Germany Grand Campaign

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Horst
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Re: Germany Grand Campaign

Post by Horst »

@Gabe
I've already played 39-41 twice so far and gave up later during the early stage of the Sealion. Playing with falsely triggers is indeed frustrating while I also like playtesting my own balanced unit stats which aren't always that perfect either. The good thing with my own unit stat changes and newly created unit variants is that it sometimes offers a new gameplay feeling to play through the old content. From a scenario-balancing point, my gameplay is not really that suitable for that, but it's still fine, no matter how easy or hard I play through it, to check if triggers are working.
Gabe, if you got an own fix-pack or something for this campaign, I could play-test it for you. My only concern so far is the Norway region which still seem to have unfinished scenarios, but I haven't played the campaign for over a half year anymore. Erik's own versions like Denmark/Crete are indeed much more time-consumingly complex compared to the rather simple original PzC scenarios.

Vanilla campaigning is currently rather on pause for me due waiting for official fixes, but I guess I can still start this campaign again with a bunch of good fixes. New supply rules, totally revamped triggers - no problem! Lemme at em! :D
GabeKnight
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Re: Germany Grand Campaign

Post by GabeKnight »

@ Horst
Please don't get your hopes up too much as of now. I'm kind of still new to all the editing stuff, and didn't change or added as much as it may have sounded. Reporting issues and being able to fix them properly are two different things. Also, I started this with the SeaLion branch only. Mostly just looking at the scenario in the editor right after having played it and checking the settings. Didn't see the need to save the scenario afterwards at the time. And I'm still learning-while-doing, just didn't realise it to be so much fun at first.

Made some scenarios (and I mean like 3-5 of the hole campaign) a "bit" more playable at the moment, that's all. Still don't know much about the campaign editor. How to make the Italians a core force for the "Gibraltar" route, for example. And I couldn't give you any files in the state they are in right now, sorry. If I'd do this, then the right way. I'd really hate to publish "half-cooked" work. Let's hear what Erik has to say about it first. Then I'll gladly take you up on your offer.

EDIT: You know, thinking about it, maybe I'll do it just for the heck of it and to see if I can pull it off. I mean, most things are already listed and I'm getting itchy... :D
Erik2
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Re: Germany Grand Campaign

Post by Erik2 »

I have fixed all specific scenarios reported by you guys. The Italians have been added as a campaign core and units changed to cores as well. The Germans will probably have more core units now than needed.
I'm currently going thorugh all scenarios resetting the -1 infinity trigger for all secondary triggers, removing map edge supply and adding supply to objective locations instead.
So not long before another campaign update.
Horst
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Re: Germany Grand Campaign

Post by Horst »

Alright, I'm going to wait for Erik's next update then. It's still a long trip to Sea Lion again which I like to play through at least once either.
Restricting supply points rather to objectives sounds good. It’s implausible that every farmer village can somehow support military units. Supplies should rather come from headquarters, military depots, harbours, and settlements/camps next to airfields. Objective-points are fine too if they are treated as important strategic points, like air-supply landing zones or supply-knots of convoy routes. That should be make it easier to use strategic bombers and perform cutting-off maneuvers. It’s already a pita that supplies can pass so easily rivers without bridges that you still have to bounce the map edges to fully cut-off areas.
GabeKnight
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Re: Germany Grand Campaign

Post by GabeKnight »

@Horst
See Horst, some matters tend to solve "themselves" with just a bit of patience :wink:

@Erik
Alright, but my offer still stands, if interested. For the time being I'll continue reporting.
Erik2
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Re: Germany Grand Campaign

Post by Erik2 »

GabeKnight

What was the offer? :roll:
GabeKnight
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Re: Germany Grand Campaign

Post by GabeKnight »

Erik2 wrote:What was the offer? :roll:
I meant, that if you'd need (or want) some help, we could coordinate the effort of fixing some scenarios for the next GCC update together. At least the ones I've played so far. And I don't mean change, just fix the existing triggers/effects to work as intended. And of course I know that you don't know me, wondering how long I'll be around and such... but it's just an offer, and I won't be offended either way.

Still I was curious, if I could do it and deliver, so I "fixed" the Den Haag/TheHague/"15Haag" (GGC v.1.5) scenario to play as intended (with just minor changes :wink: ) and it played well with me:

- "-1" trigger for capturing prim. objectives set (why not, if there's no reward coupled with it)
- sec. obj. completed triggers added
- changed the partroopers kill count to "Kills & casualties" instead, thus (hopefully :) ) preventing the reported issue with (previously) "dead" core units being included into this count
- both airports must be supplied separately to achieve the sec. obj.
- made one supply plane arrive only after the first one dropped supplies
- added supply counter
- to drop supplies, one must fly the supply-plane directly over the marked hexes (airports), this could be changed to a 1-hex radius, of course
- added hex owner check to supply drop (airfield), makes sense to occupy the airfield prior to dropping supplies, I think
- each supply plane adds +5 supply to each of the already existing supply hexes adjacent to the airport's (thus supporting up to 2 paratroopers each)
- minor sec. obj. supply briefing text changes
- added 2500RP if started as single player mission (out of the campaign)
- nothing else changed

Erik, you're free to look at it and use it however you'd like, as everybody else is. Just copy the unpacked files and replace the originals in the GGC/scenarios/15Haag directory. Don't forget to make backups first!
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michacey
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Re: Germany Grand Campaign

Post by michacey »

I am playing the Grand Campaign and really enjoying it. I have noticed one problem. When I went into the Sealion portion, I was not awarded the commanders after making the objectives. Since I had already completed the campaign before Erik put together the Grand Campaign, I just nuked my way through it to Yugoslavia. I wonder if there is a shortage of commanders or something.
Erik2
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Re: Germany Grand Campaign

Post by Erik2 »

michacey wrote:I am playing the Grand Campaign and really enjoying it. I have noticed one problem. When I went into the Sealion portion, I was not awarded the commanders after making the objectives. Since I had already completed the campaign before Erik put together the Grand Campaign, I just nuked my way through it to Yugoslavia. I wonder if there is a shortage of commanders or something.
I need to compile an overview of scenarios with commander rewards. They kind of got lost in the transition from single to grand campaign.
Erik2
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Re: Germany Grand Campaign

Post by Erik2 »

GabeKnight

The Sea Lion campaign tree looks fine.
Erik2
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Germany Grand Campaign update 2.0

Post by Erik2 »

Map edge supply for all scenarios are moved to objectives.
Removed all Allied basic flags for towns etc.
Fixed -1 infinity frequency for secondary objectives.

The campaign folder is now named Germany Grand Campaign. The zip name includes a version number.
If you want to continue a saved campaign and your previous version included a version number, you need to rename the new folder to the old name.

The following scenarios are fixed based on specific player issue feedback.
(Note that there are still issues with the campaign editor, ie stuff I can't fix).

11Narvik
12Sjaelland
14Albert
15Haag
16Sedan
23Dunkerque
24Reims
25Dijon
38Brighton
39Newick
40Guildford
41Reading
42Farnborough
43Milton
50LondonA
52Oxford
53Coventry
54Irish
55North
56Hadrian
57Antonine
58Orkney

https://www.dropbox.com/s/gaqpb975t7kks ... 0.zip?dl=0
Horst
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Re: Germany Grand Campaign

Post by Horst »

There are still supply points left on towns without flag. If they lack a flag, you can immediately access the points, what is a bad thing if you try cutting-off units. I'd get rid of these non-flagged supply points all together.

1Poznan: it doesn’t feel like a good Blitzkrieg start if you have to face fully-entrenched 1-star units right from start with mainly 0-star core units. That makes it even harder to kill all ground units for the commander. A little surprise at beginning against non-entrenched units looks better. The longer you need the more entrenched they become – that’s how it should happen during a surprise-attack.
I remember the intention to make the campaign a bit more challenging, but not on the first missions of a campaign with green core units.
Erik2
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Re: Germany Grand Campaign

Post by Erik2 »

Horst

I left 3 supply points at towns since there are mostly garrision AI units told to defend them. I'd rather not remove these supply points (to the objectives)
I could of course put the flags back in to force a supply delay. But it will not happen soon...I overdosed on this campaign in the last edits.

I'll start collecting a new list on scenario specific feedback.

Mr Sisyfos
GabeKnight
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Re: Germany Grand Campaign

Post by GabeKnight »

Erik2 wrote:Mr Sisyfos
:lol:

A quick notice concerning the SeaLion branch: With with GGC v2.0 update, the Italian Marina's now an offical part of my core forces! And there's no problem with loading an older save from GGC v1.5! :D Meaning it's possible to load an older save (e.g. after "Eagle Attack") and taking the "Gibraltar" route with Italians being added to the core units and correctly carried over to the next missions. Great, I don't have to start a new campaign. Thanks, Erik!
Brainy
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Re: Germany Grand Campaign

Post by Brainy »

Thank You once again Erik2 for all your diligence and hard work to keep these games so fresh and interesting. I love the new supply outputs now, as the entire Second World War was basically run on the ability to secure and maintain adequate supply lines. Mind you some supply routes I realize have to run off the map to signify unseen connections with outside scenario units and bases further to the rear areas.

Alas unfortunately for me, I cannot continue my Grand Campaign, as of right now, because the Narvik map still shows up as a full-screen 2D editor map with no functioning controls, so I sit there with no way to set up and deploy my forces. I always go back and replay the last turn of Sjaelland, receive my major victory and spend some new ability points on 8 hex radar for naval units, then advance, but always with the same results. How is it that everyone else chatting here is past this game ruining experience ?? Is there anyway to skip this ?
GabeKnight
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Re: Germany Grand Campaign

Post by GabeKnight »

@Erik
I've decided to put these pending reports in first, and then some of the Gibraltar route in between. The (relatively) small GGC missions with about 1-2h playtime are about just ideal for passing time. Seriously, some of the Naval campaign scenarios are HUGE with MANY units moving around and the AI turn takes up quite some time (and CPU usage!) even on my machine (i7, 16RAM, GTX1060), so I'll have to plan my time accordingly. I'm excited nonetheless... :D

Back on topic: I've updated my GGC files to v2.0, that means any reports from here on out will refer to scenario files included with that download package.

"33Canterbury"
- why not spawn the british hangar (british act./hangar) at "scenario start" instead, was there a point in doing this on turn=2?
- may want to change commander (=Batcher, air) and Matilda II reward
- the exit-hex at the western bottom border is a land-air-combined exit-hex, undeploying my paratroopers in the process :) (but I had to take the 20-supply-hex!) and adding the possibility to exploit this by deploying Waffen-SS units there (as I have some Waffen-SS land CP due to specializations!)
- sec. obj. trigger "brit airfield" / "set objec. state" should be set from "failed" to "open" instead
- prim. obj. "Ger airfield" trigger has the before mentioned "-1" frequency setting with endless spawns of paratroopers on any following "capture VP" event. Sky full of...
- this time I would have left the "-1" setting with the sec. obj. triggers "Ger/Brit airfield"! :wink:
- in the briefing you say: "radio tower [...] can be captured (not destroyed!) as soon as two or more of your units are adjacent to it". Actually, it has to be destroyed and the hex captured... :)
- this mission's balance is great, BTW

"34Gravesend"
- the tank reward is well hidden. But Matilda again?
- maybe you could add a small corridor of deep water hexes on the east border to allow my capitol ships to move between the nothern and southern seas? True, it's not really necessary, but I wanted to sink those enemy ships so bad... and had to settle for air strikes as I don't like subs that much
- sec. obj. "airstrip-1" trigger / "check units count" should have amount = 0
- heavy undersupply =58 < 55 land-CP + 23 WaffenSS-CP
- I'd recommend to remove the "Meet 3 of the primary objectives" objective altogether. It's not just that it's absolutely useless as it is now (the "check VP count" includes all (gold coloured) VPs, meaning that you have 2 completed from the beginning and are able to count up to 9, without the secondary VPs), but where's the point even if it would work as intended? I mean, you'll have to complete all prim. obj. for any victory conditon anyway. This mechanic could be okay in combination with a turn limit or coupled with an early sec. obj. reward, but why as primary?
- this is the previously mentioned scenario with three "construction group" units being given as core force rewards, great! I kept them for later missions. The only downside appears to be, that after actually building airstrips with core constr. groups, I'll end up having up to three "core airstrip" units inside my core deployment pool...It's annoying, that's all.
- game balance: again too many aux. air and land units, as this is not an early mission of a new campaign
GabeKnight
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Re: Germany Grand Campaign

Post by GabeKnight »

Brainy wrote:Alas unfortunately for me, I cannot continue my Grand Campaign, as of right now, because the Narvik map still shows up as a full-screen 2D editor map with no functioning controls, so I sit there with no way to set up and deploy my forces. I always go back and replay the last turn of Sjaelland, receive my major victory and spend some new ability points on 8 hex radar for naval units, then advance, but always with the same results. How is it that everyone else chatting here is past this game ruining experience ?? Is there anyway to skip this ?
Haven't been playing the early missions for a long time now, but there should be a branching decision after "Sjaelland" to choose between FOUR norway missions. Narvik's just one of them. If it isn't working for you, just choose another one and progress from there.
Brainy
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Re: Germany Grand Campaign

Post by Brainy »

Thanks, for the comments GabeKnight, but that is precisely the problem, there is no branch, there is only a big full-screen size map of Norway or Narvik whatever it is, in the 2D image of the Scenario Editor. And there is no moving on from there, no controls, no commands, nothing, just "esc" which leads me to save, load, and back to main menu or desktop.
after Skaelland.jpg
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GabeKnight
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Re: Germany Grand Campaign

Post by GabeKnight »

@Brainy
The branching option's at the world map, between missions. Look for silver circles. Something like this:
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Erik2
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Re: Germany Grand Campaign

Post by Erik2 »

Brainy wrote:Thank You once again Erik2 for all your diligence and hard work to keep these games so fresh and interesting. I love the new supply outputs now, as the entire Second World War was basically run on the ability to secure and maintain adequate supply lines. Mind you some supply routes I realize have to run off the map to signify unseen connections with outside scenario units and bases further to the rear areas.

Alas unfortunately for me, I cannot continue my Grand Campaign, as of right now, because the Narvik map still shows up as a full-screen 2D editor map with no functioning controls, so I sit there with no way to set up and deploy my forces. I always go back and replay the last turn of Sjaelland, receive my major victory and spend some new ability points on 8 hex radar for naval units, then advance, but always with the same results. How is it that everyone else chatting here is past this game ruining experience ?? Is there anyway to skip this ?
You mean Narvik in the latest update still is problematic?
That is strange, I played through all turns without problems. But as GabeKnight says, you can select ie Trondheim, Oslo or Bergen instead.
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