Erik's Multiplayer scenarios

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Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

The Italian paras may not fare much better since the deployment spawns must be fixed.
But at least their seaborne brethren should come to the rescue earlier.
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Re: 1v1 Watchtower 1942-43 v10.5

Post by Chema_cagi »

Erik2 wrote: Sat Nov 28, 2020 6:48 pm 1v1 Watchtower 1942-43 v10.5
Link updated in first post

This is a major overhaul

Primary objects are now all capture/defend locations
Secondary objects are all sink/keep various ship types based on the historical losses on both sides. Basically, both factions need to do better this time.
All units core units, this means the players may reform dead units. It will also allow different deployment locations for all unit types. There are only 2 deploy locations (villages w/flags) on Guadalcanal itself, one will 'always' be Japanese. the other most of the time US.
Note that the resource income is still the same, so players will still need to conserve their air/land units if possible. I doubt anyone will have the resources to reform a capital ship without suffering in the air/land departments.
The US navy may deploy further north along the right map edge, this is for play-balance reasons.

Have fun

Edit: I forgot...I've added basically all Japanese and US commanders as well.
For a start everything is looking good. I have a couple suggestions though:
Subs should be given perhaps to choose between several possible spawn points. As they appear now in fixed positions, any player that knows the scenario can wipe easily two of the US subs at the very start by sonar search

Also, I think the signaled reinforcement hex that 'has to be free of enemies around' should be mentioned in the Objectives. Being named once in the Briefing makes easy to forget to poor old, memory-leaking dudes like me (was it Kowabunga Point, Papanicolau or what?)


PS: Hey, look at it! I got a brand new Ju87G instead of that lousy bunker!
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Re: Erik's Multiplayer scenarios

Post by stenicplus »

KarisFraMauro wrote: Sat Nov 28, 2020 10:27 pm Interesting! I think I've done okay (with the occasional exception. Aemil. ;) ) for the most part in the earlier versions but they've always been fun.

Ah! He's ripping the shirt off your back too then? :lol: :lol:
Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

Yes, I forgt about the Watchtower subs. Also, with the core deployments there is no longer a need to keep any US vessels off the old spawning location. I need to remove this warning from the Japanese briefing.
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

I ended up surrendering to Aemil, they earned the win in Watchtower. Although once I get a feel for this new version... The business of keeping enemy ships away from unit spawn points was interesting but ultimately more trouble than it was worth I guess. Never could figure out if I wasn't getting them because of a hidden sub or just intrinsic intervals / limits.

On the subject of subs those two Japanese ones in the southwest seem a bit pointless. Takes them forever to get anywhere or do anything, unless the allies deploy a few ships of their own in that area. Which isn't impossible, to be fair.
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

Yep, the sub locations are historical. But an Allied player will only venture up the Guadalcanal west coast once....
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Re: Erik's Multiplayer scenarios

Post by Chema_cagi »

Erik2 wrote: Tue Dec 01, 2020 9:24 am Yep, the sub locations are historical. But an Allied player will only venture up the Guadalcanal west coast once....
You didn't counted on me. I have done it twice although I'm sure I'll be sorry soon
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

So if I understand correctly there's been a workaround for the spawning core reserve (this is complicated!) unit issue? Let me know when adjusted scenarios are available so I can jump right back in :D
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

My idea of spawning reinforcing free deployment core units is solved.
I need a little time to update Operazione & Watchtower, will PM you guys when I'm finished.
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1v1 Operazione C3 1.6

Post by Erik2 »

1v1 Operazione C3 1.6
Link updated in first post

Fixed the 'spawning core unit free deployment issue'.
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1v1 Watchtower 10.6

Post by Erik2 »

1v1 Watchtower 10.6
Link updated in first post

Fixed the 'spawning core unit free deployment issue'.
Cropped lower part of themap as there were no action in this area anyway.
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Re: Erik's Multiplayer scenarios

Post by Chema_cagi »

Awesome as ever, Erik.

PS: most surely a temporal issue, but the Op C3 10.6 appears as "deleted archive" in Dropbox
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

Chema_cagi wrote: Thu Dec 03, 2020 12:55 pm Awesome as ever, Erik.

PS: most surely a temporal issue, but the Op C3 10.6 appears as "deleted archive" in Dropbox
Fixed
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

Looks like Chagi grabbed both Watchtower scenarios while I took both C3. If there are more changes (and maybe not after all the fixes! :) ) we can alternate next time.
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

KarisFraMauro wrote: Thu Dec 03, 2020 5:07 pm Looks like Chagi grabbed both Watchtower scenarios while I took both C3. If there are more changes (and maybe not after all the fixes! :) ) we can alternate next time.
I PM'd you both.
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1v1 Watchtower 10.7

Post by Erik2 »

1v1 Watchtower 10.7
Link updatd in first post.

Fixed US naval deployments. I think the map crop messed them up.
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

Whoops guess I jumped the gun thinking it was Chema who took the Watchtower matches, but since another tweak was needed all worked out in the end. This is the first time I've played C3 as the axis and really felt like it could go either way :D Even my weird little mistake with the Italian special forces deploying in water fixed itself, with them switching back to boats next turn and able to deploy on land.

Love the free deploy of core reinforcements. Took some effort to get working on your part but it paid off. My only worry would be with unfamiliar players not realizing they were in the pool. Do you have to check every turn just in case, or is there a warning of some kind if you don't deploy them? I'm guessing the former.
Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

There are so many reinforcemens turns for both sides in Operazione, so this precludes providing messages each time.
In Watchtower I added messages for the first of each type of reinforcement; air-land-naval.
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1v1 Operazione C3 1.7

Post by Erik2 »

1v1 Operazione C3 1.7
Link updated in first post

A couple of minor fuxes.
Inceased German RP income.
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1v1 Watchtower 10.8

Post by Erik2 »

1v1 Watchtower 10.8
Link updated in first post

Added Japanese/US NCs to accomodate initial sub deployments.
Prevented Japanese initial naval deployments next to Lunga.
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