Erik's Multiplayer scenarios

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Balois
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Re: Erik's Multiplayer Scenarios

Post by Balois »

Great updates! These changes should add balance and enhance replay.

Balois
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Re: Erik's Multiplayer Scenarios

Post by Decaff »

Hey Erik are you planing on turning more of these into single player scenarios?

There are always plans... but I do not have time to do this now.
Erik2
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Watchtower

Post by Erik2 »

Watchtower

Added location names and fixed a couple of minor issues.
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Re: Erik's Multiplayer Scenarios - Merrills Maraders

Post by Balois »

Eric

Why no airbases in this scenario? Both sides start with A/C but there is no where to land so they are good for 10 turns and then dead?

Balois


There were no on-map airbases in the area. There are air unit exit/entry locations around the map edges (scenario version 6.2, it is mentioned in the briefings).
The idea is that air support is scarce, intermittent and not very dependable.

I guess a more player-friendly solution would be adding off-map airbases in the north and the south. The flying distances are pretty long anyway.
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SSLConf_Yolo911
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Re: Erik's Multiplayer Scenarios

Post by SSLConf_Yolo911 »

Erik, here is one for you also.

Three issues with Burma.

#1 I am playing the Burma scenario. We are at turn 115. I am the Allies and I have started receiving at least 10 replacement units per turn over on the west side of the map. This has totally over-loaded my available supply .

So I am putting these units on transports and sailing around the south side of Burma. Takes forever to reach Rangoon, which I retook, and hold but I can't dock the ships once I get there because all of my units on the front line and are in combat each turn are in a not- enough- supply situation.

#2 I have at least 25 transports sailing around in circles. I had to get them off land to try and reduce the supply imbalance. I am not allowed to disband them or I would. And the Extended movement where you hold down the control key isn't working either. So I have to move all of the ships each time plus about 20 trains and trucks each time.

It looks like an L.A. freeway.

#3 and Rangoon isn"t providing any supply. It is always at zero.
Erik2
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Re: Erik's Multiplayer Scenarios

Post by Erik2 »

Yolo911 wrote:Erik, here is one for you also.

Three issues with Burma.

#1 I am playing the Burma scenario. We are at turn 115. I am the Allies and I have started receiving at least 10 replacement units per turn over on the west side of the map. This has totally over-loaded my available supply .

So I am putting these units on transports and sailing around the south side of Burma. Takes forever to reach Rangoon, which I retook, and hold but I can't dock the ships once I get there because all of my units on the front line and are in combat each turn are in a not- enough- supply situation.

#2 I have at least 25 transports sailing around in circles. I had to get them off land to try and reduce the supply imbalance. I am not allowed to disband them or I would. And the Extended movement where you hold down the control key isn't working either. So I have to move all of the ships each time plus about 20 trains and trucks each time.

It looks like an L.A. freeway.

#3 and Rangoon isn"t providing any supply. It is always at zero.
I see that I have totally under-estimated the supply needed as the late game reinforcements arrive. My bad :oops:
I will boost the supply locations in the next version and add one for Rangoon.
This will of course not help your current game, sorry about that.

Extended movement is not working for neither transports, trains nor trucks?
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Burma 1942-45

Post by Erik2 »

Fixed supply issues.

Edit: And added trucks to spawning Japanese AA units.
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Re: Erik's Multiplayer Scenarios

Post by SSLConf_Yolo911 »

I haven't tried the train extended movement. with ground troops they moved but then it retraced the path from where they started. And I can't cancel the movements.

Also, I was notified that it was my turn. Should have been turn 116. When I launched it and then pressed continue, it went immediately to the end of turn 115. All the units had fired or moved where I left off. I haven't been notified of a turn pending again. I will try and contact my opponent thru another match that we are engaged in, because I don't have any other way to ask him if we are stuck and can't play any further.
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PAPUA - NEW GUINEA

Post by Erik2 »

Updated to v6.5

Re-deployed Allied & Japanese air & naval units. The scenario should be better balanced now (a bit easier for the Japanese).
Added a couple of subs to each side.
All air units except recon are now core-units.
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Imphal-Kohima

Post by Erik2 »

Updated to v1.4

Reduced number of Chinese units and their experience is lowered a bit.
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Papua - New Guinea

Post by Erik2 »

Added the second Port Moresby airfield, they now have the proper names Kilakila AF and North AF.
Reduced Allied supply at Port Moresby, the Allies now need to put the supply ships to use.
Extended the Kokoda track all the way to Port Moresby.
Added Japanese engineer unit to the Gili-Gili force.
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Re: Erik's Multiplayer Scenarios

Post by Balois »

Showdown in the Pacific issues:

Erik. Several issues we have run into with this scenario. The most significant is the inability to replace ships as there are no entry points. As the Japanese player I have two sets of resources. One for ships and one for "others". I have lots of gold to buy ships but no way to deploy them. My opponent has the similar issue. Additionally, my opponent has also had a plane shot down that still showed as alive on his screen as well as losing control of one of his ships.

See you on the Battlefield

Balois
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Re: Erik's Multiplayer Scenarios

Post by Erik2 »

Balois wrote:Showdown in the Pacific issues:

Erik. Several issues we have run into with this scenario. The most significant is the inability to replace ships as there are no entry points. As the Japanese player I have two sets of resources. One for ships and one for "others". I have lots of gold to buy ships but no way to deploy them. My opponent has the similar issue. Additionally, my opponent has also had a plane shot down that still showed as alive on his screen as well as losing control of one of his ships.

See you on the Battlefield

Balois
The no-purchase was intended, the resources are meant for repairs. I may add deployment locations in an updated version.

If you skip replay you may see ghosts of destroyed units. I often play fast and dirty (no replay) and then get confused by left-over units :roll: :D

Losing control over a ship sounds odd. Maybe another ghost unit? You obviously can't select those haunted units.
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Papua New Guinea

Post by Erik2 »

v6.7
Added supply to Port Moresby.
Balois
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Showdown in the Pacific

Post by Balois »

Erik

My opponent has thrashed me and all of my fleet is sunk however, neither of us can end the game. He gets no win screen and I cannot resign. It just sits until I quit the game.

I captured (raised the Japanese Flag) on one of the southern ports and the victory conditions never reflected this situation.

I got killed as neither of my fleets seemed equal to the Allies. Balance issues or just my poor play?

Any thoughts?

Balois
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Re: Showdown in the Pacific

Post by Erik2 »

Balois wrote:Erik

My opponent has thrashed me and all of my fleet is sunk however, neither of us can end the game. He gets no win screen and I cannot resign. It just sits until I quit the game.

I captured (raised the Japanese Flag) on one of the southern ports and the victory conditions never reflected this situation.

I got killed as neither of my fleets seemed equal to the Allies. Balance issues or just my poor play?

Any thoughts?

Balois
I think I set up the primary objectives (Port Moresby and Gili-Gili) so that ownership could change back and forth during the game. This means that it needs to run to the bitter end. Looks like I should change this.
The Exit after Resigning is broken, nothing happens. The devs need to fix that.
Initially, the Japanese combined fleets are stronger than the U.S. Fleet. The Allies may of course choose to spend resources on naval units later in the game and tilt the balance. They also have the advantage of interior lines and can bring reinforcements faster to Gili-Gili.
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Re: Erik's Multiplayer Scenarios

Post by Balois »

The objectives are not what your mentioning. This scenario requires destruction of the enemy fleet. The Japanese have additional objectives to raid four ports. I think your referencing another scenario.

Any idea on how to end the scenario?? It just sits there in my Que and his as an open game.
Erik2
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Re: Erik's Multiplayer Scenarios

Post by Erik2 »

Balois wrote:The objectives are not what your mentioning. This scenario requires destruction of the enemy fleet. The Japanese have additional objectives to raid four ports. I think your referencing another scenario.

Any idea on how to end the scenario?? It just sits there in my Que and his as an open game.
Ooops, I just noticed that I'm indeed babbling about a completly different scenario.... :oops:

I think you need to let the scenario sit in the queue for 7 days, then the icon will turn into a ?-mark and one player may claim the game/kick the other player out.
I recently cleaned up a couple of old games this way.
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Re: Erik's Multiplayer Scenarios

Post by GottaLove88s »

Hi Erik! Love your scenarios. They're totally awesome. So much great work has gone into these!
I'm experimenting with Coral Sea (Mac v1.8.3) and have hit a small bug (or I could be doing something foolish).
Playing as Allies, I can't land my aircraft back into Port Moresby. The 'airfield' has become a 'city' type icon.
There are still aircraft in the hanger (which can take off). They just can't land back afterwards.
Any ideas?

Image
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Erik2
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Coral Sea

Post by Erik2 »

Aha, there was indeed a bug with the Coral Sea scenario. The airfield terrain was in some version inadvertently replaced with city terrain.
This allowed you to launch air units already inside the hangar, but not land any.
Thanks for reporting.
Fixed in v6.3.
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