Erik's campaigns

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GabeKnight
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Re: Erik's campaigns

Post by GabeKnight » Wed Jun 13, 2018 10:45 am

Erik2 wrote:If I remember correctly... You first occupy the spot, then move the current unit away. This should spawn a construction group on the location.
Sorry, Erik, but as far as I remember, this never actually worked...
Juansana wrote:Another mistake has been noticed. The armoured train can drive through occupied territory!
Not a mistake. Transport trains can't enter, the Armoured train can.

Erik2
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Re: Erik's campaigns

Post by Erik2 » Wed Jun 13, 2018 12:05 pm

I have changed the airstrip triggers for Narvik.
Don't know why the old solution did not work though.

Juansana
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Re: Erik's campaigns

Post by Juansana » Wed Jun 13, 2018 4:38 pm

@ GabeKnight

Sorry, I got it mixed up.

@ Erik

Is the change incorporated into the campaign and does one only need to renew the scenario?

Erik2
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Re: Erik's campaigns

Post by Erik2 » Thu Jun 14, 2018 8:50 am

You can copy the attached scenario and overwrite the old one. Note that the attached folder does not include all the graphics.
Then restart the scenario in the campaign.
I hope the new trigger works...
Attachments
11Narvik.zip
(19.62 KiB) Downloaded 40 times

Juansana
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Re: Erik's campaigns

Post by Juansana » Thu Jun 14, 2018 11:17 am

I'll try it out tonight to see if it works. Report the days with all the mistakes I've noticed.

Juansana
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Re: Erik's campaigns

Post by Juansana » Sat Jun 16, 2018 2:13 am

New errors. Why not victory, all goals achieved.
The bug with the airstrip Elvenes was fixed
Attachments
New Bug Narvik.jpg
New Bug Narvik.jpg (745.35 KiB) Viewed 1691 times

bru888
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Re: Erik's campaigns

Post by bru888 » Sat Jun 16, 2018 3:31 am

Erik, it's something that we have seen before; when a trigger is looking at a Check Turn condition, especially at Scenario Turn Limit, the trigger event has to be Turn Start.
Screenshot 2.jpg
Screenshot 2.jpg (168.47 KiB) Viewed 1687 times
Also, if the Germans take Bardufoss for the first and only time, this trigger should be awarding the objective as Completed instead of Open, if I understand it correctly:
Screenshot 1.jpg
Screenshot 1.jpg (179.55 KiB) Viewed 1681 times
- Bru

alex2649tw
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Re: Erik's campaigns

Post by alex2649tw » Sat Jun 16, 2018 3:39 pm

I'm having an issue starting Norway scenarios. It just shows a Map of the scenario after loading.

Juansana
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Re: Erik's campaigns

Post by Juansana » Sat Jun 16, 2018 4:53 pm

alex2649tw wrote:I'm having an issue starting Norway scenarios. It just shows a Map of the scenario after loading.
Look here on this map. Simply click on targets and start
Attachments
Karte Norwegen.jpg
Karte Norwegen.jpg (113.9 KiB) Viewed 1657 times

bru888
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Re: Erik's campaigns

Post by bru888 » Sat Jun 16, 2018 8:16 pm

I swear to goodness, I learn something new about this game every day. Or so it seems. :wink:

I would look into the GGC scenarios folder and wonder why Erik has multiple scenario #11's:
Capture1029.jpg
Capture1029.jpg (153.49 KiB) Viewed 1646 times
But whenever I would whiz through with #igotnukes, I would go from Denmark to Norway (Narvik) to Eben-Emael; that is, only one stop in Norway. I never knew that there was a choice after Denmark as to which Norway scenario one could play! I now see how it is done in the Campaign Editor:
Screenshot 8.jpg
Screenshot 8.jpg (164.59 KiB) Viewed 1646 times
With this arrangement, one may only choose one Norway scenario out of four choices (the fifth, Sola, is not available for some reason) because, whichever is played, a Draw, or a Minor/Major Victory must advance the player to Eben-Emael.

However, if you save the game with a custom name while on the campaign screen, you can come back and play the other three Norway scenarios (assuming you don't mind a possibly different outcome heading into Eben-Emael depending on how you do in the final Norway scenario):
Screenshot 10.jpg
Screenshot 10.jpg (80.4 KiB) Viewed 1646 times
- Bru

Juansana
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Re: Erik's campaigns

Post by Juansana » Tue Jun 19, 2018 1:57 am

Hello Eric, I've discovered two more errors in the Albert Canal scenario:

what's with the gun ship near Maastricht?
how can I conquer/keep bridges if I have already lost before I start?
Attachments
Albert Canal.jpg
Albert Canal.jpg (345.1 KiB) Viewed 1568 times

Erik2
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Re: Erik's campaigns

Post by Erik2 » Tue Jun 19, 2018 3:37 pm

Guys, I'm collecting all feedback.
Currently working on another campaign, but I will get back to the German Grand at some point.

alex2649tw
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Re: Erik's campaigns

Post by alex2649tw » Tue Jun 19, 2018 6:09 pm

Juansana wrote:
alex2649tw wrote:I'm having an issue starting Norway scenarios. It just shows a Map of the scenario after loading.
Look here on this map. Simply click on targets and start
After I loaded it into the scenario but I'm just presented one hex strategic Map and froze. I try to upload a screenshot but no luck

Erik2
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Re: Erik's campaigns

Post by Erik2 » Tue Jun 19, 2018 8:53 pm

Sounds like you got an old version with the missing Italian core issue.

McLeoudX
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Re: Erik's campaigns

Post by McLeoudX » Tue Jun 19, 2018 9:24 pm

Hello Erik!

I have a Problem with the Norway Mission (in the Grand German Campaign), because, when it starts I get instead of the "Start briefing"-Screen the Overview map to see, and the game runs very slow!
Until this point the campaign runs well.

Greetings and thanks for this fine work !
There can only be one :)

bru888
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Re: Erik's campaigns

Post by bru888 » Wed Jun 20, 2018 12:24 am

Erik2 wrote:Guys, I'm collecting all feedback.
Currently working on another campaign, but I will get back to the German Grand at some point.
Erik, we all know that you could find and fix issues on your own. However, to the extent that we can help in this regard, it allows you to devote more of your time and creative genius to making great stuff for us to play! So, here's feedback to collect on this:
Juansana wrote:Hello Eric, I've discovered two more errors in the Albert Canal scenario:

what's with the gun ship near Maastricht?
how can I conquer/keep bridges if I have already lost before I start?
Oddly enough, the two issues involve the same hex. In four other triggers, when your Allies own a bridge hex, you Open (or re-Open) the "Capture/hold Albert Canal Bridges" objective. With this bridge, for some reason, you chose the objective to be Failed instead:
Screenshot 3.jpg
Screenshot 3.jpg (423.02 KiB) Viewed 1517 times
Also, that same hex is where you inadvertently clicked the screen while a generic gunboat in the units bar was in focus. You need to remove the gunboat and revert hex ownership back to the Germans.

And since this hex is not owned by the Germans, but is Neutral instead (courtesy of the gunboat), that is why the "Capture/hold Albert Canal Bridges" objective is failed as soon as any other VP is captured.
- Bru

Juansana
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Re: Erik's campaigns

Post by Juansana » Wed Jun 20, 2018 2:51 am

Okay, that's what I hear, bro. Just what do I have to do now?

Erik2
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German Grand Campaign updated to 2.6

Post by Erik2 » Wed Jun 20, 2018 10:43 am

Thanks to everybody that provided feedback to the German Grand Campaign.
Campaign is updated to v2.6 in the first post.

Changes:

63Minsk41
Replaced 21cm mor with Karl
Soviet fighters start in hangars

64Smolensk41
Fixed missing primary flag
Fixed events generating extra specialisation points
T34 booty is now a core unit

66Novgorod
Added more German supply

68Leningrad41
Added more German supply
Brandenburger spawns are now core units
Added 'scenario turn limit' trigger to Rudanfort to allow time for placement of 21cm mortars

71Vyazma
Added Ugra airfield terrain
KV1-booty is now a proper German version
Changed Mozhaysk trigger event to Turn Start
Added more Soviet supply
Changed static units around Vyazma to 'local defense'

32Dover
Replaced neutral sea mines with Kriegsmarine mines
Replaced British substitute aux unit

33Canterbury
Added Matilda picture to message
Moved German air unit and Fallchirmjäger spawns to hangar
All FJ spawns are now core
Pak 38 is now core

34Gravesend
Added missing British air supply
Removed 2-hex conditions
Replaced British substitute aux unit
Replaced Matilda graphic with Valentine
Construction groups are now non-core
Added 3 turns

35Thames
Fixed ports
Removed 2-hex conditions
Added 2 turns

36Basildon
Added supply to northern road/rail exits
Moved 3.7cm flak out of heavy woods
Fixed Gravesend trigger

37Luton
Fixed FJ trigger
Fixed RAF trigger

51LondonS
Replaced British substitute aux units
Fixed Brentwood trigger

23Dunkerque
Removed British gunboat
Replaced Schnellboote with Naval Command Points

11Narvik
Fixed triggers

14Albert
Removed 2-hex conditions
Fixed triggers
Removed gunboat and fixed ownership of hex

GabeKnight
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Re: Erik's campaigns

Post by GabeKnight » Wed Jun 20, 2018 11:11 am

Great! Thanks, Erik!

McLeoudX
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Re: Erik's campaigns

Post by McLeoudX » Wed Jun 20, 2018 12:59 pm

Erik2 wrote:You can copy the attached scenario and overwrite the old one. Note that the attached folder does not include all the graphics.
Then restart the scenario in the campaign.
I hope the new trigger works...
Ähm, well ...
This is, what I get, when I start the scenario :
http://prntscr.com/jx5u3t
Where should I click to start the game?
There can only be one :)

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