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Re: Erik's campaigns & mods

Posted: Fri Aug 18, 2023 2:28 pm
by Erik2
All of these campaigns work for me.
Maybe there's something with your installation of 10.0?
Can you get any custom campaigns to work?

Re: Erik's campaigns & mods

Posted: Sat Aug 19, 2023 6:53 pm
by ctskelly
To Idunno,

"i downloaded the US 43-44 and 44-45 campaigns and installed them in my campaigns folder, they showed up in cutom content list but the problem is whenever i start a mission, the loading bar freezes. Same thing goes for op market garden and normandy US campaigns."

By any chance are you a Mac user? I started having the exact same problem about two years ago when Slitherine stopped upgrades for Macs, and we are still forced to use the legacy version. These same campaigns, probably made with a newer OOB app, freeze for me. The freeze happens when the loading bar is just a quarter inch or so in.

If so, there is nothing you can do about it, but if you do find a way, let me know.

Re: Erik's campaigns & mods

Posted: Sat Aug 19, 2023 8:07 pm
by bru888
Oh yeah, definitely. Good point, ctskelly. Got to ask that in the future.

Note the opening post in the thread in which they announced the decision not to support Mac was dated 28 January 2021. That was the day they released the first Allies DLC and the patch that went with it. They put this blurb on the bottom of its store page:

Image2370.jpg
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The problem with a Mac that would occur with each DLC issued on and after that date are due to the changes to the game that the designers made to the base game in order to accommodate each new DLC. Primarily, this is manifested in the new units that they introduced with each DLC but also new commanders, specialisations, scenario triggers, etc. Any DLC on and after 28 January 2021 calling for those new features would not find them in the 8.6.9 Mac base game, and therefore a crash or non-start would ensue.

It is for that reason that Slitherine does not sell any of the Allies trilogy for Mac. Apparently all DLC before then, including the Red Star/Steel/Storm trilogy, will still work on a Mac, however.

But there is more bad news. If a custom designer has been at work on his campaigns and scenarios since 28 January 2021, chances are he has used the new units, commanders, specialisations, scenario triggers, etc. that came with versions 9 and 10. Any Mac user who tries to load these custom designs will also fail for the same reason as described above.

Sorry, Mac users.

Re: Erik's campaigns & mods

Posted: Mon Aug 28, 2023 8:13 am
by stevefprice
A Bridge Too Far in Mod 4.20

Erik, I'm getting the below as the Brits.

Also, the game runs stupidly slow but even worse when I'm ordering the 1st Airborne, then speeds up a tad when ordering XXX Corps.
A Bridge Too Far.jpg
A Bridge Too Far.jpg (243.44 KiB) Viewed 1907 times

Re: Erik's campaigns & mods

Posted: Mon Aug 28, 2023 8:29 am
by Brenmusik
I saw a similar message in on of my 'Bridge' games, I ignored it as I was playing one of the German factions.
I hope the Japanese tank problem can be worked around, it'd be a shame to waste the good looking map.

Re: Erik's campaigns & mods

Posted: Tue Aug 29, 2023 9:10 am
by stevefprice
@Erik,

On ABTF I'm still struggling with the skytrains, some worked but some don't. Is it one aircraft per LZ/DZ only and thenit switches off? I'n got 10 just flying around trying to drop a load of berets for the ensuing parade :mrgreen:

Re: Erik's campaigns & mods

Posted: Wed Aug 30, 2023 7:36 am
by Erik2
Brenmusik wrote: Mon Aug 28, 2023 8:29 am I saw a similar message in on of my 'Bridge' games, I ignored it as I was playing one of the German factions.
I hope the Japanese tank problem can be worked around, it'd be a shame to waste the good looking map.
I think this Skytrain message is triggered by all airborne units. Will check.

Re: Erik's campaigns & mods

Posted: Wed Aug 30, 2023 7:38 am
by Erik2
stevefprice wrote: Tue Aug 29, 2023 9:10 am @Erik,

On ABTF I'm still struggling with the skytrains, some worked but some don't. Is it one aircraft per LZ/DZ only and thenit switches off? I'n got 10 just flying around trying to drop a load of berets for the ensuing parade :mrgreen:
If I remember correctly, it is one Skytrain pr LZ/DZ. The transport is supposed to be removed when it is on top of the LZ/DZ, but I need to use something else than 'remove'.

Re: Erik's campaigns & mods

Posted: Wed Aug 30, 2023 8:36 pm
by unitlost
Hi Erik,

You have given this game so much replay value!

Minor typo on the date of the "Germany East 1944 v1.7 29-7-203" campaign. Assuming the year is 2023.

Thanks for all you have done!

Re: Erik's campaigns & mods

Posted: Thu Aug 31, 2023 10:38 am
by paragan
If i want to play whole ww2 in europe as Germany - is there any particular order (for importing cores) for example 39, 40 west than 41 east or i have to play all west campaigns than all east campaigns ... ?

Re: Erik's campaigns & mods

Posted: Thu Aug 31, 2023 2:58 pm
by Erik2
paragan wrote: Thu Aug 31, 2023 10:38 am If i want to play whole ww2 in europe as Germany - is there any particular order (for importing cores) for example 39, 40 west than 41 east or i have to play all west campaigns than all east campaigns ... ?
If I remember correctly (it is been a long time), you can shift from West/East at the proper time. Maybe even take a detour to Africa. As long as you do a manual save after finishing a campaign you can always go back anyway.
Bringing a core along is not always optimal as play-balance and historicity will probably suffer.

Re: Erik's campaigns & mods

Posted: Mon Sep 04, 2023 2:03 pm
by stevefprice
A bridge too far in mod 4.20

Hiya Erik, some more feed back.

German Luftwaffe appear in the roster but the player is unable to deploy it.

Allied skytrain and resource still not really working well. I like the idea but by turn 9 there were full strength Panthers and SS berating hell out of hte British 1st Airborne. We never even got near Arnhem. Had we done so the German play has already sown MG nests all around the city so it was a non-starter.

US airborne artillery and gun deploy to wrong hex and then cannot move for some reason. The look like the are to on side of a hex too, not quite right position.

I do think the infantry units building mg nests can kill a game.

XXX Coprs seems fine but the map is so large and so many triggers it dies a death on my PC :(

Re: Erik's campaigns & mods

Posted: Tue Sep 05, 2023 7:55 am
by Erik2
Thanks for the feedback.
Does this means that you are able to actually play this modded scenario in multiplayer?

Re: Erik's campaigns & mods

Posted: Wed Sep 06, 2023 10:06 am
by stevefprice
Erik2 wrote: Tue Sep 05, 2023 7:55 am Thanks for the feedback.
Does this means that you are able to actually play this modded scenario in multiplayer?
Yes, all 4 players were able to submit orders each of the 9 turns we played and no default Japanese tanks were present :)

Re: Erik's campaigns & mods

Posted: Wed Sep 06, 2023 2:02 pm
by Erik2
Interesting, both of the test games I was involved in disappeared from my game list after a couple of turns.

Re: Erik's campaigns & mods

Posted: Thu Sep 07, 2023 11:37 am
by Michkov
I can't get a win in the second scenario of the Wacht am Rhein campaign for Micromod 4.20. Even though I capture all 5 towns as required I get a defeat when the turns run out. I've played it twice now, the second time I've even gave myself more turns to destroy every allied unit, but still no success.

I've added the last end of turn save, should you need it.

PS: Just spotted that the German specialisation "spec_kleinkampfverbaende" (2nd column, last row) has only a boilerplate description.

Re: Erik's campaigns & mods

Posted: Sat Sep 09, 2023 8:02 am
by Erik2
Michkov

I noticed an odd way of setting up the primary objective. Fixed.
I think I need to take another look at this rather old campaign...

Re: Erik's campaigns & mods

Posted: Wed Sep 13, 2023 12:31 am
by Michkov
If you put major work into it, take a look at the balancing. I've taken Bastogne every time I came across it during the campaign, at one point it gets rather silly that it assumes the town still hasn't fallen. I've been playing on medium difficulty and the missions where I should run out of steam historically have been a walkover for the Germans ingame.

Re: Erik's campaigns & mods

Posted: Fri Sep 22, 2023 1:40 pm
by Brenmusik
Lyuban result
Lyuban.jpg
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a little generous, considering the objectives secured.

Re: Erik's campaigns & mods

Posted: Sat Sep 23, 2023 3:07 pm
by Erik2
I only did it for your benefit, Joe.
Which campaign is this from?