OVERLORD (1941 Start) - Second World War In Europe, North Africa, and the Soviet Union

Meteor Man

Cylindropuntia imbricata
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OVERLORD1.png


June 22, 1941 - "The world will hold its breath."
The war in the East has begun. Three million men surge across the border between Germany and the Soviet Union igniting another chapter in a war the likes of which the world has never seen.
In North Africa, the British have failed to break the Axis stranglehold on the port city of Tobruk with Operation Battleaxe, and Vichy French Syria falls to Allied forces.

Take the reigns of your chosen nation and prove your worth as supreme commander in the most destructive war in human history.


Download OVERLORD v1.5
(There is also a hotfix v1.5_01 available for download. A minor bug fix.)

Latest version (v1.5) released July 31, 2023
(total size: 1.26 GB)

This modification for Sid Meier's Civilization III: Conquests is released as freeware, and by downloading, the user acknowledges that they will not use the mod for commercial purposes and/or will not re-upload the mod without the creator's explicit permission.


Mod Contents


> OVERLORD 1941 (No Buffs) --------------------- Start in 1941 as any major or minor nation without AI buffs.
> OVERLORD 1941 Germany ---------------------------------------------------------------- Start as Germany in 1941.
> OVERLORD 1941 Germany GROFAZ ------ Start as Germany in 1941 against an extremely beefy USSR.
> OVERLORD 1941 USSR ------------------------------------------------------------------ Start as the USSR in 1941.
> OVERLORD 1941 UK ---------------------------------------------------------- Start as the United Kingdom in 1941.
> OVERLORD 1941 USA ------------------------------------------------------------ Start as the United States in 1941.
> OVERLORD 1941 Italy ------------------------------------------------------------------------------ Start as Italy in 1941.


Main Features

- Thanks to Flintlock's C3X mod, building prerequisites for unit production (rather than the old way of unit autoproduction). Thus, far more varied army composition as cities are restricted in what they can produce.
- Useful units: all units have their niche and all have their place on the battlefield, so there is a reason for a combined-arms approach and varied army composition.
- Limited railroad movement forces a more strategic thinking in the deployment of forces.
- An expansive and unique map projection that simulates the size and power of both the USA and USSR.
- A large and complex tech tree with wide optionality, full of unique units, buildings, and wonders.
- NATO symbology for ground units with national flags and colors.
- A complete and detailed Civilopedia on all aspects of the mod, including in-depth historical background.
- Full soundtrack, with unique mixes for the Germans, Soviets, and the United States.


OVERLORD4.png



Installation

1. Download OVERLORD.zip

2. extract the entire contents to:
Steam\SteamApps\common\Sid Meier's Civilization III Complete\Conquests\Scenarios

3. Download Flintlock's C3X mod and install (https://forums.civfanatics.com/resources/c3x.28759/).
Note that Flintlock's mod will only work with non-disk versions of the game.

4. (OPTIONAL) Pick your preferred menu screen from the OVERLORD/Extras/Title Screens folder, copy/paste to Conquests/Art, and rename to x_title.pcx or civ3complete_TITLE_bkgrnd.pcx
depending on which version you're using.
Back-up the original!

5. (OPTIONAL) Copy/paste the menu1.mp3 file from OVERLORD/Extras/Menu Music to Conquests/Sounds/Menu.
Back-up the original!

6. Launch the game as usual


Troubleshooting & Widescreen
Spoiler :

If the labels text is not working correctly, simply delete the labels.txt files in OVERLORD/Text and OVERLORD USSR/Text.


Widescreen

To make Civ3 fit widescreen resolutions, open Conquests.ini in Civilization 3/Conquests and add the line "KeepRes=1" (without quotes) to the end of the file.

If scrolling no longer works in-game while in widescreen, try this: right click the conquests.exe, go to the Compatibility tab, run it in Compatibility Mode for Windows 7, and CHECK the box labelled "Disable display scaling on high DPI settings". You might have to change the resolution you play at to something smaller than full widescreen because this will reduce the size of all HUD elements in-game. You'll also have to manually change to this resolution before starting the game. (This is how I play on a 3840 x 2160 4k res monitor.)


OVERLORD3.png



Getting Started
> Running a supply (gold) deficit is normal in this mod. Governments do not grant free upkeep and all units cost supply per turn (except for infantry). You can increase your national stockpile by transporting Supply Units produced by factories and oil fields to your capital. Oil fields produce supply at a much higher rate than factories. Control of the oil is imperative.

> Industrial cities (those with the resource heavy industry in their city limits and after building a Power Station and an Industrial Zone) may be devoted to either Commodities Manufacturing or War Industry but not both at the same time. Commodities manufacturing increases nation-wide happiness by +1 in every city, which is important because there are no luxury resources in OVERLORD. War Industry allows further industrial expansion with increases in production, and enables the construction of military units.

> Many units can only be constructed in a city after the appropriate building has been built. (C3X)

> Railroads work a little differently. All units move 9 tiles a turn via railroad. (C3X)

> There are a lot of units in this mod. Each unit has a unit type prefix affixed to their name. See the Unit Types List for details.

> Many types of terrain cannot have infrastructure (road or rail) built on them. Turning on the 'Show Food and Shields on Map' option in Preferences will make it explicit which tiles those are.


The 1941 Start
> On June 22, 1941, there are two major areas of active fighting: North Africa near the town of Tobruk, and along the German-Soviet border and the Finnish-Soviet border.

> The British in North Africa are seeking to relieve their beleaguered garrison at Tobruk, besieged by the German Afrika Korps, with Operation Battleaxe, though the attack is faltering.

> Axis countries and the Western Allies have their own locked-alliance groups.
The Axis include: Germany, Italy, Hungaria, Romania, and Bulgaria.
The Allies include: United Kingdom, United States, and Canada. (Netherlands, Norway, Belgium, Denmark, Yugoslavia, Greece, Poland, and France have been defeated but remain in the game in case the player wishes to reinstate their territory. The remnants of their governments-in-exile can be found in eastern Canada. France still controls Guadeloupe in the Caribbean.)

> The Axis start in a locked war with the Allies as well as the Soviet Union.

> The English Channel is partly mined by the British in 1941. Other declared mine barrages include along the eastern coast of the British Isles, between the Outer Hebrides (Scotland) and the Faroe Islands, between the Faroe Islands and Iceland, and the Southwest Approaches to the Celtic Sea. There are also scattered British mines in Heligoland Bight (north of Wilhelmshaven on the German North Sea coast). The Germans have mined an area of the North Sea extending northward from the Netherlands coast, as well as the Skagerrak (the strait between Denmark and Norway). Other nations have mines protecting some major harbors.


Combat in OVERLORD
Spoiler :

Higher Combat Power Wins. Unless...?

Combat in OVERLORD is relatively straight-forward. Generally, higher combat power wins. That means your preferred offensive units are your tanks, and your preferred defensive units are your anti-tank guns. However, tanks are expensive and cost supply. They lack hitpoints, as do anti-tank guns. Armor can't even enter some terrain like mountains or forest. Infantry, in contrast, are cheap, have many hitpoints, do not cost supply per turn, and can traverse any terrain. They can be loaded
into truck or air transports.

Therefore, generally speaking your army is going to be made up of a lot of infantry, which you'll use as essentially cannon-fodder. Instead of sending your precious 5 HP panzer brigades to get chewed up by an infantry unit with half the defense but three extra hitpoints plus tile bonus, send your own infantry. Or better yet...

Praise the Lord and Pass the Ammunition
A tank can have three or four times the attack of a defending unit and still lose. Why? You didn't soften them up, soldier! Bombard them with artillery or air power. Both are immensely useful for an attacking army, and can be used defensively to great effect. Do not neglect building either. Assault guns are useful as both offensive units and artillery. Artillery has an advantage over air bombardment when attacking cities: air strikes are prone to hitting buildings and population in the city instead of defending troops, and will always engage ships in harbor and parked aircraft first.

Combine Arms, or Perish

Infantry is effective against other infantry, but melts against machineguns. Machineguns are beaten by armor. Amor is beaten by anti-tank guns, tank destroyers, and other armor. Everything is beat by artillery and vulnerable to air attack, but effective artillery is slow and must be near the point of attack whereas air units can be countered by other air units. Recon units in a stack increase situational awareness. A combined arms force will be much more effective on the battlefield than an army of any single type.

Britannia Rules the Waves

Whatever happens on the continent of Europe, do not neglect sea power. The United States and Britain enjoy great protection from their navies. Only capital ships, the battleships and battlecruisers, have the unique ability to bombard units on-shore (though submarines and torpedo boats can also bombard shores and cities, their efforts are best confined to sea as they enjoy lethal sea bombardment). Protect your capital ships from air attack with cruisers (which carry large amounts of AA), and from submarine attack by destroyers equipped with sonar. Use submarines to sink your opponents' transports carrying supplies.

Aces High
Fighters defend your cities from bombardment. They can also be sent into enemy territory on strafing missions to clear areas of enemy fighters by forcing engagements before you send in the bombers. Close air support (CAS) has shorter range and less bombardment capability than regular bombers, but is the only air unit type that has lethal land bombardment capability. Torpedo bombers, likewise, have lethal sea bombardment capability.

Defensive Bonuses
Note the defensive combat bonuses in OVERLORD are different from the Vanilla game.


Tips & Tricks
Spoiler :

> Stacking cruisers in a port city is a fairly effective way of protecting ground units in it from bombing attacks. Not only do the cruisers soak up the damage done by the bombers, they can also shoot back.

> Don't immediately rush units and buildings at the start of the game. Your industry will need some time to start producing Supply and it will take time for those supply units to move to your capital. Your national stockpile should be large enough to cover the supply deficit you'll be running until then.

> Be careful signing rights of passage with your allies. They can block important bottlenecks that your units need to move around quickly. Remember that some units, like tanks, can't enter mountains or forest. To alleviate this problem, place "checkpoint" units at important crossroads to ensure they always remain open for your troops' passage. Military Police are useful for this.

> Be aware of what your artillery is targeting. Light and medium artillery is fine to use against infantry but is almost useless against a well-entrenched high-defense opponent.

> Keep up to date in research into anti-tank and self-propelled guns and build them along with your tanks. Otherwise, any counterassaults on the spearhead will damage them. By protecting your tanks from attack with guns, they can be kept in reserve for offensive operations.

> Keep an eye on your national stockpile from turn to turn. If the Supply units you are redeeming at your capital are not quite making up the deficit, either build more supply-producing factories, capture them from your enemy, or disband supply-consuming units.

> Heavy artillery is only a bit more expensive than medium artillery so it usually seems like a good idea to only build heavy artillery. However, heavy artillery cannot be towed by prime movers, limiting their mobility.

> Close Air Support (CAS) may seem useless compared to larger bombers but it is the only unit type with lethal land bombardment and can bombard (and move) twice per turn.

> Be careful basing air units in coastal cities: they are vulnerable to sea bombardment. The AI is not shy about using their navy to do so.

> Always bring some artillery along when assaulting a city. Knocking even a few hitpoints off the top of the defenders is immensely helpful.

> A stack of 4 infantry units, one MG unit, an artillery unit, and 3 trucks is a rather useful strike force. It moves quickly (2 or even 3 tiles if it's possible to leave the trucks behind and march ahead), can bombard, and can immediately dig in and create fortifications for defense on open terrain.

> If you're really hurting for supply and have access to the ocean, there's always South America with its many oil deposits. Of course, you have to ship that oil all the way across the Atlantic...


Flintlock's Mod
Spoiler :

Flintlock's C3X mod has enabled vastly improved and augmented gameplay to the Civ3 engine. The OVERLORD mod in its current state would not have been possible without it.

The following is a list of the most important changes:

> Enhanced AI. Specifically, AI civs will utilize artillery aggressively in an offensive manner and will use much more of it.
> Limited railroad movement: in this mod, the limit is 9 tiles per turn, regardless of a unit's movement speed.
> Building prerequisites for units: eg. medium tanks require a Medium Armor Factory in the city in order to be built.
> Stack bombard: hold Ctrl when bombarding with a stack of artillery to auto-bombard with the entire stack.
> Railroad artillery and battleships have "PTW-like bombardment," with a chance to destroy buildings or kill civilians when bombarding.
> New retreat mechanics: all units regardless of speed have a possibility of retreating from combat.
> Resources produced by buildings: eg. the Aluminum Mill requires Bauxite in the city radius but produces Aluminum for the trade network.
> City razing is disabled entirely.
> Sea units can pass between water tiles separated by a narrow land strait (two water tiles with only corners touching).
> Airdropped units can move immediately after dropping.
> No more "submarine bug" that causes war when an opposing civ's unit stumbles into another's hidden unit.
> Most other bugs fixed. Eg. houseboat bug, phantom resource bug, etc.
> Stealth attack now applies to bombardment, enabling units like AT Infantry ( infantry armed with bazookas & panzerschrecks) to pick-out armor from a stack and selectively target it.

For a complete list of changes, see the scenario.c3x_config.ini in the OVERLORD mod folder.


Historical Concessions
Spoiler :

- Luxembourg and some other tiny countries are not represented on the map.

- A few nations are grouped together, like the "Baltic States" and the "Caribbean States."

- The UK directly owns some Canadian cities. This is to simulate shipments via convoy from Canada to Britain.

- If playing as Germany, the Soviet Union and some other countries have pre-built fortifications and garrison units

- There is no easy way to script in Civ3 (yet?), so I can't force the AI to invade like a human player would. However, the C3X mod does feature some AI improvements, among them improvements to naval invasions. What the full implications of these changes are is unknown.

- Railroad artillery, super-heavy tanks and "Wunderwaffen" ("Wonder Weapons") are artificially overpowered. This is for gameplay purposes over realism. Otherwise, using these units would be pointless and just no fun to use. For example: at the Siege of Sevastopol in 1942, German railway artillery took 6 weeks of setup by thousands of men with gargantuan supply chains and massive shells, only to end up firing 48 rounds of which only 1 was a recorded hit over 13 days. Its massive
barrel was eventually worn out after only 300 rounds fired. The gun was massively impractical and if reality were transferred to the Civ3 engine, it would be completely useless.

- Submarines and torpedo bombers are not as devastating in-game as in real life. This is to avoid them being used in a land bombardment role.

- I decided not to include elements in the mod related to the Holocaust. This decision was not intended to white-wash history, but rather to avoid gamifying genocide. Concentration camps and Generalplan Ost have not been added for this reason. However, references to the Holocaust and other atrocities can be found in historical descriptions of various aspects of the mod.


Credits

This Mod Was Compiled by Meteor Man, 2019-2023

Many thanks to:

AnthonyBoscia
Balthasar
Bluemofia
Civinator
Delta_Strife
Flintlock
georgestow
Goldfool
gwendoline
imperator1961
Kyriakos
Pounder
TopGun
Ukas
Wyrmshadow

the Hearts of Iron 3 - Black Ice mod team for the NATO symbol graphics, tech names, and inspiration

the many named and anonymous authors of various wikipedia articles

the map is a heavily-edited version of AnthonyBoscia's map from the "Third World War 1989" mod

Special thanks to Sid Meier, Firaxis Games and the Civilization franchise.

In memory of Balthasar.


*The work of many people went into creating this non-commercial mod. If you feel your work was included and you were not mentioned on this list, feel free to let me know.*


Screenshots
Spoiler :
byelorussia late september 1941 (C3X).png

Spoiler :
USSR Ground techs.png

Spoiler :
germany air tech tree.png

Spoiler :
USSR city screen.png

Spoiler :
northern italy.png

Spoiler :
1687017017514.png

The following screenshot is from an older version of the game, pre C3X, from the 1938 start:
Spoiler :
italy invasion of yugo.png

Enjoy! In the future, I plan to release an updated version of the 1938 and 1939 starts, as well as create a 1944 and 1945 start scenario eventually.


Changelog
Spoiler :


v1.5

- added: unit (MINE) EM Series for Germany
- added: unit (MINE) LM Series 'Oyster' for Germany
- added: unit (BB) H class for Germany
- added: unit (AM) Merchant Raider and unit subtype Armed Merchantman
- added: unit (LSR) Landing Ship Rocket for United States
- added: unit MINE - Land Mine
- added: unit (BAS) PBY Catalina for United States
- added: unit WMD - A-10 'Amerika Rakete' for Germany
- added: unit (JFB) MiG-15 for USSR
- added: unit (JFB) MiG-17 for USSR
- added: unit (JF) Me 163 Komet for Germany
- added: unit (JF) He 162 Volksjager for Germany
- added: unit (BH) Me 264 for Germany
- added: tech Anti-Submarine Warfare
- added: Civilopedia entries for unit type list of Mines
- added: Urban terrain under Kalmar (Sweden), and under the cities of Gomel and Bryansk (USSR), Fallujah (Iraq), Wilhelmshaven (Germany), Hamar (Norway), Klaipedia (Lithuania), Guadeloupe and San Juan (Caribbean), Cherbourg (France)
- added: resource Rocket Test Facility to Baltimore, Orlando, Portland, and Houston
- added: new animations for Finnish and Soviet ski infantry
- added: new animations for TL - M3A1 Stuart and TL - M5A1
- added: new animations for AC - M8 Greyhound
- added: building Coastal Fortifications, Coastal Fort II, and Coastal Fort III
- added: tech Fischer-Tropsch Process (STATE)
- added: tech Long Range Patrol (Doctrines section in AIR techs) for United States
- added: tech Schnellbomber (Doctrines section in AIR techs) for Germany
- added: tech Proximity Fuze (Artillery section in GROUND techs) for the Allies
- added: tech Medium Artillery II (requires Proximity Fuze)
- added: tech Bernays Method (Propaganda section in STATE techs)
- added: tech Experimental Designs (Single Engine section in AIR techs)
- added: tech Intercontinental Strike (Germany only) (Secret section in STATE techs)
- added: building Synthetic Oil Refinery
- added: building Allied and Soviet Checkpoint
- added: resource Plutonium (produced by Nuclear Reactor small wonder)
- added: resource Uranium-235 (produced by Uranium Enrichment Plant)
- added: building Uranium Enrichment Plant (requires 10 Cyclotrons)
- added: building Cyclotron
- fixed: Bundeswehr and Landstreitkrafte production (was not working before)
- fixed: baseball stadium transparency issue
- fixed: Bofors AA France, Canada, Sweden and Twin Bofors AA have appropriate unit tiles
- added: Rufus T. Firefly's fix for the Intelligence Center's civilopedia images
- removed: Detect Invisible flag from MP - Military Police, MP - NKVD, and MP - Sicherheitspolizei
- removed: some British Garrison units
- removed: Major Harbor from Cherbourg
- added: Building "Pub"
- added: building "Lenin Statue"
- added: road to tile SW of Munich
- added: road to tile NE of Cadiz and moved Synthetic Rubber
- added: note in Civilopedia entry for the Engineer where they can specifically be trained
- added: Heligoland (island in North Sea just off Germany's coast) with airfield
- renamed: tech HF/DF Radio to HF/DF
- renamed: tech Census Tabulation Machine to Tabulation Machine
- renamed: Sea Mine to (MINE) Sea Mine, for both mobile and immobile versions
- renamed: tech Da'at Yichud to Ariosophy
- the majors now start with Trade Interdiction
- Finland now starts with Steel Armour Casting, Small Arms Manufacturing, Industrial Production II, Automotive Industry, Ministry of Public Information, Mass Events, Broadcasting, Electronic Engineering, Radio Technology, and Tabulation Machine
- minor adjustments to NATO symbols for jet aircraft
- many minor Civilopedia fixes
- added imperator1961 to the Acknowledgments page
- added Kyriakos to the Acknowledgments page
- added georgestow to the Acknowledgments page
- added Bluemofia to the Acknowledgments page
- added TopGun to the Acknowledgments page
- increased the strength of British and German sea minefields (added mines)
- added immobile minefields around Moscow, Leningrad, and Stalingrad
- added some starting (BAS) PBY Catalina for the United States on the East Coast
- added a few roads (Pavia in northern Italy, south of Astrakhan and Sevastopol in the USSR, York near Leeds in the UK)
- tile East of Simferopol changed from Farmland to Grassland
- added more victory point locations to villages
- added some starting immobile mines to Soviet cities and villages, and to the Skane line in southern Sweden
- added some Barracks to the Middle East and Egypt
- added a refinery in Kuwait
- added Heavy Industry resource to Sevastopol
- Italian North Africa given to the Germans at start
- increased defensive bonuses for town (now 15%), city (now 25%), and metropolis (now 35%)
- moved Civilopedia entry for unit MP - NKVD from Paramilitary subheading to Military Police subheading
- tile SW of Munich from Farmland to Grassland
- city improvement Downtown now available with Construction Engineering
- stats of (AUX) Auxiliary Cruiser changed to 3-4
- stats of (BB) Bismarck changed to 24-17
- changed bombard stat of AAH - Flak 88 to 43
- halved bombard stat of ATH - Pak 44 12.8 cm to 33
- increased the cost of all Occupation Govts by 100
- changed icon for (JBH) B-45 Tornado
- (INF) Garrison can now be constructed, airlifted and airdropped ("deployed") within 10 tiles
- new city icons for Airfield
- tech Close Air Support II now requires Schnellbomber
- British Raj now produces an Indian Infantry every 4 turns, and gives up to a +50 supply per turn bonus
- Engineer unit no longer costs population, and now costs 30 production
- slightly shortened airfield gfx some other minor modifications
- Major Port moved from Antwerp to Amsterdam
- can no longer Industrialize (Mine) desert tiles
- INF - Home Guard can only be built in British Isles
- INF - Volkssturm can only be built on the Afro-Eurasian continent
- changed name for tech Battlewalkers to All-Terrain Weapons Platforms
- added tech All-Terrain Weapons Platforms for non-German nations
- Battlewalker Project now requires second All-Terrain Weapons Platforms tech and not the resource "Not Germany"
- added more irrigation and more Corn to Iowa area in the US
- replaced Springfield, MO with Jefferson City
- renamed Springfield, IL to Springfield
- increased size of Lake Champlain beside Burlington, US and rerouted road to Canada
- renamed Manchester, NH to Concord
- renamed Syracuse to Catania
- renamed Syracuse, NY to Syracuse
- renamed Kazalinsk to Baikonur
- renamed tech Deep Battle Doctrine to Deep Battle
- renamed tech Schwerpunkt Doctrine to Schwerpunkt
- renamed building Nuclear Plant to Nuclear Power Plant
- removed the city of Amman near Jerusalem
- added city of Tomsk near Novosibirsk in USSR
- removed city of Fallujah in Iraq
- added industrial city of Krasnoyarsk in far east (NE of the map) of USSR
- Trans-Siberian railway now goes through Krasnoyarsk
- added more Dunes to Uzbekistan/Turkmenistan area in USSR
- doubled range of Radar units to 4 tiles
- Corruption is now distributed between 125-175% by difficulty level
- added some sources of Coal to the UK
- trade is now enabled over ocean tiles
- Munition Factories now enable the production of Land Mines
- added more starting Munitions Factories
- major nations and some minor nations now start with tech Fischer-Tropsch Process
- Spanish State, Romania, and Hungary now start with techs Oil Refining, Steel Production, Coal Processing, Industrial Production I, Small Arms Production. Romania also gets Steel Armour Casting and Industrial Production II
- British now start with Intelligence Agency HQ and Secret Intelligence Service pre-placed in London
- British and Americans now start with level I and II naval techs
- British now start with techs Naval Strike and Torpedo Bombers
- British start with more industry
- INF - Garrison is now a Start Unit and is given as a bonus to AI players in all cities in Emperor+ difficulty levels (2 per city on Diety and Sid difficulties)
- MINE - Land Mine (mobile version) is now a Start Unit and is given as a bonus to AI players in all cities (1 per city on Emperor, 2 on Demigod, 3 on Diety, and 4 on Sid)
- moved tech for Soviet version of Post-war Realignment -10 pixels on the x axis so it doesn't overlap with Lend Lease tech
- added resource Small Arms near Stalingrad (USSR)
- moved the positions of some techs
- completely redone Ground tech tree
- moved ARTM - M1 155mm Howitzer (USA) from Medium Artillery to Medium Artillery II
- increased bombardment of ARTM - M1 155mm Howitzer (US) to 22
- ARTM - QF 25-Pounder (UK) now available without a tech
- tech SP Rocket Artillery now requires Medium Armor II instead of Maneuver Warfare and Schwerpunkt
- tech SP Rocket Artillery II now requires Medium Armor III instead of Infantry II
- TM - Sherman 'Calliope' now requires SP Rocket Artillery I
- Jet Aircraft units and German V weapons now require the resource Electronics
- added separate Cryptanalysis techs for the US and UK
- moved (JFB) Gloster Meteor to tech Subsonic Jet Aircraft
- added: upgraded versions of the AAH - M2 90mm AA (US) and AAH - QF 3.7-inch (UK) available with tech Proximity Fuze
- added: Nuclear Reactor small wonder (available with Nuclear Research)
- WMD - Atom Bomb now requires Plutonium and Uranium-235 in addition to Rotary Engines
- Atomic Test now requires Plutonium and Uranium-235
- Uranium now requires Atomic Research
- all jet aircraft now possess Stealth

 
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Wow, what a massive job.

Are the only Flintlock effect needed for this mod in the special portion for mods. IOW can I retain or drop parts of the patch that I use and not affect your mod? I love these beast mods, but
have been reluctant to tackle one lately. It is a huge commitment.
 
Excellent work and I can see why the title screen says Meteor Man proudly presents. I really like the NATO counters to represent the land forces.
 
Wow, what a massive job.

Are the only Flintlock effect needed for this mod in the special portion for mods. IOW can I retain or drop parts of the patch that I use and not affect your mod? I love these beast mods, but
have been reluctant to tackle one lately. It is a huge commitment.

You can absolutely turn off or on certain sections of Flintlock's mod to your pleasure, but there are certain aspects that are absolutely necessary, specifically the building prereqs for units. Everything else can be changed.
 
Meteor Man, congratulations for releasing this great scenario ! :clap:
It looks very interesting and even with a first fast look, one can see, that you have invested a lot of work and ideas in this scenario. :hatsoff:
 
Excellent work and I can see why the title screen says Meteor Man proudly presents. I really like the NATO counters to represent the land forces.
Meteor Man, congratulations for releasing this great scenario ! :clap:
It looks very interesting and even with a first fast look, one can see, that you have invested a lot of work and ideas in this scenario. :hatsoff:
Yay, I love seeing newly created scenarios for Civ 3!!!
Meteor Man... Congratulations on your Scenario Release :bounce:

Great New Approach with settings and Game Play and obviously had a massive amount of Manual Work and thought applied. :clap:
... and Balthasar would Love it too :yup:

Thank you, folks, it's been many years but I have decided to release this as-is so at least others can have a chance to play it. Development is still on-going.

Specifically, I want to update the minor nations (Finland, Spain, Turkey, Romania, etc.) to have full tech trees and unit lines. The idea is to make OVERLORD into a true sandbox, where the human player can choose any nation and attempt a world conquest.

I also want to update and release the 1938 and 1939 starts, as these were very fun to playtest. 1938 features the Spanish Civil War in which it was a ton of fun to survive as the Spanish Republic.
 
It seems Mediafire is restricting the download due to a copyright claim. Anyone have suggestions where else to host the file? It's too big for Source Forge :/

I am uploading the file to Dropbox now, as it does not seem to have this problem.

The link is live and should be good to go. My apologies to anyone who tried to download and couldn't!
 
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After dealing with some problems I was able to do the Mediafire download yesterday. :)

Some first observations when starting the scenario (Overlord_3X_1941_GER):

There is a very good starting popup screen with a lot of helpful links and explanations. :thumbsup:

One of the links in the starting pop-up screen shows the following:

US OOB pre-war.jpg


Indeed finding something to pre-war US OOBs seems to be not so easy. May be this link here can be somewhat helpful:

A general good source for WW2 OOBs ( for the US only when entering the war) can be found here: http://niehorster.org/000_admin/000oob.htm

----------------------------------------------------------------------------------

My first look is always on the ships, as it seems that I have a special soft spot for them:

Wrong German destroyers.jpg


There are some nice units of the Type 1934 Class Destroyers created by delta_strife and Wyrmshadow (I like Wyrmshadow´s version a little bit better, that is why it is included in the CCM mod). So there is no need to use here the graphics of the Russian Novik WW1 destroyer despite there were some similarities to the German WW1 B97 class destroyers with three funnels (may be there was a mix-up between the Russian Novik class and the German Narvik class destroyers ?).

The same is true for the German pre-dreadnoughts Schleswig-Holstein and Schlesien. delta_strife made a good looking unit with the WW2 version of these ships, that can be found here: https://forums.civfanatics.com/resources/deutschland-class-pre-dreadnought-battleship-wwii.19448/

Another first look was at the techtrees. Here, in the short time that I had for this first look, I noticed the different tech branches for land-, sea- and air warfare and the "state branch". I have not noticed interconnections between them (may be I have not found them in the short time). This remembered me when I was allowed to join the former SOE team. At that time most techs for land-, air- and sea warfare were linear, too. The only connection between them were the different eras of these linear separate advances. In the Overlord scenario it seems, that even those very limited connection by eras is no longer existing. In the very early phases of the SOE test games, the players mostly tried to reach the ultimate land weapons as quick as possible with the result, that completely overpowered land units frequently faced very poor sea- and poor air units. If the different branches of the techtree, that can be selected freely by the players should indeed be all linear, may be it could be a good idea to reflect about drawing some connections between them (per example that planes, tanks and ships need the same level of factories from the state branch as one of their prerequisites- and so on).

I will be excited, how this will play in the game. May be there are some good solutions to that problem that I have not seen in my first quick look. :)
 
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Thank you for your thoughts Civinator, as usual.
Another first look was at the techtrees. Here, in the short time that I had for this first look, I noticed the different tech branches for land-, sea- and air warfare and the "state branch". I have not noticed interconnections between them (may be I have not found them in the short time). This remembered me when I was allowed to join the former SOE team. At that time most techs for land-, air- and sea warfare were linear, too. The only connection between them were the different eras of these linear separate advances. In the Overlord scenario it seems, that even those very limited connection by eras is no longer existing. In the very early phases of the SOE test games, the players mostly tried to reach the ultimate land weapons as quick as possible with the result, that completely overpowered land units frequently faced very poor sea- and poor air units. If the different branches of the techtree, that can be selected freely by the players should indeed be all linear, may be it could be a good idea to reflect about drawing some connections between them (per example that planes, tanks and ships need the same level of factories from the state branch as one of their prerequisites- and so on).

Indeed there are important cross-branch prerequisites. For example, Heavy armor requires factories that can only be produced once higher level Industrial Production techs have been researched. Another example: Atom Bombs require not just late-war STATE techs for the wonder itself but also Heavy Bomber II.

So while I did keep this in mind when designing this mod, I also feel it to be perhaps less important, as I also value the sandbox nature of the mod, with wide optionality in choosing research paths.

There are some nice units of the Type 1934 Class Destroyers created by delta_strife and Wyrmshadow (I like Wyrmshadow´s version a little bit better, that is why it is included in the CCM mod). So there is no need to use here the graphics of the Russian Novik WW1 destroyer despite there were some similarities to the German WW1 B97 class destroyers with three funnels.

The same is true for the German pre-dreadnoughts Schleswig-Holstein and Schlesien. delta_strife made a good looking unit with the WW2 version of these ships, that can be found here: https://forums.civfanatics.com/resources/deutschland-class-pre-dreadnought-battleship-wwii.19448/

Indeed this mod, while completely playable and already including many WW2 units available on this site, is not finished. There is plenty of room for improvement in the way you're suggesting. It should be rather easy to add additional units in this way in the future. But thank you for these particular suggestions!

Indeed finding something to pre-war US OOBs seems to be not so easy. May be this link here can be somewhat helpful:
https://www.armyupress.army.mil/Portals/7/combat-studies-institute/csi-books/OrderofBattle1.pdf
Aha, thanks for that! I'll have to go through that at some point while I rework the 1938 scenario. :thumbsup:
 
Played the German 1941 game version for a few turns, quick comments on the text…
1. Right-clicking on a stack you see “Nation’s Gender” instead of what should say “Activate”. It says “Abandon City” instead of “View Civilopedia”
2. Right-Clicking on the city of Lodz it says “Map File OBSOLETE Lodz” and “no city Lodz”, where it should say something about zooming into city, etc…
3. The year starts out at 8000 BC.
 
Chalito, it seems you are running in the usual problems with the ###! steam version of Civ 3 Complete and patching the labels text file. Mods and scenarios developed on the steam version don´t need that patch when being played with the steam version, when not being played on the steam version those mods and scenarios being developed on the steam version need the patch.
 
Interesting. I have the GOG version of Civ III Complete. I will try running this scenario on my machine and see what happens over the weekend. Just to compare with Chalito.

I was going to do this last week but got delayed with real life unfortunately.
 
With the GOG Version of Civ III Complete those distortions can be seen even in the starting screen (here of the Germany 1941 biq):

Starting screen.jpg


So for all not-steam configurations here the problem must be patched in reverse to the normal patches of normal mods and scenarios (where the line Unknown must be added at the correct place): Here the line Unknown must be deleted for all normal versions of C3C. I did this and the distortions disappeared. The labels text file is attached to this post.
 

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Meteor Man, congratulations on the release of your comprehensive and ambitious game. The amount of detail and thoughtful game design is superb. Not only is the game well-crafted, but now that we're getting into the first generation of Flintlock-enabled mods we are venturing into uncharted territory. The individual nation variants is sure to add a great deal of depth and re-playability. The game counters mixed with unit animations is a visually bold statement and must have taken many hours of work. Some of my favorites graphics are the silhouettes for resources, which not only have a stark artistic flair but also a practical usefulness in quickly identifying crucial information amid a great deal of detail.

It will be interesting to see as more people play the mod, how the AI copes with old and new problems. I expect that this is where your various editions will come in handy to help the poor computer overcome its setbacks while presenting the player with tough challenges. For example, the supply system looks like an innovative obstacle for the human to overcome, and I imagine you've given the AI a boost here so it doesn't have a fire sale with its units. Looking forward to delving into the game further.
 
Meteor Man, congratulations on the release of your comprehensive and ambitious game. The amount of detail and thoughtful game design is superb. Not only is the game well-crafted, but now that we're getting into the first generation of Flintlock-enabled mods we are venturing into uncharted territory. The individual nation variants is sure to add a great deal of depth and re-playability. The game counters mixed with unit animations is a visually bold statement and must have taken many hours of work. Some of my favorites graphics are the silhouettes for resources, which not only have a stark artistic flair but also a practical usefulness in quickly identifying crucial information amid a great deal of detail.

It will be interesting to see as more people play the mod, how the AI copes with old and new problems. I expect that this is where your various editions will come in handy to help the poor computer overcome its setbacks while presenting the player with tough challenges. For example, the supply system looks like an innovative obstacle for the human to overcome, and I imagine you've given the AI a boost here so it doesn't have a fire sale with its units. Looking forward to delving into the game further.
Thanks for your kind comments, AnthonyBoscia, it's nice to see you around here :) Props to your wonderful map for helping with the motivation to make this mod in the first place, it is a great projection.

Glad to see the silhouettes are doing their job. It was obvious to me that it would be mighty confusing picking out strategic resources for a newer player, so adding the silhouettes was a no-brainer, really.

Indeed, Ive done much playtesting of this mod over the last couple of years. Some notes on the AI:
1. using the existing capture-the-flag system appears to work well in getting the AI to actually redeem supply, though AIs are not as quick about it as the human player is and always use combat units to carry the supply instead of just moving the unit itself.
2. AIs still need help managing to keep a positive treasury balance every turn, so I added "buffs" to ensure they have the supply.

I was initially worried that the supply system would be annoying for the human player, but it's not that difficult to just route the supply units to the capital as they're produced. (Though it would be nice if the rally-point system worked for autoproduced units!)
It also certainly lends itself to strategic gameplay for the human player, especially if you're low on supply and are forced to specifically target oil sources and industrial cities.

I'm in a playthrough right now as Germany in the GROFAZ scenario. Lots of little problems here and there, but nothing game-breaking. Still much work to do.
(An example of some of those problems: german military police untis can detect invisible units, so they can see submarines. Also, it's not noted in the civilopedia where engineers can be created. One of the songs for the Germans is rather loud comparatively. A few towns are missing Urban terrain. Some missing civilopedia entries. Etc.)

edit: also, the USSR is suitably scary in the GROFAZ scenario. :eekdance:

Played the German 1941 game version for a few turns, quick comments on the text…
1. Right-clicking on a stack you see “Nation’s Gender” instead of what should say “Activate”. It says “Abandon City” instead of “View Civilopedia”
2. Right-Clicking on the city of Lodz it says “Map File OBSOLETE Lodz” and “no city Lodz”, where it should say something about zooming into city, etc…
3. The year starts out at 8000 BC.
With the GOG Version of Civ III Complete those distortions can be seen even in the starting screen (here of the Germany 1941 biq):


So for all not-steam configurations here the problem must be patched in reverse to the normal patches of normal mods and scenarios (where the line Unknown must be added at the correct place): Here the line Unknown must be deleted for all normal versions of C3C. I did this and the distortions disappeared. The labels text file is attached to this post.

Thank you for uploading that quick fix, Civinator. Indeed, the problem is caused by the Labels.txt file. I think I mentioned this in the Troubleshooting section on the first post. Try just deleting the Labels.txt contained in the OVERLORD folder, forcing your game to use the default Labels.txt, and you should be good to go. Or, download Civinator's fix. :)
 
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All right, Civinator’s file worked on my GOG version, thanks guys!!! :clap:
 
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