Erik's campaigns, mods and multiplayer scenarios

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Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

Unzip the downloaded mod into My Games -> Order of Battle - WW2 -> Mods
mods.jpg
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Pekkavilamoura
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Re: Erik's campaigns & mods

Post by Pekkavilamoura »

Well, now i got the front page of the mod launcher, but when i try to launch nothing happens, my screen remains black and i have to stop the task.
Any idea why?
SagsGames77
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Re: Erik's campaigns & mods

Post by SagsGames77 »

Yes, same problem I had. Download MicroMod 2.6 shared by Erik on page 97 of this thread, then do as described by Brenmusik on page 96.

Worked for me just a couple of days ago.
Pekkavilamoura
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Re: Erik's campaigns & mods

Post by Pekkavilamoura »

Now I have the Mod 2.6. But:

'It happened once before. I "cured it" by reverting to an earlier 2.* mod and dropped the up dated scenarios into it.'

How do i do this - dropping the updated scenarios into it? - Just the scenarios into Mod 2.6 file or replace the whole mod?
Brenmusik
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Re: Erik's campaigns & mods

Post by Brenmusik »

If it were me, I'd drop the new mod into the old one but don't overwrite any of the files when given the choice.
Pekkavilamoura
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Re: Erik's campaigns & mods

Post by Pekkavilamoura »

Well I already dropped only the new scenarios - nothing more - to the file and let it overwrite the old scenarios.
It seemed to work because i could join some games but i'm still a bit uncertain if i made it right because there are some games stating that i'm not having the Micromod activated - even when i can join the game.
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

Note that the Danzig and Market Garden scenarios need the latest units-file in the Data folder and english_mod-file in the Language folder to run correctly.
KarisFraMauro
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Re: Erik's campaigns & mods

Post by KarisFraMauro »

Pekkavilamoura wrote: Thu Nov 18, 2021 8:30 pm Well I already dropped only the new scenarios - nothing more - to the file and let it overwrite the old scenarios.
It seemed to work because i could join some games but i'm still a bit uncertain if i made it right because there are some games stating that i'm not having the Micromod activated - even when i can join the game.
I have the same issue, but since aside from the error message everything works great even calling it an issue is generous. Quirk might be a better word, heh. Didn't someone say they installed the latest micromod but it was causing the Korea mod to not work? I notice my Korea games have ground to a halt...
Pekkavilamoura
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Re: Erik's campaigns & mods

Post by Pekkavilamoura »

Erik2 wrote: Fri Nov 19, 2021 9:26 am Note that the Danzig and Market Garden scenarios need the latest units-file in the Data folder and english_mod-file in the Language folder to run correctly.
Done, hope i did it correctly
Brenmusik
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Re: Erik's campaigns & mods

Post by Brenmusik »

KarisFraMauro wrote: Fri Nov 19, 2021 10:06 am

.. I notice my Korea games have ground to a halt...
That might have been my fault :cry: I was "locked out" of MP games for a couple of days and just finished getting back on track. Rest assured, your Red Tide rolls ever southwards!
KarisFraMauro
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Re: Erik's campaigns & mods

Post by KarisFraMauro »

Nothing to apologize for, seems every time there's an update one of us ends up being locked out for a bit. I was tempted to make a snide remark about Dunkirk in that Korea game but then I remembered who ultimately won in the end with that one!
Erik2
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Korea mod 2.0

Post by Erik2 »

Korea mod 2.0
Link updated in first post.

1v2 Korea 1950-51 1.4:
Adjusted supply for North and South Korea. This is just about enough to supply these 2 factions' forces.
Added supply ships to match US/UN forces.
Increased US/UN resource income (the North Koreans already have ample income).
105mm and 122mm artillery have range = 3
155mm and 8in artillery have range = 4
Terrain changes to increase movement along roads.
KarisFraMauro
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Re: Erik's campaigns & mods

Post by KarisFraMauro »

Supply, eh well like I've said it isn't that major an issue since if North Korea was competent enough to make the allies run short it would probably win in either event. I do not agree with increasing allied resource points though. That, combined with the supply changes, combined with the artillery range increase, feels like it would tip what was a balanced scenario (I say this having played and done well as both sides) to a not so balanced scenario. At an absolute minimum it reduces the space for different strategies by North Korea. Previously they could turtle and stay in the North, or be hyper aggressive because that also entailed possible results. Now? I don't see how NK can advance south aside from the first handful of turns. Afterwards they'll have no choice but to flee and since they won't have had the opportunity to dig in might as well not even bother in the first place. It's kind of funny to hear NK already had plenty of resource points given that I can't even fully repair my infantry, much less armour and artillery and aircraft.

All this is speculation on my part though. I'll put it to the test and see how things go.
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

The UN and Marine factions were hardly able to repair at all with the old resource income. Increasing these were neccessary.
The US and Koreans were ok.
But we need a proper test to see the balance effects on the non-mud map.
Erik2
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SquadMod 1.0

Post by Erik2 »

SquadMod 1.0
Link added in first post.

Designed for 40m-hex scenarios using squad/platoon-sized units.
Artillery units have much increased ranges.
Air units have double movement.
Cav units have increased movement from 6 to 8.
Horse and Truck transports does not consume land command points.
Halftracks still does.
Sniper units have 2-hex range.
The old Heavy Infantry has been split into non-switchable Machine Gun and Mortar units.
MG units have a 2-hex range and slightly different stats based on caliber and rate of fire.
7.7mm T92 HMG
Maxim M1910 MMG
M1917A1 30cal HMG
M1919A4 30cal MMG
Vickers HMG
Browning 50cal HMG
DshK 12.7mm HMG
Mortar units have a 2-15 hex range and different stats based on caliber.
50mm M38 Mortar
50mm T98 Mortar
2in Mortar
60mm M2 Mortar
3in Mortar
81mm M1 Mortar
81mm T97 Mortar
82mm M37 Mortar
82mm PM41 Mortar
90mm T94 Mortar
4.2in M-30 Mortar
120mm Mortar
120mm PM43 Mortar
120mm M1949 Brandt Mortar

Content:
Banzai 1939-41 v2.0 campaign
Complete rework.
terminator
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Re: Erik's campaigns & mods

Post by terminator »

Mortar units 15 hex range :shock:

MINOMETNÁ_ČETA_EFP_LOTYŠSKO.jpg
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Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

Slightly less for the 120mm, but yes.
Some of the regular high-caliber artillery are in the 30-40 hex range. These weapons would normally be considered off-map assets in a tactical game.
Anyway, I think OOB works surprisingly well in this modus.
mor.jpg
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uzbek2012
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Re: Erik's campaigns & mods

Post by uzbek2012 »

terminator wrote: Mon Nov 22, 2021 12:27 pm Mortar units 15 hex range :shock:


MINOMETNÁ_ČETA_EFP_LOTYŠSKO.jpg
Image
160mm Mortar M1943
Effective range, 5100 m

https://ivagkin.livejournal.com/92291.html

https://warspot.ru/11001-glazami-fronto ... -minomyoty

https://en.wikipedia.org/wiki/160mm_Mortar_M1943

https://ru.wikipedia.org/wiki/160-%D0%B ... 0%B4%D0%B0
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

Impressive mortar unit.

I have only added unit types that are actually present in the current SquadMod scenarios.
More campaigns might mean more unit types.
KarisFraMauro
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Re: Erik's campaigns & mods

Post by KarisFraMauro »

Ah increasing resources for the Korean / marine units but not the regular US makes more sense to me. I see there are quite a lot of open games now so I'll be diving in. Assuming no gremlins ;)

Evidently I have spoke too soon. I have that can't join glitch. Game refuses to move on from the scenario selection screen to the joining confirmation screen. Sigh...
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