Erik's campaigns, mods and multiplayer scenarios
Moderators: The Artistocrats, Order of Battle Moderators
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- Lieutenant Colonel - Elite Panther D
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Re: Erik's campaigns & mods
Perhaps I've posted in the wrong place, it's not from a campaign but a MP (2v1) scenario in your MicroMod.
Re: Erik's campaigns & mods
Aha, I see I have a scenario '2v1 Lyuban 1944 1.1' in the MicroMod.
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- Lance Corporal - SdKfz 222
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Re: Erik's campaigns & mods
All,
Apologies if this is a stupid question. I thought it would be easy to modify one of Erik's Mods (Korea 3.1) so that the multiplayer scenario 1v2 Korea 1950-51 1.4 could be played as 1v1. Editing it seems straightforward, but if I change the scenario.scz file in anyway I am unable to start any kind of multiplayer game, none show up in the menu. I have tried creating a new scenario folder and modifying the original .scz in the original folder.
Is this deliberate to protected the Mod from editing or am I missing some vital step to change the scenario?
There are only two of us to play multiplayer and it look like an interesting game, hence the change to 1v1 would be welcomed.
Thanks
Chris
Apologies if this is a stupid question. I thought it would be easy to modify one of Erik's Mods (Korea 3.1) so that the multiplayer scenario 1v2 Korea 1950-51 1.4 could be played as 1v1. Editing it seems straightforward, but if I change the scenario.scz file in anyway I am unable to start any kind of multiplayer game, none show up in the menu. I have tried creating a new scenario folder and modifying the original .scz in the original folder.
Is this deliberate to protected the Mod from editing or am I missing some vital step to change the scenario?
There are only two of us to play multiplayer and it look like an interesting game, hence the change to 1v1 would be welcomed.
Thanks
Chris
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- Lance Corporal - SdKfz 222
- Posts: 20
- Joined: Wed Mar 06, 2013 11:21 pm
Re: Erik's campaigns & mods
All,
Apologies if this is a stupid question. I thought it would be easy to modify one of Erik's Mods (Korea 3.1) so that the multiplayer scenario 1v2 Korea 1950-51 1.4 could be played as 1v1. Editing it seems straightforward, but if I change the scenario.scz file in anyway I am unable to start any kind of multiplayer game, none show up in the menu. I have tried creating a new scenario folder and modifying the original .scz in the original folder.
Is this deliberate to protected the Mod from editing or am I missing some vital step to change the scenario?
There are only two of us to play multiplayer and it look like an interesting game, hence the change to 1v1 would be welcomed.
Thanks
Chris
Apologies if this is a stupid question. I thought it would be easy to modify one of Erik's Mods (Korea 3.1) so that the multiplayer scenario 1v2 Korea 1950-51 1.4 could be played as 1v1. Editing it seems straightforward, but if I change the scenario.scz file in anyway I am unable to start any kind of multiplayer game, none show up in the menu. I have tried creating a new scenario folder and modifying the original .scz in the original folder.
Is this deliberate to protected the Mod from editing or am I missing some vital step to change the scenario?
There are only two of us to play multiplayer and it look like an interesting game, hence the change to 1v1 would be welcomed.
Thanks
Chris
Re: Erik's campaigns & mods
No mod protection added.
Stating the obvious; both players must have the Korea mod installed and the modded scenario in the Korea mod scenarios folder.
I have had problems running some modded scenarios (not Korea) in v10.0. The scenario would hang on loading.
If you zip & attach your scenario version here I'll take a look at it.
Stating the obvious; both players must have the Korea mod installed and the modded scenario in the Korea mod scenarios folder.
I have had problems running some modded scenarios (not Korea) in v10.0. The scenario would hang on loading.
If you zip & attach your scenario version here I'll take a look at it.
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- Lance Corporal - SdKfz 222
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- Joined: Wed Mar 06, 2013 11:21 pm
Re: Erik's campaigns & mods
Thanks Erik,
We haven't even got as far as playing yet as I can't get to select anything at the HOST stage. It works OK with an unmodified scenario file.
I have attached the complete scenario directory. I haven't changed any file names. All I have done in the edit is move the nations for the 3rd player to the second player.
I have version 10.0.0 of OOB.
Thanks for having a look at the issue.
Chris
We haven't even got as far as playing yet as I can't get to select anything at the HOST stage. It works OK with an unmodified scenario file.
I have attached the complete scenario directory. I haven't changed any file names. All I have done in the edit is move the nations for the 3rd player to the second player.
I have version 10.0.0 of OOB.
Thanks for having a look at the issue.
Chris
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- Lance Corporal - SdKfz 222
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- Joined: Wed Mar 06, 2013 11:21 pm
Re: Erik's campaigns & mods
Not sure the zip actually attached to my last message
Or this one. I must be doing something wrong.
https://www.dropbox.com/scl/fi/m15ynhbx ... r0j3d&dl=0
Hopefully dropbox version is there

https://www.dropbox.com/scl/fi/m15ynhbx ... r0j3d&dl=0
Hopefully dropbox version is there
Re: Erik's campaigns & mods
Moving the AI fsctions to player control is not enough.
You need to edit triggers relating to victory/defeat conditions as well (and maybe other triggers). This is not difficult if you already have some experience in the editor, but if you are a first-timer may look daunting at first.
You need to edit triggers relating to victory/defeat conditions as well (and maybe other triggers). This is not difficult if you already have some experience in the editor, but if you are a first-timer may look daunting at first.
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- Lance Corporal - SdKfz 222
- Posts: 20
- Joined: Wed Mar 06, 2013 11:21 pm
Re: Erik's campaigns & mods
Erik,
OK I can look at the triggers. I have lots of experience with the PzC editor, but not much with OoB, but I'm sure I can figure it out. Does this explain why I am unable to select any scenarios for HOSTING a game though?
Chris
OK I can look at the triggers. I have lots of experience with the PzC editor, but not much with OoB, but I'm sure I can figure it out. Does this explain why I am unable to select any scenarios for HOSTING a game though?
Chris
Re: Erik's campaigns & mods
Not sure.
You need (of course) at least 2 human players (and you may have additional AI player(s).
If you're familiar with the PzC editor I think you will find the OOB editor more intuitive, although there is stuff here that may need explaining.
Taking a look at a present official multiplayer scenario and use this as a guide may help.
Note that some official mps use a tournament scoring system that I found somewhat difficult to decipher.
Try fin a standard mp scenario.
You need (of course) at least 2 human players (and you may have additional AI player(s).
If you're familiar with the PzC editor I think you will find the OOB editor more intuitive, although there is stuff here that may need explaining.
Taking a look at a present official multiplayer scenario and use this as a guide may help.
Note that some official mps use a tournament scoring system that I found somewhat difficult to decipher.
Try fin a standard mp scenario.
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- Lance Corporal - SdKfz 222
- Posts: 20
- Joined: Wed Mar 06, 2013 11:21 pm
Re: Erik's campaigns & mods
Interestingly I can edit the scenario to have it as 1v1&AI and I'm able to host the game, but 1v1 (shifting second allied players countries to the first player) doesn't turn up in the scenario list so I can't host it. I'll see if I can figure out why.
So I we will try playing China vs all allied other than South Korea which will be AI
Chris
So I we will try playing China vs all allied other than South Korea which will be AI
Chris
Re: Erik's campaigns & mods
Hello!
We have been playing the 2v2 A Bridge Too Far 1.3 -scenario for a few turns now. It seems the Skytrains cannot deliver resources as intended because their Remove Unit effect is set to be Remove instead of Undelpoy or Exit. I think I saw one trigger with different option being used.
It also seems that the control points are added or removed every turn instead on the event that the control point changes owner. I think that would require two triggers per location per team, trigger A to check when it is captured and trigger B to check when it is lost. At start A is enabled and B is disabled. Trigger A checks when the location is conquered by a team, adds the points, disables itself and enables trigger B. Trigger B checks if it is lost, removes the points, disables itself and enables trigger A again.
We have been playing the 2v2 A Bridge Too Far 1.3 -scenario for a few turns now. It seems the Skytrains cannot deliver resources as intended because their Remove Unit effect is set to be Remove instead of Undelpoy or Exit. I think I saw one trigger with different option being used.
It also seems that the control points are added or removed every turn instead on the event that the control point changes owner. I think that would require two triggers per location per team, trigger A to check when it is captured and trigger B to check when it is lost. At start A is enabled and B is disabled. Trigger A checks when the location is conquered by a team, adds the points, disables itself and enables trigger B. Trigger B checks if it is lost, removes the points, disables itself and enables trigger A again.
Re: Erik's campaigns & mods
You are correct.
The 'Bridge too far'-triggers need some extra work.
i'll see if I can fix these for the next MicroMod update.
Thanks
The 'Bridge too far'-triggers need some extra work.
i'll see if I can fix these for the next MicroMod update.
Thanks
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- Master Sergeant - Bf 109E
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Re: Erik's campaigns & mods
Thank you for looking into it, aside from the occasional gremlin I've been enjoying this new Bridge Too Far scenario. It also seems like something wonky might be happening with the victory conditions. Entirely possible I'm just misunderstanding though. I notice both sides have around double the points needed to win but the game isn't ending? This is just with the game beginning too, around turn six.
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- Staff Sergeant - StuG IIIF
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Re: Erik's campaigns & mods
Torch West 1942 2 vs 2 Mod 4.20
Hiya Erik, I note both French players have zero RP and so have do not get any each turn. Is this deliberate?
My other observation is that the Free French player has 6 aircraft in an airfield right next to the coast, meaning the US navy flattened it by turn 2 and of the 6 aircraft I was only able to escape with 2. Another two escaped with 2HP but were shot down straight away by the USAAF and the last 2 became part of the geography. Unless it's a deliberate ploy to be historical it seems a pointless waste to bother with them. If they are needed you might spread a couple of them about?
Hiya Erik, I note both French players have zero RP and so have do not get any each turn. Is this deliberate?
My other observation is that the Free French player has 6 aircraft in an airfield right next to the coast, meaning the US navy flattened it by turn 2 and of the 6 aircraft I was only able to escape with 2. Another two escaped with 2HP but were shot down straight away by the USAAF and the last 2 became part of the geography. Unless it's a deliberate ploy to be historical it seems a pointless waste to bother with them. If they are needed you might spread a couple of them about?
Re: Erik's campaigns & mods
Have you been able to play Torch West in multiplayer?
When I tried this the last time, loading the turn would halt.
I'll fix this scenario when I publish the next MicroMod update.
Erik
When I tried this the last time, loading the turn would halt.
I'll fix this scenario when I publish the next MicroMod update.
Erik
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- Staff Sergeant - StuG IIIF
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Re: Erik's campaigns & mods
Hi, I was playing Znamenka 2v2 as the Germans. For 40 turns the briefing says Germans win when holding 3 main objectives in the end. Then the end comes and suddenly it gives a defeat because only 3 out of 5 objectives were hold/taken. There is something wrong in the objectives. we are playing it again but now I don't know what to aim for. as the pictures show we had the 3 objectives that were repeated as a must have for 40 turns, 2 real life months and suddenly after finishing the game changes. Help us Obi Wan Erik, you are our only hope!!
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Re: Erik's campaigns & mods
Thanks for the feedback.
I have received another report on Znamenka and hope to have this scenario fixed for the next MicroMod update.
I have received another report on Znamenka and hope to have this scenario fixed for the next MicroMod update.
Re: Erik's campaigns & mods
ah thanks! I was playing very bad but I thought I could win anyway. So the thing is that the objective while playing are different from the objectives at the end screen. During play it shows you have to hold 3 out of 5 for a win but at the end screen it says I (we) had to hold 5 objectives for a win. A next play is underway so the focus should be on all five objectives I think. But now I am playing the Russians so, uhm,.. we'll figure it out
. Thanks again, let me know if anything about this issue is unclear.
