Erik's campaigns, mods and multiplayer scenarios

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Erik2
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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
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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
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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 760 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
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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
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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
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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
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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 567 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 567 times
Erik2
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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
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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
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by McAuslin »

Hi, is 5.5 update still labelled 5.2 please?
Erik2
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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
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by McAuslin »

Ty
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