Overlords Max

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Also, I haven't seen a single U-Boat this campaign?
This was something I was going to mention but I think I forgot. In the rules.txt the obsolescence tech for Submarine 1s is, I think, whatever the Panzergrendier tech is, so Germany can never build submarines until they get Sub 2s.

In my copy, I switched it out to Mag (ASW warfare), assuming this was an oversight. :)
 
Very fierce battles! They keep trading hands every turn or so.
Sounds more, historically, like the Iran-Iraq than the actual Eastern Front of the European Theatre of WW2. :hmm:
 
German update: the British home islands campaign finished in April ‘41, so the RAF is no longer doing anything in northwestern Europe. So too much of the Royal Navy.

The USA landed at Casablanca in May, which was pushed out after rushing some forces to keep them off the African continent. They also left Santa Cruz undefended, so I swooped in and took that, giving it back to Spain (Neutrals) so America can’t put any units there.

I may regret this but a lot of the units I have since pulled from Algeria have gone into Alexandria (July ‘41) so here’s hoping I can blast Egypt and Iraq in the coming months.

Preparations for Barbarossa and the Atlantic campaigns are underway, to be launched as soon as I can build the advanced weapons research wonder. Lots of artillery and paratroopers being readied. Goal is take out the Russians first, then swing back and work on the total defense of Europe and Africa.

In Asia, Japan has been forced to join the war but hasn’t triggered the Pac. campaign yet. Hurry up! And Britain has given up on the home islands, instead trying to push the Japanese out of Burma… when they weren’t even there yet.

edit: well, the Japanese started the Pacific campaign (Aug ‘41) immediately after my post here, and as soon as I start moving towards Egypt, America launches Operation Torch. Somehow, a few units also ended up in … Norway? Didn’t get far, though.

My gut tells me to deal with the Americans in N. Africa first and then start Barb., but my heart tells me to crush Bolshevism forever. Or I can try to do both!
 
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Very fierce battles! They keep trading hands every turn or so.
:D
The graphics are not correct, however - Do you have these files?
1693198889558.png
 
It's got nothing to do with the scenario, man. So let's move on.
It probably doesn't, directly. I'm just clarifying it was a historical comparison and not political spam, and the chastising was unwarranted. But, yes, let's move on.
 
My battle to liberate China is going well, but as expected, Stalin pulled his PLA uprising. Unfortunately for the reds, I have hugely upgraded the defences in the West.
The new mobile artillery regiments are taking a toll on Mao's hordes. In Vietnam, my forces are pushing the Japanese into the sea, with help from the USAAF and USN... :)
1693203007058.png
 
A mini-update: Cairo and the Suez have fallen to the Axis. At the moment, I’m waiting for Britain to invade Iraq so I can take it from them. I think Britain needs to hold it to trigger the event.

I also lucked out with my tech coming at the same time as finishing the secret weapons project, so in one turn I took the Atlantic, British, and Russian campaigns.

Operation Barbarossa began in November, as of the end of December I have taken Leningrad, Kiev, and Moscow. The Russians are also somewhat behind in research so they don’t have much to throw at me. At the same time, the Americans have been totally pushed out of North Africa. I’ve been moving up and down the coast taking the Vichy French cities that are in rebellion.

Next phase will be, beyond pushing further into Russia, preparing defenses for the Americans if they should try to launch anything in Europe.
 
So to be honest I was getting a little bit worried that the scenario was too easy and I was wondering if I was missing something. Then, Japan researched a war tech of some sort and now the Philippines are gone and it's everything I can do to try and contain them, so congrats on luring me into a false sense of confidence. Interestingly though, this war tech happened the same turn I managed to snag Iwo Jima. So now I have a southern front that is collapsing while I'm simultaneously in position to possibly invade Japan proper.

Some observations:

-The AI is idiots with aircraft carriers but giving them an attack rating means they're **really** stupid. A Japanese carrier attacked Hawaii and managed to sink itself along with 19 planes it was carrying.

-I still feel like I was able to prepare very well for this war. Such is the curse of knowing history and playing a historical game. I just wanted to make you aware though, that you "could" limit the US military unit production with lua until the war actually starts in a number of ways (example, you could check if a city has built a unit and then unbuild it, or you could keep resetting what a city is building to the capitalization equivalent if they try building a unit, or you could probably add a script to canBuildSettings with @Prof. Garfield 's help that wouldn't actually allow the US to build their better weapons if they or Japan/Germany didn't have the techs that allow the U.S. to go to war).

This might really handicap an AI US, but you can use the "isHuman" check to only have it happen if the USA is player-controlled. I think that if the U.S. was restrained further prior to actually entering the war, you might have Japan run more rampant.

-On that note, while I like that you've tied the entry of nations into the war to techs rather than set dates (enhances replayability considerably) you might consider a random chance of Japan getting the "offensive" tech each turn if the U.S. already has it (you may have already done this but I'm assuming Japan just got around to researching it).

-I would reaffirm my suggestion to let a few cities in California build the U.S. naval fighters because after the Japanese attack you're limited to basically Hawaii being able to build them.

As usual for your scenarios I'm having a blast so well done!
 
The AI is idiots with aircraft carriers but giving them an attack rating means they're **really** stupid. A Japanese carrier attacked Hawaii and managed to sink itself along with 19 planes it was carrying.
:eek:
 
I just wanted to make you aware though, that you "could" limit the US military unit production with lua until the war actually starts in a number of ways (example, you could check if a city has built a unit and then unbuild it, or you could keep resetting what a city is building to the capitalization equivalent if they try building a unit, or you could probably add a script to canBuildSettings with @Prof. Garfield 's help that wouldn't actually allow the US to build their better weapons if they or Japan/Germany didn't have the techs that allow the U.S. to go to war).

This might really handicap an AI US, but you can use the "isHuman" check to only have it happen if the USA is player-controlled. I think that if the U.S. was restrained further prior to actually entering the war, you might have Japan run more rampant.
How about having some/most new US units beeing "sold" via lua events to chosen powers, making them shipped (and targets for interception) to them, until they enter war ?
 
-The AI is idiots with aircraft carriers but giving them an attack rating means they're **really** stupid. A Japanese carrier attacked Hawaii and managed to sink itself along with 19 planes it was carrying.
I had noticed this myself and wondered whether the attack rating wasn’t given to them to motivate them to build carriers.

If that’s the case, maybe a random event could be used to generate one based on historical production: for the British, a 1/4 chance per turn, Japanese 1/4? Germans, 1/16, Russians 1/32. That kind of thing.

Or if as you say lua can be used and there is a spare unit slot, a dummy aircraft carrier for the AI that has an attack rating but then gets replaced by a 0 attack one on completion.
 
I had noticed this myself and wondered whether the attack rating wasn’t given to them to motivate them to build carriers.

If that’s the case, maybe a random event could be used to generate one based on historical production: for the British, a 1/4 chance per turn, Japanese 1/4? Germans, 1/16, Russians 1/32. That kind of thing.

Or if as you say lua can be used and there is a spare unit slot, a dummy aircraft carrier for the AI that has an attack rating but then gets replaced by a 0 attack one on completion.

I think you could also use lua to just change the carrier attack rating to 0 after they are built and moving about the sea. Pretty sure this can be done with "onActivate" or potentially afterProduction or such.
 
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