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Re: Erik's campaigns
Posted: Sat Sep 22, 2018 3:17 pm
by Erik2
Steenv - thanks for reporting.
Wacht Am Rhein up dated to 1.5.
Link updated in first post.
Fixed scenarios.
I'm a bit puzzled about the US forces all being idle in the last scenario.
I played it from the editor (without deploying any German units) and a number of US units traveled all the way to the exit in the SE map corner.

- Hell.jpg (611.25 KiB) Viewed 3680 times
Re: Erik's campaigns
Posted: Sat Sep 22, 2018 3:53 pm
by GabeKnight
Erik2 wrote: ↑Sat Sep 22, 2018 3:17 pm
I'm a bit puzzled about the US forces all being idle in the last scenario.
I played it from the editor (without deploying any German units) and a number of US units traveled all the way to the exit in the SE map corner.
I bet you put a supply hex directly onto the exit hex, right?

Re: Erik's campaigns
Posted: Sat Sep 22, 2018 3:58 pm
by Erik2
GabeKnight wrote: ↑Sat Sep 22, 2018 3:53 pm
Erik2 wrote: ↑Sat Sep 22, 2018 3:17 pm
I'm a bit puzzled about the US forces all being idle in the last scenario.
I played it from the editor (without deploying any German units) and a number of US units traveled all the way to the exit in the SE map corner.
I bet you put a supply hex directly onto the exit hex, right?
Not in the updated scenario. May have done it earlier though.
I seem to remember that this will draw the AI units to the location, right?
Re: Erik's campaigns
Posted: Sat Sep 22, 2018 4:15 pm
by GabeKnight
Erik2 wrote: ↑Sat Sep 22, 2018 3:58 pm
GabeKnight wrote: ↑Sat Sep 22, 2018 3:53 pm
I bet you put a supply hex directly onto the exit hex, right?
I seem to remember that this will draw the AI units to the location, right?
Yes, guarding and occupying supply-hexes seems to be a priority for all AI units, even overriding move-to-hex orders (and such). On top of that, your exit hex is also a
primary VP!
And I'd imagine it could be funny in this case, as each enemy tank occupying the hex will get removed and then the next one moves onto it and the next one...

Re: Erik's campaigns
Posted: Sat Sep 22, 2018 5:37 pm
by Erik2
GabeKnight wrote: ↑Sat Sep 22, 2018 4:15 pm
Erik2 wrote: ↑Sat Sep 22, 2018 3:58 pm
GabeKnight wrote: ↑Sat Sep 22, 2018 3:53 pm
I bet you put a supply hex directly onto the exit hex, right?
I seem to remember that this will draw the AI units to the location, right?
Yes, guarding and occupying supply-hexes seems to be a priority for all AI units, even overriding move-to-hex orders (and such). On top of that, your exit hex is also a
primary VP!
And I'd imagine it could be funny in this case, as each enemy tank occupying the hex will get removed and then the next one moves onto it and the next one...
Luckily, the US units are not removed when the reach the exit location

Re: Erik's campaigns
Posted: Tue Sep 25, 2018 9:48 pm
by bru888
Latest version of Desert Rats (4.9) is a "404" - bad link.

- Image0064.jpg (72.38 KiB) Viewed 3479 times
Re: Erik's campaigns
Posted: Wed Sep 26, 2018 6:30 pm
by alex1917
Hello Eric! Downloaded Afrika Korps 1941-43 v1.5, but the campaign does not start ....
Infinite loading
https://sun1-6.userapi.com/c831108/v831 ... UsSkC4.jpg
The version of the game is the last one. What can be wrong?
Re: Erik's campaigns
Posted: Wed Sep 26, 2018 10:10 pm
by bru888
Re: Erik's campaigns
Posted: Wed Sep 26, 2018 10:25 pm
by alex1917
strange. I can not understand what's the matter. Germany Grand Campaign (1939-42) v3.0 5-8-2018 works without problems with this
https://pp.userapi.com/c850520/v8505208 ... 6tYlc4.jpg
WTF?(
https://sun1-9.userapi.com/c830401/v830 ... YsH_1Y.jpg
Re: Erik's campaigns
Posted: Wed Sep 26, 2018 10:32 pm
by bru888
The only other thing that I can think of is to make sure that you are patched up to version 6.1.9. It may be that Erik's German campaign is compatible with earlier versions of OOB but Afrika Korps is not because certain desert climate, terrain, and units were introduced in 6.1.9 for the official DLC Sandstorm. Erik's custom campaign uses much of these same desert climate, terrain, and units.
Re: Erik's campaigns
Posted: Wed Sep 26, 2018 10:53 pm
by alex1917
Re: Erik's campaigns
Posted: Thu Sep 27, 2018 7:46 pm
by Erik2
Desert Rats 4.9 link should work now.
Re: Erik's campaigns
Posted: Fri Sep 28, 2018 7:38 pm
by GeneralKostas
I have the same problem. I put the folder correctly into the campaign folder of the game. The version of the game is 6.1.9 in Win 10 64-bit.
Re: Erik's campaigns
Posted: Fri Sep 28, 2018 11:44 pm
by bru888
And yet, 1.7 just started on my machine with no problem. My only difference from your setup, General K, is that I am still running Windows 8.1. Can either of you start Erik's Desert Rats?
Re: Erik's campaigns
Posted: Sat Sep 29, 2018 7:58 pm
by GeneralKostas
I just tried the new Afrika Korps v1.7 and the problem remains. What's the problem with that?
I don't understand, because the other campaign i am playing now is Philippines 1941 and it works normally so far.
Re: Erik's campaigns
Posted: Sat Sep 29, 2018 8:51 pm
by terminator
It is necessary to choose the good language. Only compatible in English

Re: Erik's campaigns
Posted: Sat Sep 29, 2018 11:35 pm
by alex1917
so in English and start. The rest of the mods and campaigns work well ...
Re: Erik's campaigns
Posted: Sun Sep 30, 2018 6:46 pm
by GeneralKostas
Sorry guys, but even the new version doesn't start. I don't know about English or other language. The language is in English by default. Afrika Korps don't start.
The Desert Rats start normally.
What's the difference between the two campaigns? I don't understand.

Re: Erik's campaigns
Posted: Sun Sep 30, 2018 7:16 pm
by terminator
Before launching Erik's campaigns, it is necessary to put the language on English.
If you put the language on a language other than English, it will block the game even the computer (I made the test).

- Screenshot 513.jpg (44.08 KiB) Viewed 3248 times
Re: Erik's campaigns
Posted: Mon Oct 01, 2018 4:41 am
by Steenv
I just downloaded Afrika Korps, loads fine. Looks good.