Erik's campaigns, mods and multiplayer scenarios

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GabeKnight
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Re: Erik's campaigns

Post by GabeKnight »

CHXII1697 wrote: Sat Jul 25, 2020 6:04 am I've finished going through Sealion, here's all the problems I found.
THANKS, mate! :D

Erik, these obervations are spot on and so far I've used them to fix the SeaLion scens prior to playing.
Especially "Plymouth" has a game-breaking trigger bug with the Naval sec.obj. and after taking the (only) VP...
Ezequiel1996
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Re: Erik's campaigns

Post by Ezequiel1996 »

hi erik i've recently downloaded and playe some campaigns, and it happens to me that some scenarios when i accomplish all the primary objetives doesn't trigger the victory and i have to wait until the scenario runs out of time to win, it happened to me in the first 3 scenarios of banzai and in the second scenario of germany 1939-1940 , its that a bug?
Erik2
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Re: Erik's campaigns

Post by Erik2 »

Ezequiel1996 wrote: Wed Dec 23, 2020 5:16 am hi erik i've recently downloaded and playe some campaigns, and it happens to me that some scenarios when i accomplish all the primary objetives doesn't trigger the victory and i have to wait until the scenario runs out of time to win, it happened to me in the first 3 scenarios of banzai and in the second scenario of germany 1939-1940 , its that a bug?
Most primary objectives are checked on the last turn to give the player time to fulfill secondary objectives.
Otherwise the scenario may end before you got a chance to do that.
Ezequiel1996
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Re: Erik's campaigns

Post by Ezequiel1996 »

oh okay i get it now i though it was maybe bugged
WarHomer
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Re: Erik's campaigns

Post by WarHomer »

Took a go at Desert Rats again, since I was getting bored with the endless monotone big battles of the later russian and German DLC´s.

I´ve currently started mission 9 (Tobruk) and this is simply way too big and the AI takes forever to do his turn. This should be cropped a lot, maybe to a third of its size. Kind of the same size as the Tobruk campaigns in Afrika Corps. I hope it doesn´t continue.

Also overall I would like some more RP and be able to buy my own units, at least some of them.

Its very hard on the highest diff, so maybe also a bit RP between missions.

UPDATE:
AI times in mission 9 gets better after about 8-9 turns and you thin out the enemy air units. I suspect especially the latter was the culprit.
Erik2
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Sea Lion 5.0

Post by Erik2 »

Sea Lion 5.0
Link updated in first post.

Campaign:
Better handling of specialisations and branchings.


There were some specific issues I could'n replicate, like the freezing Plymouth scenario.
I noted that several 'kill unit' triggers somehow had got corrupted, probably during a game update. Faction selections being returned to none corrupted several scenarios.

Scenarios:
Enemy unit and spawned friendly unit exp = 0 for the first few scenarios, then it increases to 1-2-3 during the course of the campaign.
Substitute German and British units replaced with proper ones whenever applicable.
German commanders are now sec objs rewards.
Added new British commanders.
British air units usually starts in hangars.
Italian core units replaced with resources and command points.
Fixed/changed objective reported issues.
Increased number of turns for some scenarios.

Merrry Xmas everybody.
Erik
CHXII1697
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Re: Erik's campaigns

Post by CHXII1697 »

A welcome Christmas gift for one of my favorite Panzer Corps scenarios. Thanks Erik, I'll give it another play through as soon as I finish the Soviet DLCs I got during the sale.
GabeKnight
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Re: Sea Lion 5.0

Post by GabeKnight »

Erik2 wrote: Fri Dec 25, 2020 3:54 pm Sea Lion 5.0
Link updated in first post.
Thanks, a nice surprise for the holiday season.
Erik2 wrote: Fri Dec 25, 2020 3:54 pm There were some specific issues I could'n replicate, like the freezing Plymouth scenario.
One of those I remember: It's the spawn unit effect inside the "kill navy" sec. obj. reward trigger.
Erik2 wrote: Fri Dec 25, 2020 3:54 pm Merry Xmas everybody.
Erik
Yes, indeed, as far as it's even possible: Happy Holidays!
Erik2
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Re: Sea Lion 5.0

Post by Erik2 »

GabeKnight wrote: Fri Dec 25, 2020 10:54 pm
Erik2 wrote: Fri Dec 25, 2020 3:54 pm There were some specific issues I could'n replicate, like the freezing Plymouth scenario.
One of those I remember: It's the spawn unit effect inside the "kill navy" sec. obj. reward trigger.
Erik2 wrote: Fri Dec 25, 2020 3:54 pm
Aha. This one was odd. OOB froze when I selected the spawn in the editor. Replaced it with resources to purchase a KM heavy cruiser.
Updated the campaign link, but simply kept the version number.
Erik2
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Banzai 1939-41 1.1

Post by Erik2 »

Banzai 1939-41 1.1
Link updated in first post

Increased difficulty for most scenarios.
Changed/fixed some objectives and number of turns.
Added more AI commanders.
GabeKnight
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Re: Sea Lion 5.0

Post by GabeKnight »

Erik2 wrote: Sat Dec 26, 2020 10:03 am Aha. This one was odd. OOB froze when I selected the spawn in the editor. Replaced it with resources to purchase a KM heavy cruiser.
Updated the campaign link, but simply kept the version number.
Yep, same thing happened to me. Had to restart OoB/editor.

There's one more of those inside the Plymouth scenario "freezing" the turns; I suspect it to be the same cause, some messed-up spawn trigger. It happens when one captures the Plymouth VP hex. I guess it must be inside the prim.obj. "win" trigger somewhere...

Thanks for the updates! :D
Erik2
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Re: Erik's campaigns

Post by Erik2 »

Thanks Sherlock :wink:
I'll check to see if I can find one more culprit in there.
WarHomer
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Re: Erik's campaigns

Post by WarHomer »

WarHomer wrote: Thu Dec 24, 2020 7:00 am Took a go at Desert Rats again, since I was getting bored with the endless monotone big battles of the later russian and German DLC´s.

I´ve currently started mission 9 (Tobruk) and this is simply way too big and the AI takes forever to do his turn. This should be cropped a lot, maybe to a third of its size. Kind of the same size as the Tobruk campaigns in Afrika Corps. I hope it doesn´t continue.

Also overall I would like some more RP and be able to buy my own units, at least some of them.

Its very hard on the highest diff, so maybe also a bit RP between missions.

UPDATE:
AI times in mission 9 gets better after about 8-9 turns and you thin out the enemy air units. I suspect especially the latter was the culprit.
UODATE 2:
Mission 9 could be left as is.

Mission 13 (defending Tobruk again) a bit too much air (47 CP), especially compared to only 61 land CP. It gets overwhelming.

And 13 missions in I still haven´t gotten any more commanders. Just the 3 you get from the start.
GabeKnight
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Re: Sea Lion 5.0

Post by GabeKnight »

Erik2 wrote: Fri Dec 25, 2020 3:54 pm Sea Lion 5.0 Link updated in first post.
[...]
Substitute German and British units replaced with proper ones whenever applicable.
Added new British commanders.
Damn, what do they say? No good deed goes unpunished... :shock:

After that update I'm unable to continue the campaign because of those new units - they are missing in my mod. Wrong units, missing commanders and the scens won't run... :| :roll:
Thaaaaaanks... :P :wink:

Fuck I was so looking forward to playing this right now...

PS: On the bright side, this post saved me from that silly plane avatar at least...
Erik2
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Re: Erik's campaigns

Post by Erik2 »

Sorry about that, GabeKnight.
But I was only adding new official units/commanders...
Guess it is time for you to update that excellent mod.
GabeKnight
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Re: Erik's campaigns

Post by GabeKnight »

Erik2 wrote: Mon Dec 28, 2020 12:30 pm Sorry about that, GabeKnight.
But I was only adding new official units/commanders...
Guess it is time for you to update that excellent mod.
Please don't apologize, Erik, my outburst wasn't really meant for you, rather the universe itself. I'm just mad that my mod isn't updated yet, as I was thinking that I wouldn't need to while playing custom stuff. And now, even if I wanted to, I can't update nothing where I am right now during the holidays.... :roll:

And it's always like this: Murphy's Law. If you're fucked, you're fucked sideways, too. :lol:
Mascarenhas
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Re: Erik's campaigns

Post by Mascarenhas »

I second Erik's suggestion about updating your very good mod, Gabe; we're all longing for this.
CHXII1697
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Re: Erik's campaigns

Post by CHXII1697 »

Playing through Sealion again now, just some preliminary feedback for now
On the eagle attack mission, the primary objective for securing the channel locations is not triggering. Even had ships sit on all 3 locations.
Naval commanders are assigned to the main German faction, not the Kriegsmarine and therefore cannot be attached to any ships
I can't seem to get the Italian aircraft carriers at Gibraltar anymore. I think it was rather unclear how to get them before, but I did what I did before and they didn't spawn. Thought maybe they'd be added to my core units for Lyme Regis, but that's not the case. Did you mean to remove them?
Otherwise I'll try and continue down the Lyme Regis branch before trying out Dover and Brighton.
ObiRynDenobi
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Re: Erik's campaigns

Post by ObiRynDenobi »

Erik2 wrote: Sun Dec 20, 2020 9:29 am
ObiRynDenobi wrote: Sat Dec 19, 2020 11:37 pm I'm new to this game and have been downloading and installing your campaigns, (They look really good!) when I came across a problem; the "US Naval Campaign 1941-46 v3.2 18-9-2019" campaign is listed by Dropbox as: "This item was deleted."

I haven't gone through all 73 pages of this thread yet, so I may have missed it if you already address this. I just wanted to bring it to your attention.
There's an updated modded version available for test.
Check this thread:

viewtopic.php?f=264&t=102854
Got it! Thank you.

I assume that this goes in the "Mods" folder, instead of the "Campaigns" folder. It looks like it does.
Erik2
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Re: Erik's campaigns

Post by Erik2 »

The Italian carrier substitutes have been removed as they lack carrier-based air units as well.
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