed Romanian unit kill -> resource reduction.
Reduced Soviet unit experience.
Changed primary and secondary objectives.
Reduced number of turns.
Increased primary and secondary objectives.
05Kletskaya:
Soviet engineers in a single AI Team.
Increased Romanian resource income.
06Krasnoarmeysk:
Fixed Luftwaffe entry/exit and added construction units.
Increased Soviet unit experience.
Removed experience and fortifications on all bunkers.
06Zety:
Changed a number of on-map German units from core to aux.
Increased Axis resource income.
Fixed primary objective.
07Kalach:
Various unit changes.
Changed secondary objective.
08Kotelnikovo:
Increased Soviet unit experience.
Added Soviet commanders.
Removed Romanian aux units.
Added some Romanian command points.
Added secondary objective.
Reduced number of turns.
Link updated in first post.
2v2 A Bridge Too Far:
Most units are now core, even the Allied paras.
Reduced number of turns to 45.
Note that modded multigame scenarios like this may no longer work in v10.0
Stalingrad campaign.
Increased Luftwaffe Specialisation income.
05Bolshoy:
Changed secondary objective.
05Pronin:
Relocated Soviet supply.
Removed Romanian unit kill -> resource reduction.
Reduced Soviet unit experience.
Changed primary and secondary objectives.
Reduced number of turns.
Increased primary and secondary objectives.
05Kletskaya:
Soviet engineers in a single AI Team.
Increased Romanian resource income.
06Krasnoarmeysk:
Fixed Luftwaffe entry/exit and added construction units.
Increased Soviet unit experience.
Removed experience and fortifications on all bunkers.
06Zety:
Changed a number of on-map German units from core to aux.
Increased Axis resource income.
Fixed primary objective.
07Kalach:
Various unit changes.
Changed secondary objective.
08Kotelnikovo:
Increased Soviet unit experience.
Added Soviet commanders.
Removed Romanian aux units.
Added some Romanian command points.
Added secondary objective.
Reduced number of turns.
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- Staff Sergeant - StuG IIIF
- Posts: 287
- Joined: Mon Apr 20, 2020 6:22 pm
Re: Erik's campaigns & mods
I pasted the Dropbox link again. Link works for me.
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- Private First Class - Opel Blitz
- Posts: 1
- Joined: Wed Aug 16, 2023 8:04 pm
Re: Erik's campaigns & mods
Hey erik, i downloaded the US 43-44 and 44-45 campaigns and installed them in my campaigns folder, they showed up in cutom content list but the problem is whenever i start a mission, the loading bar freezes. Same thing goes for op market garden and normandy US campaigns.