Page 106 of 140
Re: MicroMod 4.0
Posted: Sun Feb 13, 2022 3:36 am
by Vano2004
By January 1942, the mechanized forces with which the Soviet Union began the war a bare six months earlier were gone. Of the mass of tank, mechanized, and motorized rifle divisions that went into battle, a handful of survivors were left. Of the mechanized corps, the largest tank formations in the world in June 1941, not one remained. Of the 22,600 tanks in the army on 22 June, 20,500 had been lost. No other army in the world had such a huge investment in mechanized forces before the war. No other army had lost such a huge amount of armor in so short a time - nor would any army, even the Soviet Army, ever suffer such a loss again.
If there was a bright spot in this cavalcade of disaster, it was that throughout 1941's melancholy medley of massacres at the hands of the better trained and better-led German panzer force, the Soviet Army had managed to keep some tank forces in battle. At the very end of the year, in fact, the surviving armor spearheaded counter-attacks at Tikhvin in the north, Rostov in the south, and a counter-attack at Moscow 's suburbs that turned into a major winter counter-offensive. This resurrection was made possible by 'de-evolving" the tank force back to its roots in the 1930s'. The Soviets had started with mechanized brigades , and they went back to the separate tank brigade and tank battalion in late 1941.
There were 76 tank brigades and 100 separate tank battalions in the Soviet Army by the end of 1941, plus 7 tank divisions - 4 in the Far East, where almost 3000 tanks remained to keep a wary eye on the Japanese in Manchuria. On 1 January 1942 there were 7700 tanks in the Soviet Army tank units, but of these only 1400 (600 KV, 800 T-34) were modern heavy or medium tanks, while 6300 were light tanks, and the majority of those either obsolete T-26 and BT types in the Far East, or new T-60 tanks mounting only a 20mm cannon.
While the winter battles west of Moscow were waged throughout January and February 1942 by a steadily-dwindling armored and infantry force (the Soviets lost 1,150,000 men and 1386 tanks between December 1941 and April 1942 in the fighting west and northwest of Moscow) , the Soviet High Command began a mas sive build-up of tank forces. This process would continue to the end of the war and beyond, and its progress is very nearly the story of the progress of the Soviet Army from Moscow to Berlin.
https://my-files.su/u7cm6v
Re: Erik's campaigns & mods
Posted: Thu Feb 17, 2022 9:06 pm
by Acer6920
I have a qustion to the Small Units Tactics after activation get the infantrie +1 on the attack values or how do i see this +1?
The infantry units have the same attack values before after i activate it.

- Small Units.png (118.05 KiB) Viewed 2585 times
Edit:
Found it the +1 is only visibil when i hit the enemy units correct? that the only sign for it.
MicroMod 4.2
Posted: Fri Feb 18, 2022 1:44 pm
by Erik2
MicroMod 4.2
Added British naval commanders.
Link updated in first post
Added new scenario, 2v2 Prokhorovka 1943 1.0
This was one of the Kursk battles.
Re: Erik's campaigns & mods
Posted: Sat Feb 19, 2022 9:44 pm
by KarisFraMauro
I installed micromod 4.1 to play Prokhorovka 2 vs 2, skipping the duplicate files (in other words if there were identical filenames, I'd keep the older versions). However I got the "can click on scenario but it doesn't go to join" glitch. Therefore I decided to risk glitching my earlier micromod game, Battle of the Bulge, by NOT skipping the duplicate files when I reinstalled. In other words with duplicate filenames I'd go with the newer versions. Now, as happened once before, I just get a black screen and the game freezes entirely. I shall now install micromod 4.2 and cross my fingers...
And I get the black screen crash with 4.2 as well. Now I need to go back one by one through all the older micromods I've saved until (hopefully) I find the one that worked, at which point I suppose I can try to reinstall micromod 4.2 NOT using the newer versions of files with identical filenames. It depends on how masochistic I happen to feel however

Re: Erik's campaigns & mods
Posted: Sun Feb 20, 2022 11:44 am
by Erik2
You should not rely simply on identical filenames.
There may be important updates to files in the Data (avatars, commanders, factions, specialisations, units) and Language (english_mod) folders wich may break a new scenario like Prokhorovka if not updated. And you probably won't notice until after you have joined a multiplayer game...
Re: Erik's campaigns & mods
Posted: Sun Feb 20, 2022 4:12 pm
by KarisFraMauro
The problem is without updates at least my current games work, while (as this experience and others demonstrate) installing new stuff runs the very real risk of not only failing to run the new games but additionally breaking the old ones. That said I notice at least two players successfully joined Prov, and since I only see one game open probably the other two managed to get all four players working. For this reason the issue is, at a minimum, limited to certain computers. This is pure speculation but I wonder if it isn't related to older hardware and / or software conflicts, in other words an issue not at your end.
Re: Erik's campaigns & mods
Posted: Sun Feb 20, 2022 4:27 pm
by Brenmusik
I had the Black Screen problem with MM4, until I remembered someone mentioning a cause of it was the Commanders File. So in went one from 3.4 and all is well .. so far

Re: Erik's campaigns & mods
Posted: Sun Feb 20, 2022 10:50 pm
by KarisFraMauro
Aaand... I don't have micromod version 3.4. Drat. I'll try 3.3, although digging in to the replacement of specific files is something new for me. If it works I'll be sure to mention it. Successfully isolating the problem would be a very good thing.
Okay it didn't work. Two possible explanations leap to mind, one being that it's because I'm using 3.3 rather than 3.4 as a source and the other being that maybe I'm replacing the wrong commanders file. Is there more than one? I replaced a commanders txt file in the data folder I believe. Digging deeper in the file tree there appear to be a lot of commander related things, so some specificity with respect to the steps you took Bren would be most appreciated

Re: Erik's campaigns & mods
Posted: Mon Feb 21, 2022 9:31 am
by Brenmusik
WfM worked for me, it came from my last working MM. Sending 3.4 for luck. "MM4" allows me to play earlier Bulge battles, though I would like an excuse to stop playing some of them
[Removed files]
Re: Erik's campaigns & mods
Posted: Mon Feb 21, 2022 5:46 pm
by KarisFraMauro
Wait what's the difference between commanders wfm and commanders 3.4? They both extract to commanders .txt... So it's JUST the one text file? I don't have to worry about any and all of the other commander-related files? Hmm.
...
Well whatever, it seems to have fixed the problem so many thanks!
Squad mod US Marines
Posted: Tue Feb 22, 2022 8:08 am
by Dmoore
This one is pretty buggy after 2 scenarios. Guam gives you a minor defeat even though you hold the minor objective next to the major one. Wake served up the red X 10 turns in despite the fact I held the two northern objectives. I was unable to progress because of the major defeat, so I don't know if subsequent scenarios are similar.
Re: Erik's campaigns & mods
Posted: Tue Feb 22, 2022 4:15 pm
by Erik2
KarisFraMauro wrote: ↑Mon Feb 21, 2022 5:46 pm
Wait what's the difference between commanders wfm and commanders 3.4? They both extract to commanders .txt... So it's JUST the one text file? I don't have to worry about any and all of the other commander-related files? Hmm.
...
Well whatever, it seems to have fixed the problem so many thanks!
Prokhorovka uses several data files for a second Soviet faction (borrowing the Chinese communist graphics) and making all commanders available for this faction.
Re: Squad mod US Marines
Posted: Tue Feb 22, 2022 4:18 pm
by Erik2
Dmoore wrote: ↑Tue Feb 22, 2022 8:08 am
This one is pretty buggy after 2 scenarios. Guam gives you a minor defeat even though you hold the minor objective next to the major one. Wake served up the red X 10 turns in despite the fact I held the two northern objectives. I was unable to progress because of the major defeat, so I don't know if subsequent scenarios are similar.
Thanks for reporting, added to my Squadmod list.
I'm currently play-testing Banzai 1942 and will take a look at 'old' issues when testing si complete.
Re: Erik's campaigns & mods
Posted: Tue Feb 22, 2022 6:56 pm
by conboy
Erik,
Just started playing your MicroMod Wacht am Rhein campaign. The first scenario was excellent! Great work, thanks.
BUT,
The two southernmost objectives, where enter the German Paratroopers, were not awarded, even though my paratroopers went through them and the turf converted to German turf. The flags remained US.
I didn't check it out but you should, hombre. Thought you would like to know.
Attached is a .zip file of my playthrough.
Keep up the good work and thanks again!
conboy
Re: Erik's campaigns & mods
Posted: Wed Feb 23, 2022 6:56 am
by KarisFraMauro
It occurs to me that since multiple players are having the black screen crash problem concerning the latest micromod (with Bren and myself there are at least two), and given that this problem is solved by replacing the current micromod commanders text file with the 3.4 commanders text file, perhaps the current micromod should itself simply replace the wonky file? Because it's not any of the other commanders files I mentioned I'm guessing there isn't a down side, and it would spare any future players having to try and decipher the issue themselves.
Re: Erik's campaigns & mods
Posted: Wed Feb 23, 2022 9:36 am
by Erik2
KarisFraMauro wrote: ↑Wed Feb 23, 2022 6:56 am
It occurs to me that since multiple players are having the black screen crash problem concerning the latest micromod (with Bren and myself there are at least two), and given that this problem is solved by replacing the current micromod commanders text file with the 3.4 commanders text file, perhaps the current micromod should itself simply replace the wonky file? Because it's not any of the other commanders files I mentioned I'm guessing there isn't a down side, and it would spare any future players having to try and decipher the issue themselves.
Could you please zip and attach the commanders file here?
Re: Erik's campaigns & mods
Posted: Wed Feb 23, 2022 9:01 pm
by KarisFraMauro
It's just the file Brenmusik linked in his post a couple back. If you mean the tricksy one causing problems in the first place, it's in your current micromod download
Anyway did my first turn in your Prokhorovka 2 vs 2 scenario and it seems cool so far. I'm a bit confused by the reserve units though since I can still deploy them despite not having any spare command points. Hence your message at the start I suppose.
Re: Erik's campaigns & mods
Posted: Thu Feb 24, 2022 10:14 am
by Acer6920

- ROK_Mission_Amphibious.jpg (571.31 KiB) Viewed 1993 times
The Industiral HQ Mission was not accepted i hold it for 2-3 turns and when i try to extract the units it evacuate only two of them.

- extraction.jpg (356.82 KiB) Viewed 1993 times
it was the last mission before inchon landing operation
Re: Erik's campaigns & mods
Posted: Thu Feb 24, 2022 3:48 pm
by Erik2
KarisFraMauro wrote: ↑Wed Feb 23, 2022 9:01 pm
It's just the file Brenmusik linked in his post a couple back. If you mean the tricksy one causing problems in the first place, it's in your current micromod download
Anyway did my first turn in your Prokhorovka 2 vs 2 scenario and it seems cool so far. I'm a bit confused by the reserve units though since I can still deploy them despite not having any spare command points. Hence your message at the start I suppose.
The Bren file has been removed. I need the 3.4 commanders file (and will then add later changes to it).
Re: Erik's campaigns & mods
Posted: Thu Feb 24, 2022 3:54 pm
by Erik2
Acer6920
Thanks for the feedback. Added to the Korea list.