Erik's campaigns, mods and multiplayer scenarios
Moderators: The Artistocrats, Order of Battle Moderators
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- Master Sergeant - Bf 109E
- Posts: 481
- Joined: Sat Jun 08, 2019 10:49 pm
Re: Erik's campaigns & mods
Honestly I wasn't even aware the objectives in Znem changed, heh. It would explain some things though. In every other respect I think it holds together well.
Re: Erik's campaigns & mods
Checked the primary objectives in Znamenka. I can't find any issues with them (they are quite straight-forward).
The trigger number of objs really can't change during the game. Maybe it was an end-of-the world fluke?
The trigger number of objs really can't change during the game. Maybe it was an end-of-the world fluke?
Re: Erik's campaigns & mods
In the briefing it says Primary Objective: Hold at least 3 objectives.
We did that but we end with an Minor Defeat.
This one says 5/3 but the end screenshot showed, for the Germans 3/5.
I couldn't make a capture of that due to the issues with the End screen mostly overlapping the Turn Overview screen.
I pointed that out in the latest Beta but that's besides the point.
We did that but we end with an Minor Defeat.
This one says 5/3 but the end screenshot showed, for the Germans 3/5.
I couldn't make a capture of that due to the issues with the End screen mostly overlapping the Turn Overview screen.
I pointed that out in the latest Beta but that's besides the point.
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Re: Erik's campaigns & mods
Playing Normandy US 1944 V1.0.
Played first scenario on lvl 4, got beat up and did not have nearly enough RP. Used igotnukes
Played second scenario Utah on lvl 3. Plenty of RP. Took 4th victory location on last turn. Victory claims it needs five locations. There are only four arrows on the map, cannot win because I only have 4/5. There is not fifth.
I like them both, but the first scenario takes a very long time for the german turns.
Keep up the good work
Played first scenario on lvl 4, got beat up and did not have nearly enough RP. Used igotnukes
Played second scenario Utah on lvl 3. Plenty of RP. Took 4th victory location on last turn. Victory claims it needs five locations. There are only four arrows on the map, cannot win because I only have 4/5. There is not fifth.
I like them both, but the first scenario takes a very long time for the german turns.
Keep up the good work
Re: Erik's campaigns & mods
Dwightd '
Added US Normandy to my list. Thanks for reporting.
Added US Normandy to my list. Thanks for reporting.
MicroMod 4.22
MicroMod 4.22
Link updated in first post.
Added Humber,Stuart,Cromwell,Infantry '44, Engineer '43,17pnd AT and 25pnd art unit types to Czhechoslovakian faction
Added Engineer '43, Bridge Engineer, 39M Csaba recon, Toldi tank, 43M Zinyi assault gun, 75mm Fr art, 100mm
43M art and 36M/40mm AA unit types to Hungarian faction.
Added new British/Canadian campaign Scheldt 45 pt1.
Antwerp
Albert Canal
Moerbrugge
Le Havre
Channel Ports
Terneuzen
Turnhout
Overloon
Right Flank
Rijkevorsel
Breskens
Hoogerheide-1
Dunkerque
Hoogerheide-2
2v2 Torch West 1942 1.1:
Added resource income to all factions.
The French factions start the turn.
2v2 A Bridge Too Far 2.1:
Changed Skytrain remove triggers from Remove to Exit.
Reworked resource allocation triggers based on capture of silver-flagged locations. This should provide lesser resources to the hex capturer.
Replaced swamp terrain on road hexes with (modded) High Grass to improve movability.
All units are now non-core.
Removed British Bofors AA units.
Changed Luftwaffe to spawned units.
Delayed German reinforcements a bit.
2v2 Znamenka 1942 1.5
All units are now non-core.
Increased number of turns from 40 to 60.
Reduced resource income for all factions by factor 4.
Checked primary objectives, no issues found.
Wacht Am Rhein:
2Roadblocks:
Fixed primary objective.
2v1 Lyuban 1944 1.2:
Fixed primary objectives.
Link updated in first post.
Added Humber,Stuart,Cromwell,Infantry '44, Engineer '43,17pnd AT and 25pnd art unit types to Czhechoslovakian faction
Added Engineer '43, Bridge Engineer, 39M Csaba recon, Toldi tank, 43M Zinyi assault gun, 75mm Fr art, 100mm
43M art and 36M/40mm AA unit types to Hungarian faction.
Added new British/Canadian campaign Scheldt 45 pt1.
Antwerp
Albert Canal
Moerbrugge
Le Havre
Channel Ports
Terneuzen
Turnhout
Overloon
Right Flank
Rijkevorsel
Breskens
Hoogerheide-1
Dunkerque
Hoogerheide-2
2v2 Torch West 1942 1.1:
Added resource income to all factions.
The French factions start the turn.
2v2 A Bridge Too Far 2.1:
Changed Skytrain remove triggers from Remove to Exit.
Reworked resource allocation triggers based on capture of silver-flagged locations. This should provide lesser resources to the hex capturer.
Replaced swamp terrain on road hexes with (modded) High Grass to improve movability.
All units are now non-core.
Removed British Bofors AA units.
Changed Luftwaffe to spawned units.
Delayed German reinforcements a bit.
2v2 Znamenka 1942 1.5
All units are now non-core.
Increased number of turns from 40 to 60.
Reduced resource income for all factions by factor 4.
Checked primary objectives, no issues found.
Wacht Am Rhein:
2Roadblocks:
Fixed primary objective.
2v1 Lyuban 1944 1.2:
Fixed primary objectives.
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- Master Sergeant - Bf 109E
- Posts: 481
- Joined: Sat Jun 08, 2019 10:49 pm
Re: Erik's campaigns & mods
Sounds like it might be time to check out some updated multiplayer scenarios, heh. The objectives for Znamenka seem reasonable enough to me, worst case a bit confusing but definitely not broken. I do wonder about unit spawn points for the Germans. Or, I did... Since everything is now auxiliary a bit of a moot point I guess.
Re: Erik's campaigns & mods
Very dumb question from a newbie, are all the Erik's campaigns and mods built into the lastest DLCs or are these in addition to the base game and all the 17 DLCs?
Also, I am running this via Steam so anything special I need to know?
Also, I am running this via Steam so anything special I need to know?
Re: Erik's campaigns & mods
First two attempts to download some of these campaigns and install that has failed. Not sure if I need to dump everything into one folder? Did not work. Moved some to the Camp folder and then cut the sub folders and moved them up, did not work. Do I need to just dump like folders into like folders and overwrite things?
Pretty confusing.
Pretty confusing.
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- Master Sergeant - Bf 109E
- Posts: 481
- Joined: Sat Jun 08, 2019 10:49 pm
Re: Erik's campaigns & mods
Don't worry, everyone finds it tricky to begin with but DEFINITELY worth figuring out. And really not that difficult once you get your head around it. Have you tried the "where do custom campaigns and scenarios go" discussion? If not...
https://www.slitherine.com/forum/viewtopic.php?t=82576
The Micromod thingy which Erik made and contains all his stuff goes in the mod folder if that helps. I'm sure I'm explaining it badly but don't worry, someone who actually knows what they're doing is bound to come along sooner or later!
https://www.slitherine.com/forum/viewtopic.php?t=82576
The Micromod thingy which Erik made and contains all his stuff goes in the mod folder if that helps. I'm sure I'm explaining it badly but don't worry, someone who actually knows what they're doing is bound to come along sooner or later!

Re: Erik's campaigns & mods
Thank you for the link! There is so much content it’s hard to easily find it.KarisFraMauro wrote: ↑Wed Dec 06, 2023 8:21 am Don't worry, everyone finds it tricky to begin with but DEFINITELY worth figuring out. And really not that difficult once you get your head around it. Have you tried the "where do custom campaigns and scenarios go" discussion? If not...
https://www.slitherine.com/forum/viewtopic.php?t=82576
The Micromod thingy which Erik made and contains all his stuff goes in the mod folder if that helps. I'm sure I'm explaining it badly but don't worry, someone who actually knows what they're doing is bound to come along sooner or later!![]()
Re: MicroMod 4.22
First off thanks for all these scenarios and campaigns.
Two questions or issues.
1. When I tried to download the: Continuation War 1941 v1.0 21-5-2020 the dropbox link says this was deleted. However, when I went to the BrueErik CSD Studio I was able to download it.
2. For the MircoMod, NavalMod, and SquadMod (and one I found called Poland) but when you unzip these files, they have what appears to be duplication folders and files to the base game. So my confusion is what to do with these?
Someone suggested these go into the Mod folder, do I just dump the whole thing into there like so?

Re: Erik's campaigns & mods
Well I guess this answers my question...
LOL

LOL

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- Master Sergeant - Bf 109E
- Posts: 481
- Joined: Sat Jun 08, 2019 10:49 pm
Re: Erik's campaigns & mods
Had a feeling you'd get the hang of it quickly. By the way, I'm always looking for people to test me on The Russian Campaign one vs one scenario. I can give you the link for the latest version if you feel up to it (it's made by Parreigo who does a lot of great maps and in the discussion of the same name) but be warned. It is by far, I repeat by far, the largest map. So, something of a commitment...
Re: Erik's campaigns & mods
You mean this one?KarisFraMauro wrote: ↑Wed Dec 06, 2023 5:02 pm Had a feeling you'd get the hang of it quickly. By the way, I'm always looking for people to test me on The Russian Campaign one vs one scenario. I can give you the link for the latest version if you feel up to it (it's made by Parreigo who does a lot of great maps and in the discussion of the same name) but be warned. It is by far, I repeat by far, the largest map. So, something of a commitment...
https://warmaps.ru/courland_44-kurlyand ... /#more-593
If so I am no where near ready to try something that size, lol. I have only been playing a few hours..lol
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- Master Sergeant - Bf 109E
- Posts: 481
- Joined: Sat Jun 08, 2019 10:49 pm
Re: Erik's campaigns & mods
It's actually this one
https://www.slitherine.com/forum/viewtopic.php?t=95932
But yeah probably best to get a bit more experience playing first. There are some sneaky little tricks to this map too, like the Russians can buy cheap useless conscripts and then upgrade them to regular infantry next turn for a combined cost in requisition points that's less than just buying regular infantry outright. I'm currently tormenting poor Celeborn in a game but he'll get me back for sure, he always does.
https://www.slitherine.com/forum/viewtopic.php?t=95932
But yeah probably best to get a bit more experience playing first. There are some sneaky little tricks to this map too, like the Russians can buy cheap useless conscripts and then upgrade them to regular infantry next turn for a combined cost in requisition points that's less than just buying regular infantry outright. I'm currently tormenting poor Celeborn in a game but he'll get me back for sure, he always does.
Re: MicroMod 4.22
Hello Erik!
I've been working through your new campaign and hadn't come across any technical issues until I got to Rijkevorsel. I am unable to deploy any units during the Deployment phase. There are no available deployment hexes and the map will not even scroll when I try to move it around.
Regards
Re: Erik's campaigns & mods
Bobster66
That is odd as I have played through the whole campaign.
I'll take a look at this issue and fix it for the next MicroMod update (wich should not be too long).
That is odd as I have played through the whole campaign.
I'll take a look at this issue and fix it for the next MicroMod update (wich should not be too long).
MicroMod 4.23
MicroMod 4.23
Link updated in first post.
Added Nimrod AA/AT unit type to Hungarian faction.
Added Heavy Inf '40 and Cavalry '40 to Dutch faction.
Removed Operation Konrad scenarios.
They have been replaced by a more proper Operation Konrad micro-campaign.
Link updated in first post.
Added Nimrod AA/AT unit type to Hungarian faction.
Added Heavy Inf '40 and Cavalry '40 to Dutch faction.
Removed Operation Konrad scenarios.
They have been replaced by a more proper Operation Konrad micro-campaign.
Re: Erik's campaigns & mods
Thanks Erik for providing lots of content for the game.
Like I said earlier we have played the 2v2 A Bridge Too Far with four players but it was a bit bugged. AdmiralYamamoto took a look at the 2.1 version but still noticed some bugs. So I took the liberty of looking at the scenario and fixing all bugs I found. Here's a link for the scenario. I hope you accept it to the MicroMod. In that case you can remove the "tumpio" ending from the version. https://drive.google.com/drive/folders/ ... gEQ4UGN9o5
Changelog:
- Resource income from silver flags didn't work, (but I think they worked in previous version?). They should work now.
- Control points from gold flags were added (or removed) once every turn leading to huge scores (and negative scores). Now they are counted correctly.
- Control points trigger win or lose as said in objectives.
- Skytrains didn't deliver resources. I think this was because the triggers were single use only (1, not -1) and were possibly activated for Skytrains delivering troops too (not sure about this one). I changed the Skytrains to Core troops and the triggers are only activated by Core troops now. I also think some US triggers wanted a British Skytrain or British triggers wanted US Skytrain. It was hard to notice that they are not the same unit.
The Skytrain now go into reserves once they deliver resources but cannot be redeployed.
- Few silver flag locations didn't actually produce income, triggers were missing.
- Some silver flag locations were missing when checking the locations from objectives (some might still be missing).
- It seems Add Resources with the option Team does not add resources for anyone(?). So I changed those back to two Add Resources with Alliance option for Germany.
We also made some observations about the balance in the map. So I might edit this version of the map further, at least when we have played it more. I will gladly post them here if you are interested.
Like I said earlier we have played the 2v2 A Bridge Too Far with four players but it was a bit bugged. AdmiralYamamoto took a look at the 2.1 version but still noticed some bugs. So I took the liberty of looking at the scenario and fixing all bugs I found. Here's a link for the scenario. I hope you accept it to the MicroMod. In that case you can remove the "tumpio" ending from the version. https://drive.google.com/drive/folders/ ... gEQ4UGN9o5
Changelog:
- Resource income from silver flags didn't work, (but I think they worked in previous version?). They should work now.
- Control points from gold flags were added (or removed) once every turn leading to huge scores (and negative scores). Now they are counted correctly.
- Control points trigger win or lose as said in objectives.
- Skytrains didn't deliver resources. I think this was because the triggers were single use only (1, not -1) and were possibly activated for Skytrains delivering troops too (not sure about this one). I changed the Skytrains to Core troops and the triggers are only activated by Core troops now. I also think some US triggers wanted a British Skytrain or British triggers wanted US Skytrain. It was hard to notice that they are not the same unit.

- Few silver flag locations didn't actually produce income, triggers were missing.
- Some silver flag locations were missing when checking the locations from objectives (some might still be missing).
- It seems Add Resources with the option Team does not add resources for anyone(?). So I changed those back to two Add Resources with Alliance option for Germany.
We also made some observations about the balance in the map. So I might edit this version of the map further, at least when we have played it more. I will gladly post them here if you are interested.