Erik's campaigns, mods and multiplayer scenarios

Moderators: The Artistocrats, Order of Battle Moderators

Erik2
Order of Battle Moderator
Order of Battle Moderator
Posts: 9591
Joined: Thu Jul 14, 2011 12:59 pm
Location: Norway

Re: Erik's campaigns, mods and multiplayer scenarios

Post by Erik2 »

Weserübung

I have also changed mechanism for German invasions. Moving 2 warships next to or 1 hex from the port (Narvik, Trondheim etc) will spawn the German land units at the objective. I have yet to test this...
Erik2
Order of Battle Moderator
Order of Battle Moderator
Posts: 9591
Joined: Thu Jul 14, 2011 12:59 pm
Location: Norway

2v2 France 1940 2.5

Post by Erik2 »

Link in first post.

2v2 France 1940 2.5
Increased resources income for most factions.
Increased Luftwaffe unit experience from 2 to 3.
The Italians will spawn at turn 30.
A French invasion of Italy will trigger an earlier Italian activation.
German units are prohibited from deploying in Italy.
Brenmusik
Lieutenant Colonel - Elite Panther D
Lieutenant Colonel - Elite Panther D
Posts: 1366
Joined: Wed Mar 14, 2012 5:00 pm
Location: Albion

Re: Erik's campaigns, mods and multiplayer scenarios

Post by Brenmusik »

Vesting Holland 2.0
This game has failed to complete the replay twice
VH turn 4.jpg
VH turn 4.jpg (11.03 KiB) Viewed 6618 times
The replay runs smoothly until the end of the Dutch segment, with the progress bar moving at the same pace.
Then the turn pauses and the bar shoots to the end. No Allied units appear and End Turn button is blank. Exiting OoB is my only option.
Other VH 2.0 have not reached Turn 4, bit of a worry :shock:
Erik2
Order of Battle Moderator
Order of Battle Moderator
Posts: 9591
Joined: Thu Jul 14, 2011 12:59 pm
Location: Norway

Re: Erik's campaigns, mods and multiplayer scenarios

Post by Erik2 »

Bren

We'll see if the other current Holland games stall around turn-4. The Dutch have no unit spawns so this error is a bit odd.
If all test games fail, we of course have to restart using the latest version. All the jap tanks should have been fixed in that version.
Brenmusik
Lieutenant Colonel - Elite Panther D
Lieutenant Colonel - Elite Panther D
Posts: 1366
Joined: Wed Mar 14, 2012 5:00 pm
Location: Albion

Re: Erik's campaigns, mods and multiplayer scenarios

Post by Brenmusik »

A very similar thing used to happen with your big China v Japan game. Going to get round to fixing that, one day :wink:
Erik2
Order of Battle Moderator
Order of Battle Moderator
Posts: 9591
Joined: Thu Jul 14, 2011 12:59 pm
Location: Norway

Re: Erik's campaigns, mods and multiplayer scenarios

Post by Erik2 »

Brenmusik wrote: Tue Jul 15, 2025 3:43 pm A very similar thing used to happen with your big China v Japan game. Going to get round to fixing that, one day :wink:
I need to run this game on the multiplayer server to be able to spot any missing modded unit types.
So apart from me, I need two more players to run the test (a few turns should suffice).

Any takers (apart from Brenmusik that kind of volunteered 8) )?
I will create one challenge.
stevefprice
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 302
Joined: Mon Apr 20, 2020 6:22 pm

Re: Erik's campaigns, mods and multiplayer scenarios

Post by stevefprice »

Norway latest version. Coastal guns cannot see adjacent ships, thus cannot target them.

In first picture the lower coastal gun can only see the adjacent enemy ship above because my infantry were force to retreat so moved and thus spotted it. But the lower can cannot see anything else so only has the one target.
Norwegian Coastal Guns 1.jpg
Norwegian Coastal Guns 1.jpg (91.99 KiB) Viewed 6425 times
In this second picture the gun can only see the ships that went up the fjord because my infantry retreated up the road revealing the ships. Given the number of German ships at that location for the invasion fleet (and having played that player) I know there must be German ships adjacent to my 2 coastal guns but I cannot see them to target them.
Norwegian Coastal Guns 2.jpg
Norwegian Coastal Guns 2.jpg (229.6 KiB) Viewed 6425 times
Erik2
Order of Battle Moderator
Order of Battle Moderator
Posts: 9591
Joined: Thu Jul 14, 2011 12:59 pm
Location: Norway

Re: Erik's campaigns, mods and multiplayer scenarios

Post by Erik2 »

The 'blind' costal gun issue is really weird. There are no changes to the units.csv since the last Weserubung version.

It looks like the multiplayer server is handling units and commanders differently every time we play a new scenario version. Like the 10 (!) De Gaulle commanders replacing all stock German commanders.

I'm stumped :cry:
Erik2
Order of Battle Moderator
Order of Battle Moderator
Posts: 9591
Joined: Thu Jul 14, 2011 12:59 pm
Location: Norway

MictoMod 5.5

Post by Erik2 »

MicroMod 5.5
Link updated in first post.

Added US artillery units.
Added German para AA/AT/Art units.
Set artillery ranges to 2/3 of current max range.
Added 'Fort minor' unit type with about half the stat values of the default Fort (major).


2v2 Vesting Holland 1940 2.1
New 1km/battalion units scenario.
This scenario replaces the old 2.5km/regimental units 2v2 Holland 1940 1.x.

2v2 Weserubung 1.4
Replaced Rough Desert with Difficult terrain in road hexes.
Added 5 supply to non-objective towns.
Added dirt roads between a few towns.
Moved Norwegian mobilization forward by 1 turn.
Added German supply ships.
The historical initial German invasion troops were embarked on fast warships. These units will spawn in/around the port when 2 warships are next to/close to the port.
German capture of a Norwegian airfield will spawn a local flak unit.
Added supply at Tromsø.
Increased resource income for all factions.
Added transport to British 203/51 art unit.
Added British light AA reinforcements to Tromsø-Narvik area
All units including spawns should now start at 10-strength.
Added a few Norwegian forts and possible German forts and coastal guns.
British independent companies are now 10-strength.
Lowered Royal Navy unit experience from 3 to 2.
Fixed units with multiplayer jap tank issues.
McAuslin
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 36
Joined: Tue Mar 31, 2020 6:48 pm

Re: Erik's campaigns, mods and multiplayer scenarios

Post by McAuslin »

Hi, is 5.5 update still labelled 5.2 please?
Erik2
Order of Battle Moderator
Order of Battle Moderator
Posts: 9591
Joined: Thu Jul 14, 2011 12:59 pm
Location: Norway

Re: Erik's campaigns, mods and multiplayer scenarios

Post by Erik2 »

McAuslin wrote: Sun Jul 27, 2025 6:50 am Hi, is 5.5 update still labelled 5.2 please?
No, it should say 5.5

This is the proper link:
https://www.dropbox.com/scl/fi/tkchsqcj ... zwum0&dl=0
McAuslin
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 36
Joined: Tue Mar 31, 2020 6:48 pm

Re: Erik's campaigns, mods and multiplayer scenarios

Post by McAuslin »

Ty
Qstknight
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 1
Joined: Sun Dec 18, 2016 5:14 pm

Re: Erik's campaigns, mods and multiplayer scenarios

Post by Qstknight »

Campaigns stalling

I am currently running into a problem while running some campaigns where when it is the AI turn the game just stalls and all I am able to do is exit to menu or exit to desktop. So far I found it on Squad Mod 2.2-Semper-Fidelis 1943-44, Kokoda Trail 1942, and Korea 3.1. The rest of the campaigns seem to run ok with no issues. I have tried doing a clean install of the game and the custom content. Any assistance that can be provided would be most appreciated.
Erik2
Order of Battle Moderator
Order of Battle Moderator
Posts: 9591
Joined: Thu Jul 14, 2011 12:59 pm
Location: Norway

2v2 Weserubung 1940 2.0

Post by Erik2 »

Link updated in first post.

This is a convertion (to standard OOB)/update of the MicroMod scenario.

2v2 Weserubung 1940 2.0
Added German and British primary objectives for lost capital wrships.
Added shallow water along the coast to prevent larger warships to enter fjords, Oslofjord excepted.
British land units and carrier vessels/air units transferred to RAF faction.
Royal Navy , French Navy and Kriegsmarine now have zero resource income and all unit experience set to zero as well.
French land units transferred to Free French faction.
All German naval vessels transferred to northern and southern Kriegsmarine factions.
More German naval reinforcements (Gruppe Norwegen) added (small vessels).
Adjusted unit size of spawned German coastal guns/forts.
All subs and coastal guns now have unit experience = 10 to make them more lethal.
Added more possible German airstrips.
Added German off-map airfields.
Norwegian mobilization delayed by 1 turn.
Added a few Norwegian Security coys (MG nests) in towns along the coast south of Oslo.
Erik2
Order of Battle Moderator
Order of Battle Moderator
Posts: 9591
Joined: Thu Jul 14, 2011 12:59 pm
Location: Norway

2v2 Vesting Holland 1940 3.0

Post by Erik2 »

Link added in first post.

This is a standard OOB-conversion of the MicroMod version.

2v2 Vesting Holland 1940 3.0
All Allied land unit experiece reduced to zero. The combined French and Dutch armies are about twice the size of the German army.
All Allied air unit experience increased to 4, same as Luftwaffe.
Doubled RAF resource income.
Removed all commanders.
Split the German panzer battalions into 5-strength companies (6 units)
KurdishWolfer
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 1
Joined: Sun Apr 14, 2024 11:55 am

OOB mods wont load

Post by KurdishWolfer »

hello everyone. I'm new to oobs moding and i was trying to get the Korean War mod by erik. after extracting, i put the folder under documents/MyGames/order of battle/mods that helped to show up the mod in the modding launcher but the when i try to launch a campaign it starts loading indefinitely(no crash or freeze just indefinite loading)

i looked into the mod folder and tried to place campaign folder under documents/mygames/oob/campaign and the scenario folder under documents/mygames/oob/scenario
but that did not work either.

am i doing something wrong? or could it be the version of the game? i looked up the forum but couldnt find anything atleast recently. any help is appreciated
Erik2
Order of Battle Moderator
Order of Battle Moderator
Posts: 9591
Joined: Thu Jul 14, 2011 12:59 pm
Location: Norway

Re: Erik's campaigns, mods and multiplayer scenarios

Post by Erik2 »

The correct path is My Games -> Order of Battle - WW2 -> Mods -> Korea

Launching the Korea Pt.1 campaign works for me (it takes a while to load the first scenario on my old laptop though)
KarisFraMauro
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 484
Joined: Sat Jun 08, 2019 10:49 pm

Re: Erik's campaigns, mods and multiplayer scenarios

Post by KarisFraMauro »

I'm probably doing something wrong as usual, heh, but can't seem to join the multiplayer 2 vs 2 Znamenka game. It shows up properly, in gray rather than red as I installed the new micromod version. And when I click on it I can see the other players with their portraits normally. However clicking the "join" button has no effect at all. It's been ages since I joined a new game (my current Russian Campaign one with jgarcia is proceeding at a stately pace) so perhaps I'm forgetting something obvious? As a test I tried to join the other available games and those had the same issue. Click on join, nothing happens. Initially I overwrote the files in the older micromod, but in case that was the error I deleted everything than reinstalled from scratch. Still no love. Perhaps I shouldn't have decrompressed the micromod folder? Although I assume if that were the issue everything would be red and I wouldn't even make it to the join part.

At any rate, all help and suggestions are welcome. Thanks in advance. Oh yes, I don't believe the games are password protected either so that shouldn't be the issue.
Erik2
Order of Battle Moderator
Order of Battle Moderator
Posts: 9591
Joined: Thu Jul 14, 2011 12:59 pm
Location: Norway

Re: Erik's campaigns, mods and multiplayer scenarios

Post by Erik2 »

We've had issues joining several different scenarios. There's something funky about the multiplayer server IMO.
KarisFraMauro
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 484
Joined: Sat Jun 08, 2019 10:49 pm

Re: Erik's campaigns, mods and multiplayer scenarios

Post by KarisFraMauro »

Oof. I appreciate the information anyway. Wasn't there some update to Order of Battle yesterday? That caught me off guard as I assumed the game had been effectively abandoned. Didn't help joining multiplayer though.
Post Reply

Return to “Order of Battle : World War II - Scenario Design”