No problem. I've updated units and terrain and I'm almost finished with a proper 1950 campaign.GabeKnight wrote: ↑Tue Feb 02, 2021 11:03 pmErik, I heard you, but it (still) has to wait or you do it yourself or somebody else do it.
I'll come back to you once I'm in the mood for this kind of work. Just not now. I hope I'll be back on track soon.![]()
Sorry about that, my friend.
Erik's campaigns, mods and multiplayer scenarios
Moderators: The Artistocrats, Order of Battle Moderators
Re: Korea
Re: Semper FI
Hey Erik, playing Semper Fi 41-42, V1.0, lvl3
At the campaign map for Wake (2nd scenario), the Campaign Event window comes up with the title of "Wake". There is text at the bottom but not image in the frame. Also in the text it has "hel p" (pesky space in there)
Thanks for the hard work, as always
At the campaign map for Wake (2nd scenario), the Campaign Event window comes up with the title of "Wake". There is text at the bottom but not image in the frame. Also in the text it has "hel p" (pesky space in there)
Thanks for the hard work, as always
Re: Erik's campaigns
Thanks, Dwight. Will fix.
Re: Semper Fi
A few more tidbits for Semper Fi 41-42, V1.0, lvl3
Galutu:
Eliminated one Japanese aircraft but did not get credit in objective
Never found the sub, so I failed that objective
I had to extend it by 4 turns to take all the victory locations
Got Minor Victory as expected
Tanambogo:
Completed all objectives in 23 turns
At end, secondary objective did not show completed though all enemies had been killed (used orbital command to make sure no units were left on map)
Got Minor victory, so the secondary objective did not seem to work
Galutu:
Eliminated one Japanese aircraft but did not get credit in objective
Never found the sub, so I failed that objective
I had to extend it by 4 turns to take all the victory locations
Got Minor Victory as expected
Tanambogo:
Completed all objectives in 23 turns
At end, secondary objective did not show completed though all enemies had been killed (used orbital command to make sure no units were left on map)
Got Minor victory, so the secondary objective did not seem to work
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Re: Semper Fi
One more
Matanikau:
Took all four victory locations, even though only two were required
Took one required VL with Marine Raiders, and the other with regular Marine
got commander for completing secondary objective
Held all VL’s at end (physically occupied )
Got Draw result. Primary objective did not work properly
Matanikau:
Took all four victory locations, even though only two were required
Took one required VL with Marine Raiders, and the other with regular Marine
got commander for completing secondary objective
Held all VL’s at end (physically occupied )
Got Draw result. Primary objective did not work properly
Re: Erik's campaigns
I've started a Semper Fi fix list.
Re: Erik's campaigns
Hey Buddy, it is awesome work. I bought these game mainly to try custom campaigns.
have some problems.
Wacht am Rhine is pain in the ass for me. I ate my teeth on Panzer general / Open general series, but these campaign is really too hard. I tried... 13 times second mission and as far as can - see atachment. Should I play first missions from 1939-1944 and import my core?
There is also no specialization option at all. Stat/window option for that is some kind of broken / blank white.
have some problems.
Wacht am Rhine is pain in the ass for me. I ate my teeth on Panzer general / Open general series, but these campaign is really too hard. I tried... 13 times second mission and as far as can - see atachment. Should I play first missions from 1939-1944 and import my core?
There is also no specialization option at all. Stat/window option for that is some kind of broken / blank white.
Re: Erik's campaigns
There are hardly any specialisations for the Waffen SS. I have asked for the Wehrmacht specialisations to available for Waffen as well.
The campaign is winnable, maybe some other players who have finished it will chime in with player tips.
The campaign is winnable, maybe some other players who have finished it will chime in with player tips.
Re: Erik's campaigns
I just wonder if I have to capture all or some objectives. There no hope situation in mission 2.
Re: Erik's campaigns
Usually I describe in the pri objs the number of objects you need to hold. There should also be map markers for all possible objs.
Which scenario in particular are you wondering about?
Which scenario in particular are you wondering about?
Re: Erik's campaigns
Second, scenario. You have to hold all cities to the left and that one in a centre including. Problem nr 1 is I cannot develop front early on. I am stuck in north-east corner map because no space at all, and that guys holding centre - screenshot, all of them 2 stars exp miniumum. I wonder how infrantry/airborne can outgun Panther... in open area.
Re: Erik's campaigns
You can deploy units from N to S, but I see that the US unit exp is probably too high, especially early in the campaign.
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- Corporal - Strongpoint
- Posts: 74
- Joined: Sat Apr 19, 2008 11:23 pm
- Location: Portland, Oregon
Re: Erik's campaigns
I downloaded Dec. 23, 2020 created Erik's Naval Mod Navy mod, posted January 2021.
OVERALL: US Navy 1941-1945 is far better than the US Navy campaign, and definitely for grownup players. The lower number of aircraft and shortage of resource points, in my opinion, creates a more true to history feel for the scenarios. Fewer aircraft means you can't wipe out a whole fleet with one massive air attack, so instead you have to conserve them carefully. Likewise the shortage of resource points means you have to try to preserve every single ship rather than throw them into suicide torpedo attacks one by one, talking large losses, because if you do, you won't have much of a navy left for the next scenario, since you cannot afford to buy new units or even repair damaged battle ships. As a result, in Wake, for instance, the best strategy netter reflects what the US did, holding back the fleet and hiding it, even though it is well matched for a surface battle. Brilliant!
The movement range of planes and ships is also greatly increased, which certainly makes the game flow much better. It reduces the number of turns you have to plod through to get across those huge seas by half, but still keeps most of the ocean vast and unseeable. Again, brilliant. By far the best naval scenarios of the OoB universe
FIXES NEEDED
-In both Pearl and Wake, the "lose no carriers" objective was achieved in play but not recognized as a being achieved as victory conditions.
-Worse,I could only play those two scenarios. The next two scenarios Coral and Midway, both froze into a enemy player's turn endless loop on turn one, after deployment. This happened in Coral even if I did not deploy any units at all, and even in a test where I nuked all the way up to that scenario from the start, deploying nothing. A look on the campaign and scenario folders show a possible cause, there is no scenario 3, just 1,2,4,5,6... It was "Rainbow" in the older campaign. The US forces available in Coral were the same that Wake ended with, so that did not seem to be the problem. Renumbering the 4Coral folder to 3Coral did not help. The scenario would not even load.
- Minor, but some of the place names in Oahu are misspelled
Koko Head and Koko Crater are the same place, what is currently labelled Koko Crater
Mañana island is really Rabbit Island
Sisal should be Kapolei
and somewhere, not sure where. in a map of the Hawaiian islands, I saw "Kauai" misspelled.
I hope this gets fixed. I felt the mod takes OoB to a new level of excellence.
OVERALL: US Navy 1941-1945 is far better than the US Navy campaign, and definitely for grownup players. The lower number of aircraft and shortage of resource points, in my opinion, creates a more true to history feel for the scenarios. Fewer aircraft means you can't wipe out a whole fleet with one massive air attack, so instead you have to conserve them carefully. Likewise the shortage of resource points means you have to try to preserve every single ship rather than throw them into suicide torpedo attacks one by one, talking large losses, because if you do, you won't have much of a navy left for the next scenario, since you cannot afford to buy new units or even repair damaged battle ships. As a result, in Wake, for instance, the best strategy netter reflects what the US did, holding back the fleet and hiding it, even though it is well matched for a surface battle. Brilliant!
The movement range of planes and ships is also greatly increased, which certainly makes the game flow much better. It reduces the number of turns you have to plod through to get across those huge seas by half, but still keeps most of the ocean vast and unseeable. Again, brilliant. By far the best naval scenarios of the OoB universe
FIXES NEEDED
-In both Pearl and Wake, the "lose no carriers" objective was achieved in play but not recognized as a being achieved as victory conditions.
-Worse,I could only play those two scenarios. The next two scenarios Coral and Midway, both froze into a enemy player's turn endless loop on turn one, after deployment. This happened in Coral even if I did not deploy any units at all, and even in a test where I nuked all the way up to that scenario from the start, deploying nothing. A look on the campaign and scenario folders show a possible cause, there is no scenario 3, just 1,2,4,5,6... It was "Rainbow" in the older campaign. The US forces available in Coral were the same that Wake ended with, so that did not seem to be the problem. Renumbering the 4Coral folder to 3Coral did not help. The scenario would not even load.
- Minor, but some of the place names in Oahu are misspelled
Koko Head and Koko Crater are the same place, what is currently labelled Koko Crater
Mañana island is really Rabbit Island
Sisal should be Kapolei
and somewhere, not sure where. in a map of the Hawaiian islands, I saw "Kauai" misspelled.
I hope this gets fixed. I felt the mod takes OoB to a new level of excellence.
Re: Erik's campaigns
Thanks for the US Naval feedback.
Checking...
Checking...
US Naval Campaign 1.1
US Naval Campaign 1.1
Link updated in first post (it is part of the naval mod at the bottom.
Fixed Pearl/Wake pri objs.
The campaign branching is correct. Just tested it.
Note that you need to start the game with the naval mod.
Link updated in first post (it is part of the naval mod at the bottom.
Fixed Pearl/Wake pri objs.
The campaign branching is correct. Just tested it.
Note that you need to start the game with the naval mod.
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- Corporal - Strongpoint
- Posts: 74
- Joined: Sat Apr 19, 2008 11:23 pm
- Location: Portland, Oregon
Re: Erik's campaigns
Thanks, Erik. Yes, I am using the mod. I Downloaded your update and nuked up to the Coral Sea campaign. Wake Island to Coral. The branching works if that is what you mean). But the Coral Sea scenario still freezes on Turn 1, after deployment. The "AI turn in progress. Thinking...." goes on forever, (still thinking after 6 hours last night)
Note, there is still no scenario 3 folder in the mod scenario folder, in case that might be a cause.
Could someone else test this? I do not think it is a Mac problem.
By the way, I noticed you have many more mods than I do. Spanish Prelude? I'll have to search to see what is available.
Note, there is still no scenario 3 folder in the mod scenario folder, in case that might be a cause.
Could someone else test this? I do not think it is a Mac problem.
By the way, I noticed you have many more mods than I do. Spanish Prelude? I'll have to search to see what is available.
Re: Erik's campaigns
Yes, the game freezes on Coral Sea since the map size was adjusted, I think in v0.94. Did you have the same problem in v1.1? I was about to d/l it and give it a try.ctskelly wrote: ↑Fri Feb 12, 2021 11:41 pm Thanks, Erik. Yes, I am using the mod. I Downloaded your update and nuked up to the Coral Sea campaign. Wake Island to Coral. The branching works if that is what you mean). But the Coral Sea scenario still freezes on Turn 1, after deployment. The "AI turn in progress. Thinking...." goes on forever, (still thinking after 6 hours last night)
Note, there is still no scenario 3 folder in the mod scenario folder, in case that might be a cause.
Could someone else test this? I do not think it is a Mac problem.
By the way, I noticed you have many more mods than I do. Spanish Prelude? I'll have to search to see what is available.
Re: Erik's campaigns
You are both correct, cropping the map to reduce AI thinking actually made a real mess of random deployment location for Japanese subs/carrier grps and US subs.
It also moved pri obj hex locations.
It was a lot to fix in Coral, but eventually it plays through the first turn in about 7 min on my system.
I need to check all other scenarios as well, so it will be awhile until I publish an update.
The scenarios will be saved in v9.0, so I'm not sure if this campaign will play on native Macs.
It also moved pri obj hex locations.
It was a lot to fix in Coral, but eventually it plays through the first turn in about 7 min on my system.
I need to check all other scenarios as well, so it will be awhile until I publish an update.
The scenarios will be saved in v9.0, so I'm not sure if this campaign will play on native Macs.
Re: Erik's campaigns
Erik's missions are winnable, but do not confuse that with easy. If you are not familiar with his Campaigns, they are set up with a very tight schedule and a very tight RP budget. At the end of the mission you will end up with a less than full strength army, and a 50/50 chance of taking the last VP on the last turn. This tends to make them a good challengePantera wrote: ↑Mon Feb 08, 2021 9:58 pm Hey Buddy, it is awesome work. I bought these game mainly to try custom campaigns.
have some problems.
Wacht am Rhine is pain in the ass for me. I ate my teeth on Panzer general / Open general series, but these campaign is really too hard. I tried... 13 times second mission and as far as can - see atachment.
Bez tytułu.png
Should I play first missions from 1939-1944 and import my core?
There is also no specialization option at all. Stat/window option for that is some kind of broken / blank white.
Bez tytułu 2.png

I was actually just playing the second mission myself. I had two heavy artillery, 17 cm K 18, that I would try to keep within range if the US mobile arty. You need at least one mobile ATG, StuG. Deploy you main core to the north and go due west. Deploy some infantry to the south and go north to the river bend then NW through the dense forest and meet your core heading west. This opens up you front to give you maneuvering room. You need to push forward every single turn. I did win, but I needed one extra turn (lost my 50/50 battle for the last VP

One other help. You need to kill units completely when playing his campaigns. Gang up on one enemy unit. Hit it with 3 units if you can, and knock the enemy down to a 1 or 2 strength. Then swoop in with a fourth unit and finish them off.