Overlords Max

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Good point! I will add that Lua trigger after work today.

In the meantime, please drop these files into your scenario folder.
"CanbuildSettings" goes into the LuaRulesEvents folder, the rules and pedia into the usual places.
 

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Feb 1945. In my Brit playtest, German Reich is now down to about six cities, and the capital is Budapest.
Japan is being overrun in China, now that the KMT has US support. The final battles are soon. :)

Super Battleships, Paratroops and Lancasters are one heck of a mix!
 
One thing about the canbuild settings that I should add is that if a building is required but supplied through a wonder, it does not count towards the building of that unit.

This is to say that: Japan cannot build anything that requires a research lab (atom bomb) because the Imperial Academy already counts as one. Looking at how the thing is scripted, I think the best workaround would be one similar to how you did it for the engineers but have the override be if say, the city has an airbase, officer academy, and controls Tokyo. I think setting it to the wonder itself, which I was toying with doing, would just mean that only Tokyo could build A-bombs if controlled by the Japanese and they didn't occupy another city that already had a research facility.
Just like there are allImprovement and someImprovement categories, there are also allWonders and someWonders categories. The alternateParameters field allows you to specify entire alternate sets of conditions for the same unit. (Note that this must be a table of conditionTables, even if there is only one alternate condition.)

(untested)
Code:
wonderBuild[object.wSecretWeaponsProgram.id] ={alternateParameters = {{allImprovements={object.iOfficerAcademy},allWonders={object.wImperialAcademy},},}, allImprovements={object.iOfficerAcademy,object.iResearchFacility}}

Note that you only need numberOfImprovements if you're using the someImprovements field. It doesn't do anything for the allImprovements field. (Though I know of no harm in keeping it.)

Also, more modern versions of canBuildSettings.lua let you make a function call to specify conditions, and if you call the function twice, it will do the work of filling in the alternateParameters field.
 
Well, it's early 1946, and due to the US having the atom bomb, the Soviets just triggered their 1-in-50 chance war declaration.
Since the fall of the Germans, Europe is loaded with US, Brit and Russian weapons. Overlords just flipped into Soviet Steel!
 
Overlords just flipped into Soviet Steel!
Side question? Is there a ToT conversion of this scenario (Soviet Steel) uploaded? I know there was a ToT units file for it (I have it in my trove of downloads), but was the scenario, itself, ever formally converted?
 
Here's a bit of odd behavior I can't explain. The agriculture (Farmland) improvements actually seem to decrease food yield. The only thing I have established so far is that it is connected to the events files: I disabled them once and food production behaved like it should.

I'll do more tinkering when I have time to see if I can identify the root cause.
 
Here's a bit of odd behavior I can't explain. The agriculture (Farmland) improvements actually seem to decrease food yield. The only thing I have established so far is that it is connected to the events files: I disabled them once and food production behaved like it should.

I'll do more tinkering when I have time to see if I can identify the root cause.
I've found it. Short explanation is that there is a bug in a General Library function that checks if a tile has irrigation, instead of irrigation or farmland.

Longer explanation:
It is conceivable (though I don't know if it ever took place yet) that a scenario designer might want to change terrain type yields for individual cities. However, since this change is made during the onCalculateCityYield event, it means that the game has already calculated "standard" production based on the last city's terrain yields. Therefore, a correction has to be calculated based on what standard production should be, and that calculation is bugged.

Edit: I realised the previous uploaded file had a diagnostic print statement left in.
 

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Oh, now this is interesting!
The MechanicsFiles\customCosmicSettings.lua file does much of the work for you in the current version of the template.

Code:
--      City Customisations
--[[
City customisations are registered with the function
customCosmic.registerCityCustomisation(customisation)
City customisations can apply to all cities, as long as
the `condition` is met.  If the `condition`s for multiple
customisations are met, the one with the largest `priority`
is chosen.
the customisation is a table which has this structure:
]]
Code:
    * `[baseTerrainObject]` = nil|table
        + `irrigateBonus` = nil|int>=0 or function(city)-->nil|int>=0
            - Sets the base value of the irrigation bonus for the city and baseTerrain.
            - If nil, refer to the authoritativeDefaultRules,
            - If function, use the result of function(city), 
        + `irrigateBonusModifier` = nil|int or function(city)-->nil|int
            - Add this to the base irrigation bonus, but results less than 0 will be set to 0.
            - If nil, use 0.
            - If function, use result after evaluating function(city)
        + `mineBonus` = nil|int>=0 or function(city)-->nil|int>=0
            - Sets the base value of the mining bonus for the city and baseTerrain.
            - If nil, refer to the authoritativeDefaultRules,
            - If function, use the result of function(city), 
        + `mineBonusModifier` = nil|int or function(city)-->nil|int
            - Add this to the base mining bonus, but results less than 0 will be set to 0.
            - If nil, use 0.
            - If function, use result after evaluating function(city)
        + `roadTrade` = nil|boolean or function(city)-->nil|boolean
            - If true, for this city and baseTerrain, the road trade bonus is applied.  If false, it is not.
            - If nil, refer to the authoritativeDefaultRules
            - If function, use result after evaluating function(city)
    * `[terrainObject]` = {
        + `food` = nil|int>=0 or function(city)-->nil|int>=0
            - Sets the base value for the food produced for this city by this terrain type.
            - If nil, refer to the authoritativeDefaultRules
            - If function, use the result of function(city)
        + `foodModifier` = nil|int or function(city)-->nil|int
            - Add this to the base food production value, but if the result is less than 0, it will be raised to 0.
            - If nil, use 0.
            - If function, use the result of function(city) 
        + `shields` = nil|int>=0 or function(city)-->nil|int>=0
            - Sets the base value for the shields produced for this city by this terrain type.
            - If nil, refer to the authoritativeDefaultRules
            - If function, use the result of function(city)
        + `shieldsModifier` = nil|int or function(city)-->nil|int
            - Add this to the base shield production value, but if the result is less than 0, it will be raised to 0.
            - If nil, use 0.
            - If function, use the result of function(city) 
        + `trade` = nil|int>=0 or function(city)-->nil|int>=0
            - Sets the base value for the trade produced for this city by this terrain type.
            - If nil, refer to the authoritativeDefaultRules
            - If function, use the result of function(city)
        + `tradeModifier` = nil|int or function(city)-->nil|int
            - Add this to the base trade production value, but if the result is less than 0, it will be raised to 0.
            - If nil, use 0.
            - If function, use the result of function(city)
 
A bit much for my peabrains to process at the monent, so here’s an update on the Soviet steamroller: as of Oct. ‘45, the Japanese are stranded in bits of China, Shikoku has fallen to the Red Army, and I’m occupying North Vietnam.

When the Japanese are finished, it will just be a matter of mopping up the KMT. 60 IS-3 tank divisions, 100 SU-76 artillery, 48 MiG-9 jets, and all of them being produced at rates faster than the Japanese can (attempt to) destroy them.

edit:

Apr. ‘46. The Soviet Union occupies the Japanese home islands, Tojo moves the government to Bangkok. They hold half of Sumatra and Java, two cities in Bengal, all of Burma, Thailand, Malaya, a few parts of northern Australia and New Guinea.

Furthermore, I began production of heavy bombers and started the invasion of China. The war would be over sooner if the Americans and British would get some ground troops in, but they just keep bombing the Japanese away until I sail in and take it for myself.
 
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Hey Curt, are you open to some pedantic ramblings about the aircraft sequences and choices? I'm having a ball with the scenario (really, I tend to find you're really a great a designer at capturing the "one more turn" feel) but I'm a warbirds nut and a few of the choices seem off.

Really fun scenario and I don't think any of this really matters from an enjoyment perspective so up to you if you change it, but just some thoughts in spoiler. Honestly sometimes this kind of feedback is just too much but just ignore it if you want. Just trying to help :)

Spoiler :


-If you're looking for an "advanced" spitfire - I wouldn't go with the Mk. V. These were chewed alive by the 190s. Also, they and the 190s would have more or less been present at the scenario start or shortly thereafter. I'd recommend the Spit IX if you're looking for a midwar bird and the XIV or XVI if late. I don't know that the V is really the plane for what you're trying to convey.

-Having the P-51B come before the P-47 is an interesting choice. The Mustang really didn't show up in any numbers until very late 1943/early 1944. I'd reverse where each of these shows up. For that note there's not a tremendous amount of difference between the P-51B and P-51D in terms of time, performance, or anything really (the D had 2 more guns and was slightly slower). You might want to use one of the slots to give the Americans a dedicated fighter bomber version of the P-47 although I'm not going to complain at having two Mustangs.

-Of note, I saw a few Chinese P-51Bs at the scenario start so not sure how they wound up there.

-The Yaks just have totally nonsensical number conventions. You have the Yak-3 as an early war bird. It was actually quite a late model Yak introduced in June 1944 or so. I'm not playing as the Soviets but noticed they got this very early in the game. Assuming you're viewing this as an upgrade they can research, the Yak-9 is probably more in line with what you're seeking. Also just checking but you have the Yak-9 as a Yak-3 improvement when it's actually the opposite. Crazy Ivan, eh?

-Not sure I'd start with the US having access to the P-38. They didn't start getting delivered until after the scenario starts.



Onto the scenario, I'm playing as the US in July of 1941 and I've been rush building every factory I can. I notice that even though I'm running a significant deficit I get a large amount of cash each turn but no idea why? Is this a feature or a bug?

I haven't joined the war yet but I'm going to try and hold Guam and the Philippines as well as Midway. I'm doing a sort of "Japan first" figuring Britain and the Soviets can sort through Germany, but I am also building up the 8th Air Force to help the Brits with Germany a bit. I'm building up the defenses of these islands and will let you know how it goes.

I did leave for a few days after starting so I'm just getting into it, but definitely enjoying it. Brisk pace, beautiful art as always, and thoughtful events. You can tell I'm liking a scenario if my biggest complaint are the aircraft!

I will be interested to see what happens when I join the war. Is there any even that will give the US a base in Europe if they are human-controlled? You might consider giving them Plymouth with an isHuman check so long as the Brits aren't also human.

I'll report more when I dig into it a bit more! Having fun though![/SPOILER]
 
@JPetroski
Thanks! This is the kind of feedback that this thread is set up for, dude. I'll definitely turn to you for directions on the planes. I can change Lua and rules to reflect the correct types and when they appear.

It's no hassle to switch around the Thunderbolt and Mustang, for instance. I can just change the Spit suffix to XIV, easily done. The Russian birds also can be renamed. :)

In the OP, I do mention that there is a cash boost every turn, so you can put more into SCI or LUX.

PS
Grab these updates on this file for the latest rules/pedia/Lua files. Can be used mid-play.
(You'll know where to put the files.)
 

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I will be interested to see what happens when I join the war. Is there any even that will give the US a base in Europe if they are human-controlled? You might consider giving them Plymouth with an isHuman check so long as the Brits aren't also human.
That is a good idea! At the moment, there are some airbases and rebel cities that can be used to build up forces for an anti-Axis campaign.
The USA has the choice to hold off for a while, but Japan or Germany might (EG: will) make the war choice for you! I recommend Casablanca or Santa Cruz as a good foothold.

PS
I might ask your advice to do the city changeover for Plymouth when the US goes to war with Germany.
 
Started a new playtest as KMT China, and have noticed the changes have made a nice affect to the enemy attacks. The Japanese are as ruthless as ever, but it feels like I might be able to hold out for US help.
That is the "on a knife edge" feel I wanted for the Allied civs at the start, where the Axis are on the offensive and might overrun you next turn. But I did use a cunning ploy...Chiang Kai-Shek has handed the heavily
besieged city of Wenchow to the USA, who are currenly not at war with Imperial Japan. They will be in the not too distant future, but by that time, I hope the USA has turned the city into an Allied fortress...Which
will also be a handy airbase for the B-17s and B-29s, giving me a helping hand for the liberation of China...!

I must keep an eye open for Soviet treachery too...A benign dictator's work is never done. :D
 
I started a new Germany game after the last learning experience. January 1941 and the Wehrmacht marches on London and Southampton. Strategy: transports and Stug IIIs everywhere, followed by artillery and AA guns pulling up the rear for defense when I assume Britain will want its land back. Also some cannon fodder grenadiers. Greece, Libya, and Yugoslavia can wait.
 
Did you mean to have the only places that can build US Naval fighters be the overseas US Naval bases? It seems overly restrictive to me to have only the Pacific island bases be able to build them? Most of the Corsairs were built it Connecticut, FYI. But for gameplay if you're trying to keep these to the Pacific mostly, perhaps the West Coast U.S. cities (or at least a few of them) can build them too?
 
Update on the game - April of '42. I've been at war since December of '41 (I researched the event). I haven't taken any cities yet - still building up - but basically the entire northern Pacific is a battleground as I prepare to try and take Iwo Jima. Japan hasn't been able to do much against me.

Germany hasn't really gotten very far in Russia. This has been the front line more or less consistently for several turns now. Also, I haven't seen a single U-Boat this campaign?

My plan is to take Iwo Jima, bypass Okinawa, and head straight for the Japanese home islands. They do have a bunch of battleships that are causing trouble but I have enough air cover that their planes aren't bothering me too much.

I'm also preparing for an Operation Torch though that will be some time in the future.

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