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Re: Erik's campaigns
Posted: Fri Jan 24, 2020 2:51 pm
by bru888
terminator wrote: ↑Fri Jan 24, 2020 12:55 pm
bru888 wrote: ↑Thu Jan 23, 2020 11:38 pm
@Erik - Quick tip: Wherever you have those V1 Flying Bombs, in addition to setting them for Experience = 10, make them Aggression = 100. Else, as I noticed in St. Vith, some of them choose to land at an airfield.
Edit: Which they continued to do, some of them, on the first turn despite the heightened aggression (and assigning them land unit targets). However, they took off again on the second turn and attacked, which is fine.
It’s because the "V1" are OUT OF GAS and some will refuel at the airfield :
Ah, very good, terminator! Excellent input once again. I completely overlooked the fuel aspect. It's bizarre for the flying bombs to be landing for "a bit of a top-up on the old petrol, what?" Oops, wrong faction. More like "Dummkopf, du hast vergessen, den Tank zu füllen!"

Re: Erik's campaigns
Posted: Fri Jan 24, 2020 3:03 pm
by bru888
ColonelY wrote: ↑Fri Jan 24, 2020 10:35 am
I like the idea of using these Flying Bombs... but they do actually only few damage, don't they?
Yes, that is true. They are largely window dressing in a land scenario because their attack values against infantry and vehicles is so low, as compared to against naval units - a quick look at units.csv confirms this.
There is no V1 Flying Bomb in the game so Erik uses the Japanese MXY-7 Ohka which looks somewhat similar (although a rounder nose, a different jet engine assembly, and two tail fins instead of one) but to the best of my knowledge, this unit was created for the Rising Sun campaign and was used in naval scenarios. Hence their greater attack values against ships.
Once in a while, the MXY-7 Ohka gets lucky and inflicts a small amount of damage on a land unit but otherwise, they are ineffective. You would need dozens of them to make a difference and that would be tedious to play or even to watch. Erik threw them in as entertainment, perhaps, and gives the control of them to your AI ally so that you don't waste any time managing these flying firecrackers.
Re: Erik's campaigns
Posted: Fri Jan 24, 2020 5:09 pm
by ColonelY
Indeed, and this is great!
These weapons were terrifying, which is why I still wonder if, although they don't deal much damage directly, they shouldn't have a higher value of "shock" (something more like the engineers)...

For this mainly
psychological impact may still reduce the organization of the affected units...
-> I don't think one could change this (i.e. giving them some "shock" impact vs land units) without changing the units.csv file and thus without having actually to create (or modify) a mod, could one?
Re: Erik's campaigns
Posted: Fri Jan 24, 2020 5:48 pm
by Erik2
Thanks, terminator.
I've never used the Set Unit Status before.
I learn something new on this forum every day.
Re: Erik's campaigns
Posted: Fri Jan 24, 2020 6:12 pm
by bru888
ColonelY wrote: ↑Fri Jan 24, 2020 5:09 pm
Indeed, and this is great!
These weapons were terrifying, which is why I still wonder if, although they don't deal much damage directly, they shouldn't have a higher value of "shock" (something more like the engineers)...

For this mainly
psychological impact may still reduce the organization of the affected units...
-> I don't think one could change this (i.e. giving them some "shock" impact vs land units) without changing the units.csv file and thus without having actually to create (or modify) a mod, could one?
Indeed, that is why we don't do so, because we would need to include a revised units.csv file with our download along with instructions on how to replace the default file with it. That would make it a mod and that is something that we (or at least, I) have limited interest in at this time. We live within the parameters of the game.
Germany East campaign updates
Posted: Thu Jan 30, 2020 5:49 pm
by Erik2
Replaced condition ‘Check Unit Count’ with ‘Kills & Casualties for all triggers involving losses of core units. A number of secondary objects should now work as intended.
Campaign updates and scenarios affected below.
Links updated in first post.
Germany East 1941-42 3.0:
13Kharkov42
24Kotelnikovo
Germany East 1943 1.7:
01Kharkov43
02Belgorod
03Orel
12Prokhorovka
15Kiev43
Germany East 1944 1.2:
01KorsunP
03Narva
07Babruysk
11Jassy
Germany East 1945 1.1:
02Insterburg
04Konigsberg
05Pelleninkin
11Budapest45
13Berlin
Re: Erik's campaigns
Posted: Fri Jan 31, 2020 5:43 am
by rafdobrowolski
In Kokoda Trail, in the third scenario, called "Isuvura," even if I complete all the primary objectives, I keep getting a minor victory. Is there some sort of trigger issue? Playing on the medium diffciulty setting.
Re: Erik's campaigns
Posted: Fri Jan 31, 2020 4:01 pm
by Erik2
rafdobrowolski wrote: ↑Fri Jan 31, 2020 5:43 am
In Kokoda Trail, in the third scenario, called "Isuvura," even if I complete all the primary objectives, I keep getting a minor victory. Is there some sort of trigger issue? Playing on the medium diffciulty setting.
Added to my new Kokoda list.
Thanks for reporting
Germany West campaigns
Posted: Sat Feb 01, 2020 11:16 am
by Erik2
Replaced condition ‘Check Unit Count’ with ‘Kills & Casualties for triggers involving losses of core units. A number of secondary objects should now work as intended.
Campaigns and scenarios affected below.
Links updated in first post.
Germany West 1939-40:
4Lodz
11Trondheim
15Haag
Germany West 1941-43:
07Syracuse
10Messina
14Taranto
15Volturno
Germany West 1944:
10Montelimar
12Falaise
Germany West 1945:
03Gleize
06Nordwind
10Elbe
12Celles
13Liege
17Dunkirk45
18SeaLion45
US Corps campaigns
Posted: Wed Feb 05, 2020 10:30 am
by Erik2
Replaced condition ‘Check Unit Count’ with ‘Kills & Casualties for triggers involving losses of core units. A number of secondary objects should now work as intended.
Campaigns and scenarios affected below.
Links updated in first post.
US Corps 1942-43:
01Formation
02Achnacarry
03Casablanca
04Oran
05Djebel
08Kasserine
14Mateur
US Corps 1943-44:
01Gela
13AnzioLa
14AnzioD
US Corps 1944-45:
none
Afrika Korps
Posted: Thu Feb 06, 2020 7:12 pm
by Erik2
Replaced condition ‘Check Unit Count’ with ‘Kills & Casualties for triggers involving losses of core units. A number of secondary objects should now work as intended.
Campaign and scenarios affected below.
Link updated in first post.
Afrika Korps:
9Halfa
10Suez
12Syria
20British
21Alamein
23Mareth
Desert Rats 1940-43
Posted: Sat Feb 08, 2020 11:00 am
by Erik2
Replaced condition ‘Check Unit Count’ with ‘Kills & Casualties for triggers involving losses of core units. A number of secondary objects should now work as intended.
Campaign and scenarios affected below.
Link updated in first post.
Desert Rats 1940-43:
4Operazione
5Taranto
Re: Erik's campaigns
Posted: Sat Feb 08, 2020 12:01 pm
by kondi754
Erik2 wrote: ↑Fri Jan 31, 2020 4:01 pm
rafdobrowolski wrote: ↑Fri Jan 31, 2020 5:43 am
In Kokoda Trail, in the third scenario, called "Isuvura," even if I complete all the primary objectives, I keep getting a minor victory. Is there some sort of trigger issue? Playing on the medium diffciulty setting.
Added to my new Kokoda list.
Thanks for reporting
I suppose you mean "Isurava" not "Isuvura", sadly I didn't play this Kokoda Trail campaign, but it's a famous place for Australian army veterans this Isurava at Kokoda Trail, so if it isn't a typo also should be change to proper name
https://en.wikipedia.org/wiki/Battle_of_Isurava
Forgotten Army 1941-42
Posted: Sat Feb 08, 2020 4:34 pm
by Erik2
Replaced condition ‘Check Unit Count’ with ‘Kills & Casualties for triggers involving losses of core units. A number of secondary objects should now work as intended.
Campaign and scenarios affected below.
Link updated in first post.
Forgotten Army 1941-42:
1Hong
2ForceZ
3Kota
5Muar
6Singapore
11Raid
Re: Erik's campaigns
Posted: Mon Feb 10, 2020 12:51 am
by CHXII1697
The Persia mission in the Afrika Korps campaign seems to have the issue of the optional objective to destroy 3 Soviet Tanks not being completed when the conditions are met, so I can't get a major victory and go to the Caucasus
Re: Erik's campaigns
Posted: Mon Feb 10, 2020 9:24 am
by Erik2
CHXII1697 wrote: ↑Mon Feb 10, 2020 12:51 am
The Persia mission in the Afrika Korps campaign seems to have the issue of the optional objective to destroy 3 Soviet Tanks not being completed when the conditions are met, so I can't get a major victory and go to the Caucasus
Thanks for reporting.
Added to a new Afrika Korps list.
Various campaigns
Posted: Mon Feb 10, 2020 9:53 am
by Erik2
Replaced condition ‘Check Unit Count’ with ‘Kills & Casualties for triggers involving losses of core units. A number of secondary objects should now work as intended.
Campaigns and scenarios affected below.
Link updated in first post.
Philippines 1941:
0Agoo
11Lamao
Road To Moscow 1941:
07Counter
09Counter2
Wacht Am Rhein 1944-45:
3Cracking
7Mayhem
Re: Erik's campaigns
Posted: Mon Feb 10, 2020 9:53 pm
by matthew2582
Rethel Objective in v2.0 1-2-2020 - Germany West 1939-40 captured but still shows objective as not taken - Please see screenshots -
Re: Erik's campaigns
Posted: Mon Feb 10, 2020 9:56 pm
by matthew2582
OK - well once I took all 6 objectives, Rethel flipped over from not taken to captured.
Re: Erik's campaigns
Posted: Mon Feb 10, 2020 11:02 pm
by CHXII1697
Noticed a few more errors in the Germany 1939-1940 campaign. The Soviet duel scenario has the "establish a warsaw-brest supply line" flip from completed to failed on the final turn when I had taken the entire map. The objectives to destroy all armor and air units in the Maubeuge mission does not complete when the conditions are met. The side objective to destroy all fortifications of the maginot line has the same problem. Finally, the Wassigny objective to capture General Giraud by moving the auxiliary armored car to the designated location does not seem to work either. Still very satisfied with the campaigns, keep up the good work.