Erik's campaigns, mods and multiplayer scenarios

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Guardian1979
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Re: Erik's campaigns

Post by Guardian1979 »

I have the latest version and also loaded from the source here in the forum.

Unfortunately, the problem still persists.



Image
bru888
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Re: Erik's campaigns

Post by bru888 »

Guardian1979 wrote: Sat Dec 14, 2019 6:44 pm I have the latest version and also loaded from the source here in the forum.

Unfortunately, the problem still persists.
Not for me, it doesn't. (I'm Bruce, by the way, not Erik. We merely look alike.)

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Advice:

1) Clear out any previous version of this campaign that you may have saved.

2) Delete any saved games that were generated using a previous version of this campaign

2) Make sure you download version 1.9 of Germany West 1939-40, available on the first page of this thread.

3) Extract the entire folder from the zipped file to the location indicated in this screenshot (if you are on Mac, look for someplace similar):

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4) Erik's campaigns and scenarios are programmed in English only. Please make sure you have that language selected.
- Bru
Guardian1979
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Re: Erik's campaigns

Post by Guardian1979 »

I apologize. It was of course my mistake. I usually play in German, but of course that is not possible with an English-language campaign.
I changed the language and now it works, of course.
GabeKnight
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Re: Erik's campaigns

Post by GabeKnight »

Erik2 wrote: Sat Dec 14, 2019 4:54 pm
Mascarenhas wrote: Sat Dec 14, 2019 4:15 pm Interestingly, I´ve tried with GabeMod and some Polish units appeared; but also some japanese armor replacing the proper ones. How is it possible?
I'm not familiar with Gabe's mod.
He may have substituted vanilla units with modded ones.
Anyway, you should not play any of my creations with a mod without expecting some oddness :wink:
Strange. Usually there are no such problems updating Erik's stuff.

My mod does NOT replace existing stock units, I've only changed some stats and ADDED new units. I've especially designed it that way to prevent any problems with vanilla stuff.

I've downloaded "Germany West 1939-40_1.9" right now, installed and "nuked" through the first three scens:

Screenshot 30.jpg
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I see no obvious problems here.
When something like this happens, make sure to delete the old "Germany West 1939-40" folder completely and replacing it with the new file (instead of just overwriting). Then start a new game and DO NOT load any savegame files.

I don't know what else to say. I can't reproduce the error with or without my mod.
Erik2
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Re: Erik's campaigns

Post by Erik2 »

At least one player has confirmed it was a language problem in his case.
All others with issues; please make sure you play all my stuff using English language option.
bru888
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Re: Erik's campaigns

Post by bru888 »

Guardian1979 wrote: Sat Dec 14, 2019 7:47 pm I apologize. It was of course my mistake. I usually play in German, but of course that is not possible with an English-language campaign.
I changed the language and now it works, of course.
Ah! You provided the answer yourself, one that I didn't think of. Just for the record, I added it to my list above as item number 4).
- Bru
GabeKnight
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Re: Erik's campaigns

Post by GabeKnight »

Bobster66 wrote: Sat Dec 14, 2019 3:58 am Here are my notes from the US Corp 43-44 campaign.
Thanks for the reminder, I've also had some (old) stuff written down about that campaign in my notebook. It's from version 1.2, so some issues may be redundant. And I have to rely on my notes only, as the savegames are long gone, too. I mean, sorry in advance if I can't explain some issues in more detail. I still hope you can use some of it.
Here goes:

- second scen: there's a deploy hex on one of the airfields that's an objective
- stop giving spec point rewards one can't use and gimme RP's instead! :D
- Troina: add at least two more air deploy hexes
- Troina: There's a popup about an Axis retreat, but no exit hex
- Messina: add at least 2-3 more air deploy hexes
- Messina: add more supply >10
- Salerno Landing: something's wrong with the sec. VP count (7 instead of 6); you forgot Praiano
- Naples: not enough supply (+2 aux. paras, +3 aux. engineers)

Now comes the part I have no idea what it means without knowing the scen: :lol:
- Naples: add more turns (3-4) or move some of the mines more south so they can be found easier/faster
- Naples: prim. objective "engineers", doesn't work; you didn't say nothing about building ponton bridges there!; in the description, okay

Again, sorry, maybe you can make sense of it :wink:

Okay, that's all I've got - nice work with the CSI sweeps, Bruce.
And as always, thanks for all your hard work, Erik!
Mascarenhas
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Re: Erik's campaigns

Post by Mascarenhas »

Still struggling

I[ve deleted every old stuff that could be present at my campaign folder, changed OS preferences idiom to english, reinstalled the stuff again and no improvement I got. Noticeably, Afrika Corps and Forgotten Army, as samples, are working just fine. Mystery deepens. Meanwhile, I think I am gonna play North Africa once more.
robertahyuk
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Re: Erik's campaigns Germany West 39-40 v1.9

Post by robertahyuk »

Decided to delete all of 1.8, which was working fine and downloaded and installed v1.9. Everything seems to be just fine and working properly.
I know how important it is to clean all the other stuff off first. Gameplay is flawless! Pesky Poles put up a heck of a fight! Great campaign that will keep me busy a while.

Thanks Erik and Bruce.
Don't know what that other guys problem is but it works great for me!

Happy Holidays All! :D
DoctorCreepy
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Re: Erik's campaigns

Post by DoctorCreepy »

Wow what a great campaign. I do have one small problem. I exported my core from 44 East and can't seem to import it on 45. Is there a certain name I have to use for the 44 Core save?
Thank again
Rich
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Re: Erik's campaigns

Post by GabeKnight »

Germany West 39-40 v1.9

Nice.... so much nostalgia with this campaign. Great work guys, (almost) everything works fine now.

Thanks for listening to me, Erik, and removing those map-edge-supply-hexes. It plays much smoother now. :D

Still, I think it was not the best idea to remove the supply from - basically - all towns and cities except a few supply hubs. This leaves large areas of enemy territory to be cut-off by some fast, light treaded tanks. Don't get me wrong, large supply hubs are perfectly okay, but I think every town hex, and especially when the hex is defended by enemy units, should have at least some (5-10) supply to support a few of those units, if encircled.

And the AI tends to "guard" supply hexes, which usually is a good thing, because it forces the retreating units into high cover town hexes instead of open terrain (I really don't understand the AI sometimes :roll: ). If you don't overdo it with the supply locations, none of the unwanted behaviour - i.e. some important supporting unit, like an AA or arty piece, leaves formation and occupies some supply hex nearby - should occur.

To be honest, I've never understood your urge to calculate the supply points (the player's AND the enemy's) exactly against the unit count. :?

Take the Warsaw scen, for example, using a light tank I could cut-off the whole sec. obj. with the arty pieces: None one of those eastern towns, each with infantry and arty, had any supply. And on the other hand, my northern supply pocket could not support the additional arty spawns (sec. obj. rewards) putting my whole (northern) army into under-supply... :lol:

The only real bug I've found was a logic error with the prim. objectives in 10Brest, giving the player a "draw" at scenario end:
The prim. obj. Ger_Warsaw trigger (defend warsaw) fires at scen end. The same goes for the "supply obj. failed" trigger. This trigger has to be deactivated within the "supply connected" trigger.

And the sec. obj. "Polish arty" in the Warsaw scen has some minor missing/cropped texts in the description.

Thanks for a great campaign, Erik! :D
Erik2
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Re: Erik's campaigns

Post by Erik2 »

Thanks for the feedback, Gabe.

Yes, supply is a tricky beast.
I may add 5 supply to towns as this works better for the AI.
Still it should be possible for the player to cut off enemy supply, it is one of the features of OOB.
Oleksandr
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Re: Erik's campaigns

Post by Oleksandr »

Hi Erik! Thanks for all your work, I'm playing the forgotten army and it is very fun.

However, I've noticed some issues:

In task force z, I've destroyed enemy carriers (two of them) and a battleship, but the objectives were not completed and I got no specialization points.
In Kota Bharu, the objective not to lose my battleship appeared but it is failed immediately.
Erik2
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Re: Erik's campaigns

Post by Erik2 »

Oleksandr

Thanks for the feedback.
Added to my list.
GabeKnight
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Re: Erik's campaigns

Post by GabeKnight »

Erik2 wrote: Fri Dec 20, 2019 9:48 am Still it should be possible for the player to cut off enemy supply, it is one of the features of OOB.
Sure, but encircling tactics should be rather small scale only in my opinion (if not for some special scens like Dunkerque or similar "pockets"). The player shouldn't be able to cut-off a third of the enemy units with some fast light tank or put the whole enemy army into under-supply by capturing a single, high-supply VP-hex...

Germany West 39-40 v1.9, continued

Albert-Canal
- cosmetic, minor issue: the prim. obj. "connect Antwerp.." is failed from the start. Better use "open" instead

DenHaag
- I've played in middle difficulty, and IMO the para drop objective's still impossible to achieve. Sure, I can drop the paras on the airfields and watch them all being slaughtered one by one. There's like 6-8 full efficient infantry units, supported by tanks and arty, clobbering my units from turn one on into oblivion... Sure, it delays a few enemy units for a few turns, but with your generous RP policy, even the damage they've received from my paras is repaired by the time my main forces arrive - senseless deaths. No way to achieve the sec. objective. I've done what I've always done with this scen -> turn back the planes and drop the paras over my safe, well-supplied, deployment area... :wink:

I'd suggest to delay the enemy reaction for 2 turns (but leave the ships do some damage). Don't get me wrong, the para-drop idea is good, the triggers work perfectly, too, but I think the balance's off with this scen if I'm supposed to drop them on the first turn and if I may lose only one of them. Maybe try playing it yourself, you'll see.

Wassigny
- The exit hex for the prisoner/French recon unit is missing.
I'd also suggest to rename the unit and maybe add some commander to it (for the looks 8) )

Amiens
- there are six prim. VP to capture, not five -> Dieppe.
- the validation of the sec. obj. has a dependency with completing the prim. objective(s). Why? Doesn't work optimal like that: e.g. if I capture the last victory hex without any combat, the sec. obj. will fail. At the very least you should change "combat event" to "any event" with all sec. objectives, but I think removing the "check obj. state" condition would work best.

- and I think you've used the same procedure with the sec. obj. in the following "Dunkerque" scen. If so, same suggestion. :)

Thanks, Erik! :D
rafdobrowolski
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Re: Erik's campaigns

Post by rafdobrowolski »

So I have had this happen a number of times now where I finish one of the campaigns, save and export my core force, and then I do not get a prompt to import my core when I begin the next chronological campaign (1939 - 1940 Germany West to 1941 - 1942 Germany East, or 1943 Germany East to 1944 Germany East, are the two latest examples, the latter just happened to me 10 minutes ago). Any thoughts folks? Or are you supposed to start from scratch? Last time this happened, I used cheat codes to get back to where I was approximately.

Also, first Scenario of 1944, the JU 52 Primary Objective starts as a failure.
DeletedUser1750956457
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Re: Erik's house

Post by DeletedUser1750956457 »

Any reward for not destroying this objective?
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Erik2
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Re: Erik's campaigns

Post by Erik2 »

I'll give you a beer if the house still stands when you come by :wink:
Bobster66
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Re: Erik's campaigns

Post by Bobster66 »

Notes from US Corp 44-45:

Omaha - When clicking on Primary Objective details Louvieres does not get an arrow identifying it as an objective location. It had no effect on the game play.

Point du Hoc - I unexpectedly got the Minor Victory without capturing Lison. Looks like Point du Hoc is being counted as one of the 3 Primaries.

Carentan and Cotentin - Both good with no issues to report.

Avranches - The Germans have an 88 on rough desert terrain stuck in their transport, easy pickings. This is a really long map and we need to eliminate all Germans by turn 19 to be able to exit our units. Units waiting to exit the map on turn 24 are not counted in the total.

Brittany - OK

Aachen - Only had to capture 4 of the 5 objectives. US HQ counted as 1.

Rur - OK

Sankt Vith - More CP's than supply, and then of course it just gets worse. On first attempt, all my units still alive were practically unable to move when the message came to retreat due to the critical shortage of supply, and they were summarily eliminated. I didn't hold any objectives at the end of the scenario but the game thinks I did. Units in rice fields were almost invulnerable and from looking at the terrain values saw that they have 0.0 Attack and Defense factors.

Bastonge - First attempt could only save 4 defenders. On the second attempt saved 8! Yeah! Only to realize that we specifically need to save 5 paratroops. :cry: For defenders, the paratroops aggressiveness is pretty high, they keep running out of cover attacking everything they can and getting killed in the process.

Houffalize, Remagen and Torgau - All good.

Wargames - At some point I realized I had 9 extra Air CP's available but had not captured the Russian HQ yet. Just past the half way point I spotted a second wave of paratroopers on the left side of the map. They never once moved and eventually crashed from lack of fuel.

Unthinkable - Draw? Captured the entire map but the objective count said 0 of 10.

This was an excellent conclusion to the US campaigns. Thank you Erik!
Oleksandr
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Re: Erik's campaigns

Post by Oleksandr »

I tried to play Philippines 1941 campaign, and all specializations are available from the beginning, so it makes no sense to pursue any secondary objectives which provide specialization points
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