Erik's campaigns, mods and multiplayer scenarios
Moderators: The Artistocrats, Order of Battle Moderators
Re: Erik's campaigns, mods and multiplayer scenarios
Absolutely confused. I don't know what an Order of Battle Mod is. And what good is it if you can't play it? Know any mods you simply extract to the Mods folder, and it shows up on PZG? Thanks.
Re: Erik's campaigns, mods and multiplayer scenarios
All my stuff (scenarios, campaigns, mods) are for Order of Battle. Panzer Corps is a different game and stuff made for one game will not work with the other.
The Order of Battle mods go into the My Games -> Order of Battle -> Mods folder.
The Order of Battle mods go into the My Games -> Order of Battle -> Mods folder.
2v2 Holland 1940 2.2
2v2 Holland 1940 2.2
Link in first post.
Moved scenario from MicroMod (1km/hex) to standard OOB as Holland is 2.5km/hex. This means more correct artillery ranges.
The down-side is that we lose MicroMod French/Dutch commanders.
Rearranged German faction units, ie both German players get LW fighters and bombers.
Link in first post.
Moved scenario from MicroMod (1km/hex) to standard OOB as Holland is 2.5km/hex. This means more correct artillery ranges.
The down-side is that we lose MicroMod French/Dutch commanders.
Rearranged German faction units, ie both German players get LW fighters and bombers.
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Re: Erik's campaigns, mods and multiplayer scenarios
A Mod is a 'modification' to game files, usually to skins and stats to enable new units or alter the current stats for some reason, to say lower the combat level of a game from strategic to tactical, so Divisional level to Platoon etc...
So you need to download the Mod you want, unzip it to the C:/Documents/MyGames/OOB/Mods directory
When you fire up OOB you'll now be shown 2 entry points to the game, the first the base game, the other the Mod. If you have more Mods they too will be displayed.
Just click on the one you want.
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Re: 2v2 Holland 1940 2.2
My gang are still playing the prior version, I'll feed back but much of it may be irrelevant by nowErik2 wrote: ↑Mon Sep 09, 2024 8:16 am 2v2 Holland 1940 2.2
Link in first post.
Moved scenario from MicroMod (1km/hex) to standard OOB as Holland is 2.5km/hex. This means more correct artillery ranges.
The down-side is that we lose MicroMod French/Dutch commanders.
Rearranged German faction units, ie both German players get LW fighters and bombers.

Re: Erik's campaigns, mods and multiplayer scenarios
Okay, the light bulb clicked on. Somehow looking for mods for Panzer General I found this and was really confused. Now I'm curious about OoB. Will look into it. Again, thanks for clearing things up and sorry for wasting people's time. Best wishes.
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Re: 2v2 Holland 1940 2.2
Can we not have both? I quite liked the fighter/bomber split .. and the lack of cooperationErik2 wrote: ↑Mon Sep 09, 2024 8:16 am
Moved scenario from MicroMod (1km/hex) to standard OOB as Holland is 2.5km/hex. This means more correct artillery ranges.
The down-side is that we lose MicroMod French/Dutch commanders.
Rearranged German faction units, ie both German players get LW fighters and bombers.

I'll download the new version in the morning, I wonder if the French have lost some of their tanks

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Re: Erik's campaigns, mods and multiplayer scenarios
Hey, Erik, I finished playing the entire German West 1939-1945 campaigns. I had a great time until I reached the middle of 43' with the Sicily invasion. The absolute allied slaughter horde and low RP of these maps, saved for the last one which help me saved that playthru, was quite difficult.
However, the 1944-45 campaigns are awful in term of difficulty, the lack of control from AI units who gets killed or waste their uses like v1 rockets, secondary objectives not worth getting (like getting only 50 rp), and low rp in the majority of these maps in general. This is coming from a player who can beat the original game in Field marshal.
and the vanilla OOB quite fine.
Here are some things I had jolted down over the months of getting destroyed and ultimately cheating to even win some of these maps.
1944 West
Anzio: Too hard even with import units. I was able to win only once with horrible casualties and next to no RP for the next map. Either there's is not enough starting cash or too many enemies units.
Recommend having certain enemies units stay idle in their starting area for example: the ships and long tom or attack by waves, instead of bum rushing the player.
I had to fend off armor + inf + long tom + mass air force + ships in the north and a mass wave of inf in the east. I cant even advance, let alone, save those secondary objectives. The first level of a campaign shouldn't be this hard.
Monte Cassion: It is impossible to do the optional objective of keeping all the falls alive. Because on turn one the closest falls to the enemies, gets destroyed by 12 units of arty and inf.
Recommend being able to control the falls, their arty units, and give the nerb their extra range, just like in PC 1. Up the RP points as this is a brutal grind to retake the mountain while defend your starting areas.
Normandy: Having to capture all the beaches, instead of two of the beaches ruined this level.
Recommend changing the objective to temporary hold any of 2 of the 4 beaches. Allies will zerg rush after taking the beaches making it hard to the get every beach.
Also the level ends despite the mission brief saying I only need 2 of the 4. Finally increase the spawn hex for the player as it just one spawn hex and the ability to use your planes like in PC1.
Bayeux: Friendly AI ruined the defense of the city and the secondary object of trying to make them survive.
Both Bayeux and Toulon have low starting supplies to fully support the starting army as this bog the player down badly; especially, Toulon where the massive allies are too much for the so called "easier" level.
Nijmegen: Add more exit hex instead of just one! So more than one unit can pass thru just like in PC1
Eindhoven: Tbh I cant get a DV in this level in PC1, let alone here. Please be like pc1 where victory doesn't required getting every VP.
The rest of the level in this campaign are fine, and I have no complaints. Overall a very frustrating experience.
1945 West
St vihn: Supply low for the 100+ pop cap, AI V1 rockets hitting the scout car on turn one is awful.
Houffalize: Low rp, supply issue again, hard to take all the vp because the mass of tanks and arty (AT gun that can switch to arty).
Celles: Same as the original, hard to get a DV. But in this level, I have to get all the city but it is too hard with the swarm of allies armor and blockage. Please make the required VP the MV amount.
Le gleizie: strike force near la gieze and Ronna, a little too hard to beat the level in time.
Bastagone Siege: AI control trucks sucks.
Nordwind: supplies issue, strict time limit, and a horde of allies to go thru with low rp. In the original, I had no trouble beating, but this is too annoying.
Comb pocket: Low supply for pop cap and supplies issue once allies take one of the point. Doesnt help I have to hold the ground form the mass of allies coming in from every direction for multiple of turns before I can retreat.
Brussel: I don’t have enough RP to beat the allies waves, doable level however.
Gates of Berlin: Same as brussel recommend more rp per turn. Also cant exit the general in this map.
Finally, recommend making the actual bridge be bridge pios (like in the original) I cant focus on demo the bridge if the soviet throw everything at me to force my demo units to retreat.
Dunkirk 45 – Not bad of a level but the supplies for the enemies make easy (for once) once you take their first two cities. The counterattack is dwindled due to supplies loss, but it does make it manageable to slough thru the lowlands.
London: AIcontrol rocket really hamper the invasion, so does the entire English navy heading straight to the landing spot. I couldn't' beat this level at all.
Overall less annoying than 1944.
But I really would appreciate if you can look over some things especially adding more rp in these levels as they really make it hard to survive.
However, the 1944-45 campaigns are awful in term of difficulty, the lack of control from AI units who gets killed or waste their uses like v1 rockets, secondary objectives not worth getting (like getting only 50 rp), and low rp in the majority of these maps in general. This is coming from a player who can beat the original game in Field marshal.
and the vanilla OOB quite fine.
Here are some things I had jolted down over the months of getting destroyed and ultimately cheating to even win some of these maps.
1944 West
Anzio: Too hard even with import units. I was able to win only once with horrible casualties and next to no RP for the next map. Either there's is not enough starting cash or too many enemies units.
Recommend having certain enemies units stay idle in their starting area for example: the ships and long tom or attack by waves, instead of bum rushing the player.
I had to fend off armor + inf + long tom + mass air force + ships in the north and a mass wave of inf in the east. I cant even advance, let alone, save those secondary objectives. The first level of a campaign shouldn't be this hard.
Monte Cassion: It is impossible to do the optional objective of keeping all the falls alive. Because on turn one the closest falls to the enemies, gets destroyed by 12 units of arty and inf.
Recommend being able to control the falls, their arty units, and give the nerb their extra range, just like in PC 1. Up the RP points as this is a brutal grind to retake the mountain while defend your starting areas.
Normandy: Having to capture all the beaches, instead of two of the beaches ruined this level.
Recommend changing the objective to temporary hold any of 2 of the 4 beaches. Allies will zerg rush after taking the beaches making it hard to the get every beach.
Also the level ends despite the mission brief saying I only need 2 of the 4. Finally increase the spawn hex for the player as it just one spawn hex and the ability to use your planes like in PC1.
Bayeux: Friendly AI ruined the defense of the city and the secondary object of trying to make them survive.
Both Bayeux and Toulon have low starting supplies to fully support the starting army as this bog the player down badly; especially, Toulon where the massive allies are too much for the so called "easier" level.
Nijmegen: Add more exit hex instead of just one! So more than one unit can pass thru just like in PC1
Eindhoven: Tbh I cant get a DV in this level in PC1, let alone here. Please be like pc1 where victory doesn't required getting every VP.
The rest of the level in this campaign are fine, and I have no complaints. Overall a very frustrating experience.
1945 West
St vihn: Supply low for the 100+ pop cap, AI V1 rockets hitting the scout car on turn one is awful.
Houffalize: Low rp, supply issue again, hard to take all the vp because the mass of tanks and arty (AT gun that can switch to arty).
Celles: Same as the original, hard to get a DV. But in this level, I have to get all the city but it is too hard with the swarm of allies armor and blockage. Please make the required VP the MV amount.
Le gleizie: strike force near la gieze and Ronna, a little too hard to beat the level in time.
Bastagone Siege: AI control trucks sucks.
Nordwind: supplies issue, strict time limit, and a horde of allies to go thru with low rp. In the original, I had no trouble beating, but this is too annoying.
Comb pocket: Low supply for pop cap and supplies issue once allies take one of the point. Doesnt help I have to hold the ground form the mass of allies coming in from every direction for multiple of turns before I can retreat.
Brussel: I don’t have enough RP to beat the allies waves, doable level however.
Gates of Berlin: Same as brussel recommend more rp per turn. Also cant exit the general in this map.
Finally, recommend making the actual bridge be bridge pios (like in the original) I cant focus on demo the bridge if the soviet throw everything at me to force my demo units to retreat.
Dunkirk 45 – Not bad of a level but the supplies for the enemies make easy (for once) once you take their first two cities. The counterattack is dwindled due to supplies loss, but it does make it manageable to slough thru the lowlands.
London: AIcontrol rocket really hamper the invasion, so does the entire English navy heading straight to the landing spot. I couldn't' beat this level at all.
Overall less annoying than 1944.
But I really would appreciate if you can look over some things especially adding more rp in these levels as they really make it hard to survive.
I had this problem before, and Erik could not replicate it. I fixed it by restarting my campaign....redStick wrote: ↑Sun Sep 01, 2024 5:45 am Erik, recently I'm playing your Normandy US 1944 campaign. Now I'm at the final scenario, Falaise – The Battle of Five Armies.
I encountered a bug that makes the game unplayable. First, I can't move the camera with WASD keys during the briefing and afterwards. I can only move the camera after the briefing by clicking on the mini-map. Second, I can't select any units. Third, I'm stuck in deployment mode and when I pressed the pass turn button, nothing happens. Lastly, I can't access Save & Load. When I hover my mouse above the button in the options menu I receive the tooltip "Cannot access savegames during AI turn". Help.
Another bug that occurred once is the loading bar filling up to full but the "continue" button not appearing.
Re: Erik's campaigns, mods and multiplayer scenarios
fakeaccount
Thanks for the feedback, making notes...
Thanks for the feedback, making notes...
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Re: 2v2 Holland 1940 2.2
Moi?stevefprice wrote: ↑Mon Sep 09, 2024 10:19 pmAre you the one in your gang that always starts the fight in the bar?![]()


Re: Erik's campaigns, mods and multiplayer scenarios
Hello Erik! We played 2v2 Tunisia 1943 2.1 and started 2v2 Coral Sea 1946 2.0. Thanks for the maps! However, there were some issues with both of them. I have fixed them and incremented the version in the name, because you already have so much to do.
Feel free to use these ones as you want. Here are the changes:
2v2 Tunisia 1943 2.2:
- Some reinforcement spawns checked if the city is still owned by the side reinforcements would spawn to. (I assume this was the intention?) But the teams were in all of these reversed, so for example for British units to spawn at Le Kef, the hex should be owned by the Axis. I changed them to correct teams.
- Some spanws spawned so many units that there were no room for them. (Spawning a unit to a hex spawns the unit to that hex or next to it if it is taken, but if all neighbouring hexes are taken the unit is wasted.)
- Reinforcement spawns now check if there is room to spawn the units and spawns them only when there is room.
- The last one is not a bug necessarily. The British player could deploy units to the southeast part of the map, but if he deployed too much (the player does not know how much he can deploy safely), they were out of supplies because of the automatic reinforcement spawns in the first turns. I lowered the supply amount in the southeast so the British player can't deploy so many units that they are out of supplies. When the reinforcements spawn, the supply amount is raised by the amount the spawned units need supply. So the maximum amount of supply is still 100 there.
2v2 Coral Sea 1946 2.1:
- Some of the US planes in the southwest airfields were unusable. I think this was because there were planes from both players in one airfield. (I don't think the game allows to do this during a match?) I fixed this by setting the hangar to the corresponding player's faction (not sure if this was needed) and reordered the planes so there are only planes from this player at this airfield/hangar. In practice this means that all United States planes are in one airfield and all US Army, Great Britain and Australia planes are on the two other airfields.

2v2 Tunisia 1943 2.2:
- Some reinforcement spawns checked if the city is still owned by the side reinforcements would spawn to. (I assume this was the intention?) But the teams were in all of these reversed, so for example for British units to spawn at Le Kef, the hex should be owned by the Axis. I changed them to correct teams.
- Some spanws spawned so many units that there were no room for them. (Spawning a unit to a hex spawns the unit to that hex or next to it if it is taken, but if all neighbouring hexes are taken the unit is wasted.)
- Reinforcement spawns now check if there is room to spawn the units and spawns them only when there is room.
- The last one is not a bug necessarily. The British player could deploy units to the southeast part of the map, but if he deployed too much (the player does not know how much he can deploy safely), they were out of supplies because of the automatic reinforcement spawns in the first turns. I lowered the supply amount in the southeast so the British player can't deploy so many units that they are out of supplies. When the reinforcements spawn, the supply amount is raised by the amount the spawned units need supply. So the maximum amount of supply is still 100 there.
2v2 Coral Sea 1946 2.1:
- Some of the US planes in the southwest airfields were unusable. I think this was because there were planes from both players in one airfield. (I don't think the game allows to do this during a match?) I fixed this by setting the hangar to the corresponding player's faction (not sure if this was needed) and reordered the planes so there are only planes from this player at this airfield/hangar. In practice this means that all United States planes are in one airfield and all US Army, Great Britain and Australia planes are on the two other airfields.
Last edited by tumpio on Wed Oct 09, 2024 5:08 pm, edited 1 time in total.
Re: Erik's campaigns, mods and multiplayer scenarios
tumpio
Thank you, I have updated the 'official' download links.
Thank you, I have updated the 'official' download links.
Re: Erik's campaigns, mods and multiplayer scenarios
You're welcome. I disable my links now.
Re: Erik's campaigns, mods and multiplayer scenarios
Hello,
I've downloaded the NavalMod 2.2 file and i managed to launch the campaign but i think i am missing some things. Some units are not working properly and are showing a naval transport of a japanese tank
Can you help me and explain how i can fix it?
Thank you
I've downloaded the NavalMod 2.2 file and i managed to launch the campaign but i think i am missing some things. Some units are not working properly and are showing a naval transport of a japanese tank

Can you help me and explain how i can fix it?
Thank you
Re: Erik's campaigns, mods and multiplayer scenarios
The Jap tanks means you have not installed the mod correctly. Wheneer the game can't find the proper unit it will use the Jap tank as default.
Put the NavalMods folder in the My Games....Mods folder.
Put the NavalMods folder in the My Games....Mods folder.
Re: Erik's campaigns, mods and multiplayer scenarios
Thank you so much!
It worked!
I though it was sufficient to copy only the campaign folder.
Going to play it now. Good work with all the mods. I love them!
It worked!
I though it was sufficient to copy only the campaign folder.
Going to play it now. Good work with all the mods. I love them!
Re: Erik's campaigns, mods and multiplayer scenarios
The link to "Continuation War 1941" doesn't work. The correct one is in the BrucErik CSD Studio thread.
MicroMod 5.1
MicroMod 5.1
Link updated in first post.
Added missing US Rangers units.
Operation Olympic 1945:
US core units are now restricted to the Americal Div (Green-US) and the USMC 3 Div. This means there are significant unit/resource/command point changes for most scenarios.
All US land-based air units are now non-core and may not return to map after exit. Core air units are restricted to carrier-borne.
Added para AT/Art/Eng support units. US para units now start in-air.
The campaign is now linear (despite some scenarios have the same starting date). I think playability now is better than using branched scenarios.
Added a few more scenarios.
Replaced a number of field hexes with more proper High Grass/brushes, creating a bit more interesting and accurate terrain.
Note that the increased artillery ranges in the MicroMod for 1km scenarios (almost doubled) will make a significant change to play.
Tanegashima: First Strike at the Homeland
Ariake Bay
Eastern Beaches
Western Beaches
Southern Beaches
The Advance North From Sendai
The Advance North To Tsuno
The Advance to the North (Center)
Northern Landings
Assault on Mt. Kirishima
Counterattack at Okuchi
Counterattack at Sendai
The original non-modded campaign is still available under the BrucErik CSD Studio heading/thread.
Link updated in first post.
Added missing US Rangers units.
Operation Olympic 1945:
US core units are now restricted to the Americal Div (Green-US) and the USMC 3 Div. This means there are significant unit/resource/command point changes for most scenarios.
All US land-based air units are now non-core and may not return to map after exit. Core air units are restricted to carrier-borne.
Added para AT/Art/Eng support units. US para units now start in-air.
The campaign is now linear (despite some scenarios have the same starting date). I think playability now is better than using branched scenarios.
Added a few more scenarios.
Replaced a number of field hexes with more proper High Grass/brushes, creating a bit more interesting and accurate terrain.
Note that the increased artillery ranges in the MicroMod for 1km scenarios (almost doubled) will make a significant change to play.
Tanegashima: First Strike at the Homeland
Ariake Bay
Eastern Beaches
Western Beaches
Southern Beaches
The Advance North From Sendai
The Advance North To Tsuno
The Advance to the North (Center)
Northern Landings
Assault on Mt. Kirishima
Counterattack at Okuchi
Counterattack at Sendai
The original non-modded campaign is still available under the BrucErik CSD Studio heading/thread.