Erik's campaigns, mods and multiplayer scenarios

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ColonelY
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Re: Erik's campaigns

Post by ColonelY »

About Desert Rats campaign:
WarHomer wrote: Sun Dec 27, 2020 6:44 am [...]
Mission 13 (defending Tobruk again) a bit too much air (47 CP), especially compared to only 61 land CP. It gets overwhelming.

And 13 missions in I still haven´t gotten any more commanders. Just the 3 you get from the start.
1. About CPs:

It's true that here the air component is quite important. ("only" 61 LCPs, yes, but we've still have many auxiliary land units to manage as well :wink: )

:arrow: Just one thing: if our ACPs are to be reduced, then be careful to reduce proportionally (roughly speaking) the Axis air forces, simply in order to avoid unbalancing completely this part of the scenario. :wink:

2. About commanders:

I think we've at that point 3 land commanders and 2 aces... and no more anyway for the British faction! Or... Wait a second, actually, now that we've OoB in version 8.6.5, we've 4 new British commanders that coud indeed be added somewhere: William Vale (a third ace), plus Bernard Freyberg, Bernard Montgomery and Claude Auchinleck. :D
:arrow: This may indeed be added in the updated version of this campaign. :wink:
CHXII1697
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Re: Erik's campaigns

Post by CHXII1697 »

Erik2 wrote: Tue Dec 29, 2020 10:08 am The Italian carrier substitutes have been removed as they lack carrier-based air units as well.
One thing you could do is what you did in the Afrika Corps campaign, I think it was. You used renamed Bf 109Ts for the Italian carrier planes. However, I guess that was a one scenario thing and doesn't work so much with core units.
I think the devs just need to add more Italian units. The new ship classes don't have different stats, and they could add Italian carriers w/aircraft or the N1 jet plane. That's on them though I guess, so it's probably for the best to remove the Italian carriers for now.
Erik2
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Desert Rats 6.2

Post by Erik2 »

Desert Rats 6.2
Link updated in first post.

Replaced British on-map units with purchase options wherever possible.
Replaced old substitute unit types (AU, SA, NZ, FF) with new proper ones.
Aux units now start at full strength.
Commanders assigned as rewards.
Fixed/changed/added objs.
Increased Italian unit exp a bit.
ColonelY
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Re: Erik's campaigns

Post by ColonelY »

:?: Have you had time to look at my various suggestions so far? Does this update take them into account?
Erik2
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Re: Erik's campaigns

Post by Erik2 »

ColonelY wrote: Wed Dec 30, 2020 8:49 pm :?: Have you had time to look at my various suggestions so far? Does this update take them into account?
I've gone through all feedback and several suggestions have been included (outside of issues and bugs).
But I do not have time to redesign in a large way an old campaign with 30 scenarios... So you will miss a number of redesign suggestions, sorry about that.
ColonelY
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Re: Erik's campaigns

Post by ColonelY »

Ah? :o Okay, now at least I know it.
ColonelY
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Re: Erik's campaigns

Post by ColonelY »

Desert Rats campaign:

I. 19FirstAlamein(v6.1): 8)

Unlike many of the previous scenarios, this one is too difficult right now (especially from the 12th round where we are outnumbered a little bit all around and on a thin defensive area - why so thin? - an area almost made to create outsupplying opportunities for the IA)... :?

I was about to write that we need more LCP when I do realize that actually, what is needed/required are our aux troops, damn!

Look at this, for example, from https://en.wikipedia.org/wiki/First_Bat ... El_Alamein :
"The scattering of X Corps at Mersa Matruh disrupted Auchinleck's plan for occupying the Alamein defences. On 29 June, he ordered XXX Corps—the 1st South African, 5th and 10th Indian divisions—to take the coastal sector on the right of the front and XIII Corps—the 2nd New Zealand Division and 4th Indian divisions—to be on the left. The remains of the 1st Armoured Division and the 7th Armoured Division were to be held as a mobile army reserve. His intention was for the fixed defensive positions to channel and disorganise the enemy's advance while mobile units would attack their flanks and rear."

:arrow: So, where are our aux units, where are the 1st South African, 5th and 10th Indian divisions, as well as the 2nd New Zealand Division and 4th Indian divisions? :evil:

:arrow: So, of course, :idea: these should be added!
& Then, to avoid unbalancing the scenario from start, you should :idea: reduce our LCPs from start, then let some British reinforcements come in one or two waves during the last third of the scenario (by adding some LCPs for our units or even by spawning simply some British but auxiliary units from the 1st Armoured Division... the 7th being the Desert Rats "only"!). :wink:

:idea: Then you could as well name more German units, precise for the sec obj description to always hold these locations (to make it more "crystalclear" - always a good thing! - as it could be to be held at scenario end only), make our controlled area less thin (why should it be so?... there, the British have moved back, so they're still on overall on their own territory, haven't they?), etc., etc.

Yeah, "etc.", but anyway, it seems to me that it's not really worth to go here into too much details, am I wrong? :| (According to the last messages, at least.)


II. 'Having restarted the campaign on its version 6.2:

1. First scen: all units to be deployed but no deploy hex available! :shock:
('Should be put under "0-1" instead of "0-0" in the Editor!)

2. Second scen: a strange opening in the NW wall... :?

3. Third scen: one secondary objective only?! :o You've indeed not picked up common suggestions from terminator and me (if needed, it's there: viewtopic.php?f=374&t=80862&start=1400 :| ).
Anyway, at the end, the (single) pri obj stays on the blue "?"... :shock:
Why? Well, in the triggers, under "check objective state", basically if it's already completed, then put it as completed... :shock: that's what is set up right now. :o The first one should instead check of course whether it's still "open" or not.
:idea: Towards the end, on turn 10 or so, your "Rear" team (AI setup 1) should go on full offensive or even try to move South aggressively... otherwise, the player may return his units South once the sec obj has been achieved, then simply let turn pass and store some RPs. On the opposite, with this last AI setup change, this safety option won't be possible, more challenge would be present and still, even towards the end, there may be the possibility to fail the pri obj... :wink:

Etc., etc. :(

Henceforth, without surprise I think, it should be clear that now, honestly, I'm disappointed (but who cares anyway? :roll: ). :arrow: So I'm going to stop testing this campaign!
terminator
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Re: Erik's campaigns

Post by terminator »

ColonelY wrote: Sat Jan 02, 2021 5:25 pm Desert Rats campaign:
Henceforth, without surprise I think, it should be clear that now, honestly, I'm disappointed (but who cares anyway? :roll: ). :arrow: So I'm going to stop testing this campaign!
Why aren’t you a beta-tester ? You could be useful as a beta-tester :idea:
ColonelY
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Re: Erik's campaigns

Post by ColonelY »

This is a good idea. 8)
To stay honest, I have to say (or write, actually :lol: ) that I had thought about it, but as I was already testing the Free France Campaign (a project that is close to my heart! :wink: ) and this Desert Rats campaign, I thought it was already quite good. I don't want to get involved if it might perhaps be too much, otherwise the quality of the work, the feedback (and my health :roll: ) could suffer. Besides, I'm already really busy these days, but I try to make an effort if it helps...

So, perhaps later, but it's a good idea for sure! Thanks Terminator. :D
Erik2
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Re: Erik's campaigns

Post by Erik2 »

My main view is; detailed suggestions that would require major rework of an existing (old) campaign is simply too much.
There is also the risque that I may break stuff, thus creating new issues.

So this kind of feedback is best suited to a campaign in development, like the Free French.
terminator
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Re: Erik's campaigns

Post by terminator »

Finally, it’s like the official developers... :(
GabeKnight
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Re: Erik's campaigns

Post by GabeKnight »

ColonelY wrote: Sun Jan 03, 2021 9:01 am This is a good idea. 8)
In my experience with beta tests, it's going to be fairly similar for you, Colonel.
Bugs, faulty triggers and actual historical errors will be looked upon and usually corrected. But don't expect your (improvement) suggestions to be implemented and your enthusiasm for the scens, campaigns or even the game itself to be shared by others. I'm sorry to say, but not even the devs.

Your suggestions are always welcome, just don't expect too much. That's at least what I've learned over the past few years... :|
ColonelY
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Re: Erik's campaigns

Post by ColonelY »

Then it's a pity... :|

:D But your advice looks really wise, and sharing your experience is a cool thing, so thanks a lot, that's very nice of you. :D
Erik2
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Re: Erik's campaigns

Post by Erik2 »

I've been a beta tester since day one.
And yes, I've added a number of suggestions for (in my view) improvement without seeing them in the game.
Additional scenarios in a campaign, additional commanders etc.
So I've kind come to accept this. The design has already been done.

As a sort of consolation, my dear Colonel, I am planning a France 1940 campaign starring the French.
ColonelY
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Re: Erik's campaigns

Post by ColonelY »

A "France 1940 campaign starring the French"? 8) It will be very interesting, for sure. Good idea! :D
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Re: Erik's campaigns

Post by GabeKnight »

ColonelY wrote: Sun Jan 03, 2021 5:05 pm Then it's a pity... :|
I was like you in the beginning. Writing long, novel-like posts with many gameplay observations, suggestions and usually many screenshots. Got a "damper" somewhere on the road; reality struck, I guess. Yeah, well...although...still doing it sometimes. :wink:

You're quite lucky to have found a brother-in-arms in Bruce. He's a perfectionist and a sucker for story and side-quests. I'm sure the Free-France campaign's gonna be a great experience once finished.

On the other hand, why aren't you designing stuff yourself? If I had your knowledge and - more importantly - your historical interest, I would've started doing scens myself a long time ago. You seem to know your way around the editor and I'm sure Erik wouldn't mind if you would "pimp up" some of his campaigns... :)
ColonelY
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Re: Erik's campaigns

Post by ColonelY »

GabeKnight wrote: Sun Jan 03, 2021 9:38 pm
ColonelY wrote: Sun Jan 03, 2021 5:05 pm Then it's a pity... :|
I was like you in the beginning. Writing long, novel-like posts with many gameplay observations, suggestions and usually many screenshots. Got a "damper" somewhere on the road; reality struck, I guess. Yeah, well...although...still doing it sometimes. :wink:
[...]
8) :D
GabeKnight wrote: Sun Jan 03, 2021 9:38 pm [...] You're quite lucky to have found a brother-in-arms in Bruce. He's a perfectionist and a sucker for story and side-quests. I'm sure the Free-France campaign's gonna be a great experience once finished. [...]
Hell yeah, I've been lucky about this and the Free France campaign will be awesome, as its very first scenarios! :D
GabeKnight wrote: Sun Jan 03, 2021 9:38 pm [...] On the other hand, why aren't you designing stuff yourself? If I had your knowledge and - more importantly - your historical interest, I would've started doing scens myself a long time ago. You seem to know your way around the editor and... :). [...]
Designing stuff myself? :| Well, I definitely could, that's sure. Good idea indeed. :D Maybe later though! :wink:
Erik2
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Re: Erik's campaigns

Post by Erik2 »

I would very much like a partnership for the France 1940-campaign adding production value to basic scenarios.
Maybe we could end up with a triple French set. I do have detailed resarch available for a Dien Bien Phu campaign as well. The French used mainly US WW2 equipment there.
ColonelY
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Re: Erik's campaigns

Post by ColonelY »

8) Well, well, if it's basically doing what I've done so far, it shouldn't be a real problem... but it should be, for me at least, more a question of available time. Anyway, if we won't become too "stressed" while working at it, it will be perfectly doable. :D
ColonelY
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Re: Erik's campaigns

Post by ColonelY »

These two campaigns could indeed be, for example, two splendid projects for the famous "BrucErik CSD Studio"... :D

Perhaps, of course, once Bru has finished the already great Free France campaign (with some contributions, here and there, from forum members)? :wink:
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