Overlords Max

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ACHTUNG!
STAND BY FOR NEWS FROM DER DEUTSCHER FERNSEH-RUNDFUNK, NOW IN
COLOR.

October 1941
Spoiler yes we have color TV don't ask :


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Reich Chancellor amadeus has announced a new and powerful weapon to the Luftwaffe's arsenal, a jet-powered fighter to stop the incursion of RAF air attacks on Germany.

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A squadron of new Messerschmitt Me262-HG fighters has been dispatched from Berlin. No RAF bomber or fighter is capable of defending itself against the agile and well-armed fighter.


November 1941: Japan declared war on the allies and by January 1942 the USA also joined the war against Germany. By this time they had already taken Morocco, but no serious incursions began until the launch of Operation Torch later that year. As of 1943, the line is still held at Oran. How much longer we can hold out though what with other goings on.

Those other goings on are the Japanese invasions of... everywhere. They started the Pacific campaign, the Indian campaign, the Russian campaign, and now the Australian campaign. China hasn't been finished yet, nor India, nor Australia. The Japanese started the war in Russia in November 1942, and I sprung in to join in early 1943.

Until early 1943, most of my efforts had been on, in order: beefing up air defenses, attacking the British in Egypt and Iraq (both have fallen), and preparing for war against the Soviet Union.

ACHTUNG again! Prepare for another update from DFR:

Spoiler more TV news :

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June 1943: within four months of the invasion of the Soviet Union, Moscow has fallen to the victorious Axis armies. By August, the Russians had lost Stalingrad, the first major city to fall, Moscow, and then Leningrad.


The Russian campaign started out very tough, it seemed like they were never going to run out of units. The Soviets had built many, many slow artillery pieces which the Me262-HG jets took swift work of, as well as eliminating partisan resistance.

As of August, Germany has 38 factories, 11 munitions plants, 22 auto plants, and 19 airbases.

Euro-African front lines approximately as of now:

America is trying to take Italy, but they're being stalled outside of Rome since I beefed up its defenses after they took Messina and Taranto.

The Italian army is pretty much useless.

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edit: I also have Malta. Forgot to color it.
 
Nice work, sir - The grey legion is doing well! :)
Let me know if you think there should be more pressure from the Allies and Soviets.
 
Nice work, sir - The grey legion is doing well! :)
Let me know if you think there should be more pressure from the Allies and Soviets.
Just as soon as I posted that, the Americans launched Overlord and took Paris. It’s been a few turns and I still haven’t recaptured it, moving most of my armies from the Eastern front (which had quieted down, thankfully)

The Americans have also taken Algeria, but I’m too focused on Europe to bother to try and do that or liberate southern Italy.

It has definitely been a challenge as Germany, so there’s no suggestions I would make on that. I’ll have a run at the Japanese the next time around because I want to see how the AIs handle each other in Europe.

One other thing, quasi-bug: since city improvement AA batteries have been changed to the Wasserfall project, a few cities in Germany start in 1940 building them.
 
Aha! Good to hear. I will check out and fix all the city build lists. I had removed these AA improvements from non German cities, but I forgot to see if some where actually building them.

For this playthrough, just consider them "prototypes!" :D
 
I ended up switching all of them anyway.

Jan. ‘44: finally got the Americans out of France. I had to call up the Operation Sealion tech to get those Luftwaffe units to give that extra edge. Also finished up the Caucuses campaign and parts of Karelia still under Soviet control. Pushing now towards Saratov, the Central Asian plains.

Mar. ’44: Italy has been restored in full though there are still some Americans left on Sicily. Tunisia is barely holding on, but the American navy has now been deprived of its capital ships (I hope!)

And a landing party of SS Panzers have been sent to near Newcastle to draw British attention away from the held-but-not-to-my-full-satisfaction French front.
 
Just as soon as I posted that, the Americans launched Overlord and took Paris. It’s been a few turns and I still haven’t recaptured it, moving most of my armies from the Eastern front (which had quieted down, thankfully)

The Americans have also taken Algeria, but I’m too focused on Europe to bother to try and do that or liberate southern Italy.

It has definitely been a challenge as Germany, so there’s no suggestions I would make on that. I’ll have a run at the Japanese the next time around because I want to see how the AIs handle each other in Europe.

One other thing, quasi-bug: since city improvement AA batteries have been changed to the Wasserfall project, a few cities in Germany start in 1940 building them.
Once you start saying, "I can't deal with the Allies taking this and that area, I'll leave it for now," as an Axis player in a strategic WW2 scenario, you're doomed, in my experience. Playing, "whack-a-mole," to the end seems to be a necessity. I'm not sure the specific context of Curt's design - but I'm speaking from gernal experience, here.
 
ACHTUNG!
STAND BY FOR NEWS FROM DER DEUTSCHER FERNSEH-RUNDFUNK, NOW IN
COLOR.

Reich Chancellor amadeus has announced a new and powerful weapon to the Luftwaffe's arsenal, a jet-powered fighter to stop the incursion of RAF air attacks on Germany.

AmadeusTV.jpg


:lol:
 
Once you start saying, "I can't deal with the Allies taking this and that area, I'll leave it for now," as an Axis player in a strategic WW2 scenario, you're doomed, in my experience. Playing, "whack-a-mole," to the end seems to be a necessity. I'm not sure the specific context of Curt's design - but I'm speaking from gernal experience, here.
Why not try playing it and see for youself, mate. :)
 
Why not try playing it and see for youself, mate. :)
I suppose I could give it a whack. I'm a bit rusty of actually playing strategic scenarios, but I could give it a try.

Edit: Notced the link.
 
Once you start saying, "I can't deal with the Allies taking this and that area, I'll leave it for now," as an Axis player in a strategic WW2 scenario, you're doomed, in my experience. Playing, "whack-a-mole," to the end seems to be a necessity. I'm not sure the specific context of Curt's design - but I'm speaking from gernal experience, here.
This is true to an extent, and it is not a complaint. Some of the units are created by events (via tech) that the players can research, and unbeknownst to me there was a second European invasion I was not aware of! That also took cleaning up.

As of July 1944, I have almost finished off the last of the Allies in Europe and refocusing on taking North Africa back as well as pushing further into the Soviet Union. Almost at the Urals.

I would say it is challenging as an experienced player, but I have not felt as though everything was lost. :)
 
In my play as the USA, I have been mass shipping AA batteries and US marines to Hong Kong and Plymouth, as the Germans and Japanese are running rampage!
The Brits got overrun when Goring sent his second "Kanal Kampf" attack, so I had to send a large crusade of US forces to liberate the not-so United Kingdom... ;)
In the East, our old pal Stalin is turning up the heat on the Germans, and is slowly breaking in to the Eastern borders of the Reich...It's exciting to see the battles.

In the Pacific, many sneaky IJN destroyers and BBs have rolled in looking for trouble, some getting as close as San Francisco. Hairy moments, but the USAAF won!
It's been a challenge to crush Hitler's hoodlums in the UK (Keeping London and Glasgow, BTW) and grinding along in China...Thank goodness I just gained the B-29.

At this rate, I may have to research atom bombs and really show these fascist clowns how Uncle Slam does business! :)
 
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September 1944 is where everything really came loose. I can accept some things as being just part of a game, but the Soviets had the German front event and spawned a bunch of units right in the middle of German-occupied territory. I was thinking that while the techs can't be disabled by event to my knowledge, the unit spawns can be, and I would make them conditional on owning key cities.

edit: one other thing, is RAF production boosted by one of these events? I’m shooting down more of their planes each turn than they have cities, so I’m wondering just where they are all coming from.
 
I'll look into the big invasions and make them conditional on the ownership of cities. So if the Russians have lost Moscow, they won't launch the German front.
Alternatively, I had the invasion as a tech the Russians always went for, but that presented problems too. I'll aim at conditions.

As for ther RAF - Have you conquered the Southern cities? That's the only way to stop the Brit planes...It's meant to get more intense was time goes on.

Enjoy the 1000 bomber raid too! :D
 
As for ther RAF - Have you conquered the Southern cities? That's the only way to stop the Brit planes...It's meant to get more intense was time goes on.
Aha, so it’s not AI cheating!

Last update on this game: December 1944 marked the end for Britain on its home islands after the Germans dropped four atomic bombs. The Soviets have been pushed back almost to the Urals. America has captured Tunisia and parts of Norway and have developed their own atom bomb.

Now that I have a better idea of how this is different from the old version, I may give it a new go. But who?

”Alexander made it to Paris.” :mischief:
 
You could try the USA - It's more of a challenge than I thought. The battles in the Pacific ocean are wild. :)
 
Going to start a new play-test...As the Empire!
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"I say, you chaps! Time to bomb the sausage scoffers, what?"
 
I found a problem, I believe: the Munitions Plant can only be built if the civ also has Colonialism (Code of Laws) researched. The Soviets can't research this tech, so the advanced units that require them thus can't be built. It's a bit of an odd one because there's nothing in rules.txt that would validate this, and I haven't found any documentation anywhere on why this would be.
 
I found a problem, I believe: the Munitions Plant can only be built if the civ also has Colonialism (Code of Laws) researched. The Soviets can't research this tech, so the advanced units that require them thus can't be built. It's a bit of an odd one because there's nothing in rules.txt that would validate this, and I haven't found any documentation anywhere on why this would be.
I guess those munitions require the largess of centuries of Colonial exploitation and plunder to produce... :P
 
I found a problem, I believe: the Munitions Plant can only be built if the civ also has Colonialism (Code of Laws) researched. The Soviets can't research this tech, so the advanced units that require them thus can't be built. It's a bit of an odd one because there's nothing in rules.txt that would validate this, and I haven't found any documentation anywhere on why this would be.
The Munitions Plant is merely the Mfg Plant renamed. It's most like the Russians are not getting the chance to complete their factories, as these need Trade Districts and RR Stations.
CIV2's AI has problems with this sort of thing, but fixing it would make things too simple for the player...I'll give it some thought. :)
 
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