Erik's campaigns, mods and multiplayer scenarios

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GabeKnight
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Korea/Main campaign

Post by GabeKnight »

Korea mod v1.4, Main campaign, level4 diff.

suggestions, campaign overall:
- there're 4 core factions with specs - and a wrong timeframe setting (1939). Please fix however applicable. But I'm not sure how (or if) the WW2 specs will fit into this timeframe without some modding.
- It's mid-1950 and you're still super stingy when it comes to RP/turn-income... :evil:

scen01
- almost got the MV, they took the last VP on the last turn... :)
- do the 100RP for the SK even make sense? I mean, do I get them as core faction later on? Most of them get wiped out anyway.
- It's still a strange scen; I mean, given the objectives. The most cost efficient way would be to buy an engineer unit, park it somewhere on the NE side of the map and just let the enemy come. There's no way my units would accomplish anything anyway. I would save a ton of money and my only core unit that way. Just sayin'.

scen02
- I didn't try it, but the enemy 200 supply hub is completely unprotected and approachable by some concealed infantry unit inside the high grass. I was VERY tempted to go after it... :lol: :wink:
- using the scout unit was perfect! Watching the incoming hordes of T34 tanks was intense. 8)
- Don't forget to bring an engineer to blow the bridge! If not, watch and see what happens once they break through your lines... :lol: :mrgreen:
- nice and brutal. Without the VERY strong US AT units this scen would be a nightmare...

scen03
- Please, not another scen where I'm supposed to lose all my units. If so, please make them aux. units!
- I think this one is again unbalanced. Too many enemy units, not enough CP to deploy a strong enough force. There's nowhere to retreat and regain efficiency. I'll get surrounded and destroyed. Simple as that.
- The city needs way more supply everywhere. At least "3" for each hex to support an inf. unit.
- I'm not saying this scen is impossible - I hope I never say that - but it would be too puzzle-like. I guess I would be forced to deploy either a horde of regular infantry or engineers or something like that. No arty, no AT, no tanks?
- I'm gonna restart and add myself a couple of land-CP and I'll see how that goes.
- This is where I gave up:

Screenshot 324.jpg
Screenshot 324.jpg (990.59 KiB) Viewed 2802 times

And as always, thanks, Erik! :D
Erik2
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Germany West 1939-40 2.6

Post by Erik2 »

Germany West 1939-40 2.6
Link updated in first post.

11Bergen:
Fixed flip-flop assignment of command points and resource income.
Changed AI task for Royal Navy.
guuzidi
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Re: Erik's campaigns

Post by guuzidi »

Erik,

Playing your "Desert Rats 1940-43" campaign (v. 6.3. - 06/03/2021) and enjoying it very much. Currently I'm at 5th scenario and have two notice:

1) Scenario no. 03

- I defended all three objectives, but mission ended with a draw.

2) Scenario no. 04

- Issue with a secondary objective ("Hold at least 2 locations at scenario end").

At the end of scenario, two locations (El Maktila and Buq Buq) in my hands, but unfortunately I achieved only minor victory (please see screenshot attached).

Best regards,
guuzidi
Attachments
Scen 04 - desert rats.jpg
Scen 04 - desert rats.jpg (844.95 KiB) Viewed 2771 times
Erik2
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Germany West 1940 2.5

Post by Erik2 »

Germany West 1940 2.5
Link updated in first post.

General:
Pri objs now have a end-of-scenario condition to allow completion of sec objs after all pri objs are fulfilled.
Replaced unit substitutes with proper units wherever available.
Doubled German resource income.
Reduced Allied resource income.
Reduced Allied unit experience from 2 to 0-1.
Most Allied air units start in hangars.
Replaced some British commanders with more proper ones.
Adjusted number of turns in some scenarios.
Changed AI Team task settings in some scenarios.
Increased AI aggression to 75 were applicable.
A scenario Draw will now move you to the next scenario.

Eben:
Replaced most concrete bunkers with standard bunkers.
Reduced most fort strengths to 5.
Added more at-start Fallschirmjäger units.
Removed 1 pri obj.

Albert:
Added more at-start Fallschirmjäger units.
Added 10 German land command points.
Added 150 German resources at start.

Haag:
Added 15 German land command points.
Added more German deployment locations.
Added 250 German resources at start.
The Germans need to capture ‘only’ one of the AFs by a FJ unit.
Moved 1 pri obj to sec objs.
Removed a few Dutch units.

Wassigny:
Added 34 land command points and 6 air command points.
Moved 1 pri obj to sec.
Giraud is controlled by the player and will spawn with 4 escort infantry units.
Removed a few French units.
Erik2
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Re: Erik's campaigns

Post by Erik2 »

guuzidi

Thanks for reporting.
Added this to a new to-do-list.
Hubbfrosch
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Re: Erik's campaigns

Post by Hubbfrosch »

I am now at the 'Germany West 1940'. I wanted to post some feedback after barely making the 'Albert canal' only to find myself in The Hague without ressources... (in the 3rd attempt, after restarting the whole campaign).

Now, I see the changelog and it addresses everything... looks like it even might be too easy now :wink:
Mascarenhas
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Re: Erik's campaigns

Post by Mascarenhas »

Germany East 1943 ( revisited )

Dieprpetrovsk Scen

Sec obj trigger not working properly. I lost only 1 aux unit, but it did not recognize, got a minor for this. Else is fine.

Regards, Erik!
Mascarenhas
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Re: Erik's campaigns

Post by Mascarenhas »

Kremenchug (G. E. 43)

At 13th round I got a missed sec. obj. in spite of never having lost any auxiliary unit. Please, che3ck, Erik.
Erik2
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Re: Erik's campaigns

Post by Erik2 »

Mascarenhas, thanks for reporting.
Hubbfrosch
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Re: Erik's campaigns

Post by Hubbfrosch »

Hi Erik, with the latest changes Eben Emael turned from hard into a cakewalk (on regular 10 difficulty )... I ended the scenario in turn 15 with all enemy units destroyed and 1249 ressources.
Erik2
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Re: Erik's campaigns

Post by Erik2 »

Hubbfrosch wrote: Tue Mar 30, 2021 6:13 pm Hi Erik, with the latest changes Eben Emael turned from hard into a cakewalk (on regular 10 difficulty )... I ended the scenario in turn 15 with all enemy units destroyed and 1249 ressources.
Noted. You can have your cake and eat it too...
Erik2
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Germany East 1943 1.9

Post by Erik2 »

Germany East 1943 1.9
Link updated in first post.

13Dnipropetrovsk
14Kremenchug

Fixed sec objs aux units (I hope...)
Erik2
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Germany West 1940 2.6

Post by Erik2 »

Germany West 1940 2.6
Link updated in first post.

13Eben:
Removed 1 Fallschirmjäger.
Reduced income by 1/3.
Reduced turns from 30 to 20.
Dmoore
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Re: Erik's campaigns

Post by Dmoore »

New to OOB. Do you have posted somewhere how to download and play your campaigns? I was able to get one to appear under custom content but the others in the same folder do not show up. The scroll arrows don't work so I guess it thinks there is only one in the folder.
Erik2
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Re: Erik's campaigns

Post by Erik2 »

Dmoore wrote: Thu Apr 15, 2021 5:33 am New to OOB. Do you have posted somewhere how to download and play your campaigns? I was able to get one to appear under custom content but the others in the same folder do not show up. The scroll arrows don't work so I guess it thinks there is only one in the folder.
Here you go.
my_games.jpg
my_games.jpg (32.49 KiB) Viewed 2362 times

custom.jpg
custom.jpg (263.09 KiB) Viewed 2361 times
terminator
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Re: Erik's campaigns

Post by terminator »

France 1940 ?
GabeKnight
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Re: Erik's campaigns

Post by GabeKnight »

Dmoore wrote: Thu Apr 15, 2021 5:33 am I was able to get one to appear under custom content but the others in the same folder do not show up.
Make sure the campaign folders aren't "nested" after extracting them and that the "campaign.cmz" file is inside the main/first folder of the custom campaign.
Erik2
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Re: Erik's campaigns

Post by Erik2 »

terminator wrote: Thu Apr 15, 2021 8:03 am France 1940 ?
Work in progress.
The maps and units are basically in place, but there is still a looooong way to a finished campaign.
Dmoore
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Re: Erik's campaigns

Post by Dmoore »

Gabe Knight - that was it. The file extraction created another campaign folder within the folder, so I copied all the files to the first folder. Thanks.
Erik2
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Korea 1.5

Post by Erik2 »

Korea 1.5
Link updated in first post.

Mod:
Converted, translated and added a number of suitable (German, US, British, Soviet) specifications to the United Nations factions (US/USMC, South-Korea, Australia).
Fixed spec times

Korea 1950 Pt.1:
Added a bit more resource income to all scenarios.

01Seoul1:
Added/changed sec objs.
Increased South-Korean at-start resources and LCPs slightly.

02Osan:
Added NK supply garrison.

03Chonan:
Added supply to some town locations and MG nests.
Added the South Korean 16 LCPs from 01Seoul1
Increased US LCPs and resources.

08Changsa:
Set one pri obj to scenario end.

09Inchon:
Fixed sec exit obj.
Added a bit more US/USMC resource income.
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