Erik's campaigns, mods and multiplayer scenarios

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Dwightd
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Re: Erik's campaigns

Post by Dwightd »

ctskelly wrote: Sat Feb 13, 2021 2:14 pm
Erik2 wrote: Sat Feb 13, 2021 10:03 am The scenarios will be saved in v9.0, so I'm not sure if this campaign will play on native Macs.
For your and Bru's games, I'll buy a PC if I have to. It's worth it.
I am using the Parallel's desktop, and it works pretty good. I too had to do something to be able to play their content :wink:
Erik2
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Erik's mod 1.2

Post by Erik2 »

Erik's mod 1.2
Link updated in first post. Note the slightly changed folder name.

Fixed a number of serious issues that cropped up after cropping the maps :roll:
Tested the first turn of the the scenarios and they clocked in at under the 10 min mark on my rig.
Bobster66
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Re: Erik's campaigns

Post by Bobster66 »

Ok, I've played Erik's Mod 1.2 and the Pearl Harbour and Wake scenarios seem to be working correctly.

Coral Sea now works as well. Didn't notice any issues during game play, except maybe that the Aussie recon plane never moved once. All secondary objectives worked correctly but it ended in a Draw with the Primary objective still showing a question mark. No transports made it anywhere close to Port Moresby, just the small task force of the CL and three DDs which were eventually destroyed.
Retief2
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Re: Erik's campaigns

Post by Retief2 »

Hi Erik,
I want to thank you for all of your work on your campaigns. I am fairly new to Order of Battle and I am trying out different campaigns as I learn the game's intricacies. Currently, I am going through the Sealion Campaign you made and I am now at the Canterbury scenario where you do an air drop and capture an airfield and then go on to capture some bridges. My problem is that I can't trigger the event/objective of capturing the radio tower or destroying the radio tower and getting a German one. There seems to be a conflict. In one part, you say to capture it and not destroy it. Then in another, it says you need to destroy it and keep the hex clear of units. From the text files:

objective_2_1 = Capture Radio Tower
objective_2_1_award = Destroying the Radio Tower will spawn a new German radio tower. The location needs to be free of any land units.|Get 4 Luftwaffe units.

event_trigger_4_50_title = Radio Tower
event_trigger_4_50_text = There is a radio tower next to the airfield and it can be captured (not destroyed!) as soon as two or more of your units are adjacent to it.

Neither has worked for me and I do not last long after I try to do it either way. Without these aircraft the scenario is usually over by turn 10+-. If it does actually work, can someone help me with actually getting past this part and surviving. I am also having great difficulty holding onto either supply dump beyond a couple of turns.

I would like to continue the campaign, but I am stuck here.

Thanks.
I'd put something witty or profound here, but I would need to be witty or profound and not a plagiarizer.
timberwolf15
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Re: Erik's campaigns

Post by timberwolf15 »

On the Semper Fidelis Campaign about the 3rd Battle of the Campaign it branches so one can choose either Tulagi - First Blood or Gavutu - Striking Back. When I choose Tulagi I get a widow pop up that Order of Battle WW2.exe has stopped working and then the choices of Check online , close program or debug program so I just close it when I choose the Gavutu it loads fine so far

I was just wondering is anyone else having a problem with Tulagi loading up ????

Thanks
Erik2
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Re: Erik's campaigns

Post by Erik2 »

Retief2

I've started a new Sea Lion list.

To move to the next scenario, open the Command Console by clicking Shift C.
Then enter #igotnukes, this will give you an automatic major victory.
nukes.jpg
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Erik2
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Semper Fidelis 1941-42 1.2

Post by Erik2 »

Semper Fidelis 1941-42 1.2
Link updated in first post.

Replaced broken 9.0 'Check units near hex' triggers with new ones. This bug is fatal as the scenario would immediately crash upon loading.
Fixed campaign scenario branching.
Fixed a number of scenario objectives.
Fixed a couple of AI units spawns.
Erik2
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Korea 1.0

Post by Erik2 »

Korea 1.0
Link updated in first post.

Added Turkish mini-campaign and Korea 1950 Pt.1 full campaign.
Changed some unit stats.
Added High-grass terrain.
Changed decorations into proper village/town/city terrain for older mini-campaigns.

Note that after upgrading to OOB 9.0 I have had quite a few AI hangs.
conboy
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Re: Erik's campaigns

Post by conboy »

Erik,
Congratulations on completing the two Korean campaigns!
One day I will set aside some time to enjoy more of your work.
thanks for all you do!

conboy
Erik2
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Re: Erik's campaigns

Post by Erik2 »

Thanks, conboy.
It was a relief finally finishing the full campaign.
Note that the title is 1950 Pt 1...so many scenarios, so little time.
terminator
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Re: Erik's campaigns

Post by terminator »

Belgrade (Germany East 1941 v1.0 21-6-2020)

Capture d’écran (1998).jpg
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Capture d’écran (2000).jpg
Capture d’écran (2000).jpg (97.37 KiB) Viewed 1953 times
timberwolf15
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Re: Erik's campaigns

Post by timberwolf15 »

I wish when people would make scenarios / campaigns and there is an air exit hex yet the designer allows for 3+ air allocations meaning the player may have two or 3 planes zooming around. I wish the exit hex was equal to the number of planes the player has - meaning since I am so stupid what invariably happens is as I move two planes around that have only one exit hex I always end up making sure I finish the turn as my fuel is getting low in a white hex rather than a red hex but since there is only one exit hex one of my planes has to wait until the next turn to exit so then it is weakened when it finally exits so then this affects my resources and invariably I have to do without resources if I want to then fix the plane or use a cheat even though I faithfully ended the plane on a white hex at the end of each turn the solution of course is to leave the map early but this is aggravating I think a better solution would be for the designer to provide many air exit hexes which still can be a pain if they are far apart from each other.
Bobster66
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Re: Erik's campaigns

Post by Bobster66 »

Additional comments on Erik's Mod v1.2:

Midway:

All the objectives appear to work correctly, but I was unable to achieve the secondary to sink three carriers so can't be sure about that one.
Although it is a fairly big map, the Japanese start very close to Midway. The Air units on Midway were mostly destroyed by bombardment before they could take off, for some reason only one could launch per turn. The three units that did take off were under-supplied until the rest were destroyed in their hangers, so they do not appear to share air supply with the player. This airfield should probably be upgraded.
There was a pop-up on turn 15 saying that the IJN were departing, and while I did get 2 carriers, there just wasn't time to get all three before the rest left the map.
Once the IJN had departed here was still about half of the turns lefts to burn through to finish the scenario.

Guadalcanal:

An excellent scenario but the lack of control over the transports is very problematic. The two fleets are so huge there is just no way to destroy the IJN before the transports just sail straight into the thick of the battle and immediately get sunk. Not a single transport on the way to Lunga Point got anywhere close to the destination. Three transports did arrive at Tulagi because the straights to the east of the island were blocked by the two fleets slugging it out. Unfortunately, that objective still showed as failed.
Once again, because the battle starts immediately, it was all over by turn 18 leaving the player to click through 30 turns to get to the end.

I'm really enjoying these big naval battles, and the excess number of turns seem to be the only downside.
Erik2
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Re: Erik's campaigns

Post by Erik2 »

gunny

Please name any scenarios where the air refuel is problematic.
I really can't edit literally hundreds of scenario and add air exits.
stevefprice
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Re: Erik's campaigns

Post by stevefprice »

Desert Rats campaign, Girba.

I give in. How on earth can you win this?

Any suggestions?

I have 2 25prds, 1 vicker, 1 Cruiser 1, 3 infantry. Note enough points for the A/Cs.

I'm not even advancing like I tend to and still get swamped by Italian light tanks. I even destroy most before turn 6 order change and them another wave including infantry rolls over me :(
Erik2
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Re: Erik's campaigns

Post by Erik2 »

stevefprice wrote: Fri Feb 19, 2021 2:59 pm Desert Rats campaign, Girba.

I give in. How on earth can you win this?

Any suggestions?

I have 2 25prds, 1 vicker, 1 Cruiser 1, 3 infantry. Note enough points for the A/Cs.

I'm not even advancing like I tend to and still get swamped by Italian light tanks. I even destroy most before turn 6 order change and them another wave including infantry rolls over me :(
I don't have any fool-proof plan, but I think I would have swapped the art for AT. The 2pndrs probably can do without transport which means you get 4 units.
Having AT units in support behind infantry is effective in breaking up any armor attacks. Then use your own tanks to destroy the Italian tankettes after they have spent themselves.
stevefprice
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Re: Erik's campaigns

Post by stevefprice »

Erik2 wrote: Fri Feb 19, 2021 3:10 pm

I don't have any fool-proof plan, but I think I would have swapped the art for AT. The 2pndrs probably can do without transport which means you get 4 units.
Having AT units in support behind infantry is effective in breaking up any armor attacks. Then use your own tanks to destroy the Italian tankettes after they have spent themselves.

Ta Erik, just trying that route. Of course 1 25pdr is assigned in game as are the A/Cs so you'd need to sell them. I've let myself down again and bought warbonds to fund it all :)
terminator
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Re: Erik's campaigns

Post by terminator »

Germany East 1941:

No Crete scenario in this campaign :(
Erik2
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Re: Erik's campaigns

Post by Erik2 »

terminator wrote: Sat Feb 20, 2021 4:28 am Germany East 1941:

No Crete scenario in this campaign :(
The Crete scenarios were moved to Germany West 1941-43 (after Belgrade and Metaxas).
ctskelly
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Re: Erik's campaigns

Post by ctskelly »

gunny wrote: Thu Feb 18, 2021 6:44 pm I wish when people would make scenarios / campaigns and there is an air exit hex yet the designer allows for 3+ air allocations meaning the player may have two or 3 planes zooming around.
Gunny, I get ya, but that just means we have to do better planning, and if you think about it, it's all a part of strategy. And of course, the first round you exit the aircraft serially, a couple turns before they hit vapors, you won't have that problem again, assuming they all have the same fuel capacity. The same was not true for one scenario in which we had to exit ten land units and there was only one exit square, which made the game unwinnable. But Erik fixed it.

So, I say, let's take the hits from the minor glitches and let Erik get on to making even more scenarios. (I keep "shift-c #igotnukes handy for such things, or for long turn scenarios.). And someday, after I retire and get more time, I'm going to learn how to program games myself and once I master it, help Erik & Bru clean their scenarios up as apprentice. Maybe I'll move to Norway.
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