Page 140 of 140

Re: Erik's campaigns, mods and multiplayer scenarios

Posted: Sun Oct 12, 2025 7:48 am
by Hubbfrosch
I think there is an error in Campaign Germany 1939 - scenario 4Lodz:

It says you get a Waffen-SS commander when you 'Do not lose any Waffen SS units'. However it seems that this does not correctly trigger. I do not understand enough of the editor... I looks like this is just linked to the single SdKfz 222 Scoutcar.

Also, the description could be a bit more clear here, since you can as well buy some Waffen-SS units. Something along the lines of 'Do not loose the Waffen-SS reconnaissance vehicle'.

Germany West 1939-40_2.9

Posted: Fri Oct 17, 2025 8:48 am
by Erik2
Germany West 1939-40_2.9
Link updated in first post.

Fixed Lodz Waffen SS reward.

Re: Erik's campaigns, mods and multiplayer scenarios

Posted: Sat Oct 18, 2025 4:09 pm
by Hubbfrosch
Thanks for the fix, I can confirm it works.

..but I think I found another trigger issue... in scenario 6 Wyszogrod: objective_2_0, where you have to capture 4 hexes along the Bzura, seems to not correctly register. I captured all 4, but it shows the objective has failed and I get a 'Draw' in the end.

Re: Erik's campaigns, mods and multiplayer scenarios

Posted: Tue Oct 21, 2025 8:38 am
by Hubbfrosch
...I found another one: Germany West 1939, Jylland, there is an event, where three 10,5 cm guns are spawned. These come with Sd.Kfz.7 transports. It seems that these are not valid and you cannot unload the guns. I think, only horse transport or Opel Blitz is possible.

It also seems like the airfield supply hexes are not correctly working? I captured them with the airborne troops, but then these run out of supply... I don't know how this is possible. Is there a difference between airforce and ground supply?

In general I think, that the campaign is way to generous with free core units. E.g. in Warsaw you get 4 Artillery units and also in Jylland / Sealand you get a lot of free stuff. In this campaign you are not so much restricted by ressource points, so you can buy everything you want. The free units 'mess up' my core army. Imo they should rather be auxiliaries.

Re: Erik's campaigns, mods and multiplayer scenarios

Posted: Tue Oct 21, 2025 3:25 pm
by stevefprice
Hubbfrosch wrote: Tue Oct 21, 2025 8:38 am
It also seems like the airfield supply hexes are not correctly working? I captured them with the airborne troops, but then these run out of supply... I don't know how this is possible. Is there a difference between airforce and ground supply?
Yes, they are different

Re: Erik's campaigns, mods and multiplayer scenarios

Posted: Tue Oct 21, 2025 6:16 pm
by Hubbfrosch
stevefprice wrote: Tue Oct 21, 2025 3:25 pm
Hubbfrosch wrote: Tue Oct 21, 2025 8:38 am
It also seems like the airfield supply hexes are not correctly working? I captured them with the airborne troops, but then these run out of supply... I don't know how this is possible. Is there a difference between airforce and ground supply?
Yes, they are different
...I play this game for maybe 10 years now, but never noticed this :wink: . Thanks for clarification.

Re: Erik's campaigns, mods and multiplayer scenarios

Posted: Wed Oct 22, 2025 8:00 am
by Erik2
Please note that all these PzCorps-campaign convertions are really old and my first efforts in the editor.
So you will probably continue to find issues.
I will collect your reports and update the 1939-40 campaign after you have finished playing it.
Thanks for contributing.

Erik

Re: Erik's campaigns, mods and multiplayer scenarios

Posted: Sun Nov 02, 2025 10:24 am
by Hubbfrosch
...thats fine, great that this conversion exists. I have compiled my findings/remarks for 39/40 in a single post:

12Jylland / 12Sjaelland
You just get 4 Kriegsmarine commanders for free. Thats a bit to easy?

12Sjaelland
The AI gets a couple of 15cm guns. These do never unload and fight, but stay in the horse transport.
You get 2 of the 'Deutschland'- class battleships. All other ships are auxiliaries. This is fine in general, but inferior to the Jylland option.
A few more air entry/exit hexes on the southern border would be nice.

12Jylland
A few more air entry/exit hexes on the southern border would be nice.

11Narvik
This scenario does not run for some reason. The game is in a strange state after the 1st AI turn (but not the 'forever thinking' AI bug). Its like the 2nd turn does not trigger (no turn overview). I can click around, but not move/attack.

11Bergen:
The scenario is 'interesting' to play: The Royal Navy has 7 cruisers + 5 destroyers. These move straight to Bergen as a 'blob'. When they arrive you are still dealing with the coastal guns + norwegian destroyers. I won this battle by reviving destroyers and sacrifice them over and over... The 'Gabe mod' helps, since artillery can target ships. I think the german side needs some more assets here (e.g. earlier coastal guns), or the Royal Navy should attack a bit later or in 2 separate task groups.
objective_2_0 = Occupy Bergen: this can trigger at the end of the turn and the AI immediately gets Bergen back (Workaround: You can load the 'end of turn save' and then place your units)
On April 14th the german side can get 3 coastal guns... way too late to be helpful.
objective2_2_1_award = Get 1 specialisation point. --> Cannot see this in the editor.
objective2_2_2_award = Get 1 specialisation point. --> Cannot see this in the editor.
...maybe you removed these rewards on purpose? (The other Weserübung options do not give specialisations)

11Kristiansand
This is not part of the campaign but exists as a folder, just a map.

...I played Trondheim and Oslo as well, these seem alright :wink: .

Re: Erik's campaigns, mods and multiplayer scenarios

Posted: Mon Nov 03, 2025 10:17 am
by Erik2
Hubbfrosch

Thanks for the feedback.
I am currently finishing/testing 2 new campaigns so it will take a while before I have time to look at Germany West 39-40.
I will probably do a proper rework of the whole campaign. BTW, the Kristiansand scenario was never finished.

Erik

2v2 Vesting Holland 1940 3.2

Posted: Tue Nov 04, 2025 11:23 am
by Erik2
2v2 Vesting Holland 1940 3.2
Link updated in first post.

Delayed French reinforcements. The French have a lot of units and were too strong.
The Belgians now mobilize when the Germans approach the various border towns.This to prevent the player using them in an offensive role.

2v2 Japan-China 1937-45 3.0

Posted: Wed Nov 05, 2025 12:58 pm
by Erik2
2v2 Japan-China 1937-45 3.0
Scenario added in first post.

Please note that this is an experimental scenario.

The Chinese Nationals and Communist factions are now separate and not allied.
This means they may fight about the same resources/supply roads and must try to join forces against the Japanese.
Replaced Chinese Bautruppe with 'proper' engineer units.
Japanese air reinforcements are now core units.
Doubled all faction resource incomes.

I have created a couple of challenges if you'd like join the test.

Re: Erik's campaigns, mods and multiplayer scenarios

Posted: Fri Nov 14, 2025 9:07 am
by Bobster66
Hello Erik,

Somehow I missed Desert Rats when you released it back in the day, but I've been enjoying it now.

Came across my first real issue when playing the 10th Scenario, Ras el Mdauuar. The Axis get first move and drove right into the northern objective on the first turn and handed me an immediate defeat. The Primary Objective says to hold all 5 objectives on the last turn but the scenario didn't give me the time. Went and adjusted the trigger to check on the last turn and since I thought it odd that you couldn't deploy a unit on such an important objective I added a deployment hex there as well. It seemed to work out well after these edits.

Desert Rats 1940-43 v6.6.

Posted: Tue Nov 18, 2025 2:13 pm
by Erik2
Bobster66

Thanks for reporting.
Updated link in first post.

Erik

2v2 Operation Overlord 1944 1.0

Posted: Wed Dec 03, 2025 12:12 pm
by Erik2
2v2 Operation Overlord 1944 1.0
https://www.dropbox.com/scl/fi/r0f8v0i9 ... juf8m&dl=0

Large scenario with 5-strength battalions and 10-strength regiments/brigades.
2 German, 1 US and 1 UK/minors players.

I have created a couple of challenges if you want to help testing the scenario.

Re: Erik's campaigns, mods and multiplayer scenarios

Posted: Fri Dec 05, 2025 5:08 pm
by conboy
Erik,
I tried to join the new Overlord 2v2 with you and Omistaja, but the JOIN button doesn't work. I tested it on the regular (not a mod) multiplayer screen and it worked with another scenario.
Pressing the button doesn't open the screen to allow you to pick your faction on your mod.
Any ideas? I bet the scenario will be alot of fun if I can join.
I hope I don't have to reinstall the OoB game to get this to work, so any hints would be appreciated before I have to go down that road.

Hope the holidays are shaping up nicely in Norway!

conboy

Re: Erik's campaigns, mods and multiplayer scenarios

Posted: Mon Dec 15, 2025 1:05 am
by T2_2112
Erik2 wrote: Sun Dec 03, 2017 11:49 am Afrika Korps 1941-44 v4.2 11-6-2021
Desert Rats 1940-43 v6.6 18-11-2025
Force 10 1940 v1.4 20-9-2020
Forgotten Army 1941-42 v2.0 1-8-2021
Germany East 1941 v1.2 9-3-2022
Germany East 1942 v1.2 13-3-2021
Germany East 1943 v1.9 1-4-2021
Germany East 1944 v1.7 29-7-2023
Germany East 1945 v1.3 26-6-2020
Germany West 1939-40 v2.9 17-10-2025
Germany West 1940 v2.7 29-7-2024
Germany West 1941-43 v2.8 30-7-2024
Germany West 1944 v1.3 11-7-2020
Germany West 1945 v1.2 1-2-2020
Normandy US 1944 v1.1 22-2-2024
Operation Market Garden 1944 v1.0 7-12-2022
Operation Typhoon 1941-42 v0.9 1-8-2020
Philippines 1941 v2.4 10-2-2020
Road to Moscow 1941-42 v1.2 23-8-2020
Sea Lion 1940-42 v5.2 16-3-2021
UK Bootcamp 1940 v1.0 26-11-2020
US Corps 42-43 v1.9 11-4-2022
US Corps 43-44 v1.9 29-3-2022
US Corps 44-45 v1.3 29-3-2022



Please report any issues in this thread.
Sorry i am a newbie for OOB, if i play Desert Rats 1940-43 then after that can i import the core units to another camp, and continue play ?