Overlords Playtest Thread - Testers Welcome!

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Again, there may well be a different way to do it by now.

I haven't implemented a "carrier" module, yet. However, you'll want to replace
Code:
unit.type.flags & 1<<12 == 1<<12
with
Code:
gen.isCarryAir(unit.type)
Code:
--object.uCarrier.flags = specialNumbers.defaultCarrierFlags
gen.giveCarryAir(object.uCarrier)
Code:
--object.uCarrier.flags = specialNumbers.doNotCarryCarrierFlags
gen.removeCarryAir(object.uCarrier)

From what I remember, there will be an issue if a non-carrier-user unit attacks a loaded carrier, since, without the carrier flag, a carrier/aircraft stack will act as an air protected stack. In Over the Reich, we just made the munitions carrier users, but that won't work here.

If each nation has a distinct aircraft carrier unit type, then you can remove the carry air flag only from the unit corresponding to the active tribe. There might be a better solution, but I can't think of one at the moment.
 
Hi Curt,

One thing I forgot to mention in my play test is I believe you forgot to include the TANK.wav file in either of your Sound folders. As per you rules.txt @SOUNDS section:

Code:
@SOUNDS
...
TANK.wav      ; Medium Tank
...

As a consequence, the 'Medium Tank' unit makes no sound when attacking.
 
I'll add that to the list, thanks!

Right now, I am having a lot of hell trying to make the extra (ToTPP) techs work, as no matter what I do, CIV2 is crashing.
Overlords worked fine with 4 of the extra techs beyond tech 99, but now I suspect there is a bug somewhere.
Big list of data in rules.txt to search through, I am sure I will get to the bottom of this mystery...!
 
Right now, I am having a lot of hell trying to make the extra (ToTPP) techs work, as no matter what I do, CIV2 is crashing.
Overlords worked fine with 4 of the extra techs beyond tech 99, but now I suspect there is a bug somewhere.
Big list of data in rules.txt to search through, I am sure I will get to the bottom of this mystery...!

You've probably already thought of or done this, but I'd set up the post Prof. Garfield did with all the XAE XYE whatever and put it in notepad and just go through your rules one by one with them. Copy what you have in rules and search for it in notepad until you find one that doesn't match. These new techs are great but they're going to be much more difficult to notice issues with than the tried and true so I'd anticipate many of us encounter this issue.
 
Yep - I managed to load the save after reverting to vanilla rules, then I performed the time-tested method of dropping in 10 techs at a time into Rules.txt,
loading the save each time to check for any crashes...And guess what? No crashes at all...I maybe fixed the error unawares when I reorganised the techs,
due to me forgetting to assign one tech to the Panther II...Main thing is I defeated the crash demon, and now can work on the new unit stats! :D
 
UPDATE!

Today I finally implemented the new extended tech tree and units into the scenario without errors.
I have also added these dozens of new lines into Lua Object/Canbuild settings and wiped out all bugs.

It's time now to remake and add in the new events. These will include random attacks for AI only,
and different invasion unit spawns for the Player and Civ AI...Then I will call out for new playtests. :)

Things are getting exciting now!
 
The new tech tree...It was fun to weave this one together, I can tell you!
Code:
Air Warfare III,    5,-1,  Fli, Met, 0, 1    ; AFl 0    <Bomber>
Education,          0, 0,  nil, nil, 0, 3    ; Alp 1    <Public School>=<Library>
Amphibious Forces,  5,-1,  Csc, Sea, 0, 0    ; Amp 2    <Japanese/American/British>
Troop Landing Craft,5,-1,  Nav, Amp, 3, 0    ; Ast 3    <Transport>
Atomic Weapons,     5,-1,  X69, nil, 2, 3    ; Ato 4    <Atom Bomb>
Automobiles,        5, 1,  Ref, Eng, 1, 2    ; Aut 5    <Supply Truck>
Regional Trade,     0, 0,  Cur, nil, 0, 2    ; Ban 6    <Local Industry>=<Bank>
Railroads,          0, 0,  SE,  Pot, 1, 2    ; Bri 7    <Allows RR On River Tiles>
AA Warfare,         5,-1,  Rad, Gun, 1, 0    ; Bro 8    <AA Battery>
Mass Media,         0, 0,  E1,  Cur, 2, 2    ; Cer 9    <Cinema>=<Colosseum>
Chemical Research,  5, 1,  Inv, nil, 1, 3    ; Che 10
Rocket Artillery II,5,-1,  Hor, Aut, 2, 1    ; Chi 11   <MRL Truck>
Colonialism,        0, 0,  nil, nil, 0, 3    ; CoL 12    <Governor>=<Courthouse>
Airborne Warfare,   5,-1,  Csc, Rad, 0, 0    ; CA  13    <Russian/Japanese/Germans/American/British>
Motorized Troops,   5,-1,  Aut, Csc, 2, 0    ; Cmb 14   <Armored Troops>
Communism,          0, 0,  Lab, nil, 2, 4    ; Cmn 15
Computers,          5, 1,  Inv, nil, 1, 3    ; Cmp 16
Conscription,       0, 0,  nil, nil, 0, 0    ; Csc 17    <Basic Infantry><Barracks>
Fortifications,     0, 0,  Pot, nil, 0, 2    ; Cst 18    <City Defences>=<City Walls>
Corporations,       5,-1,  Ban, nil, 0, 2    ; Cor 19   <250+ Gold Per Turn>
Commerce,           0, 0,  nil, nil, 0, 2    ; Cur 20   <Market Square>=<MarketPlace>
Democracy,          5, 1,  Rep, nil, 0, 3    ; Dem 21   <1000+ Gold Per Turn><Americans/British/Chinese/Neutrals>
Wartime Economy,    5,-1,  Ban, nil, 0, 2    ; Eco 22    <War Bonds>=<Stock Exchange>
Electrification,    0, 0,  nil, nil, 0, 2    ; E1  23
Electronics,        5, 1,  Cmp, nil, 1, 3    ; E2  24   <National Broadcaster>=<Hanging Gardens>
Engineering,        0, 0,  nil, nil, 1, 2    ; Eng 25
Escort Vessels,     7,-1,  Sea, Bro, 3, 0    ; Env 26   <AA Crusier>
Submarine Warfare,  5,-1,  Sea, Amp, 3, 0    ; Esp 27   <Submarine>
Engineer Corps,     5,-1,  Csc, Eng, 0, 0    ; Exp 28    <Engineers>
Fascism,            0, 0,  Mon, nil, 0, 0    ; Feu 29    <250+ Gold Per Turn><Japanese/Germans/Neutrals>
Air Warfare II,     5,-1,  Rad, Gun, 0, 1    ; Fli 30    <Fighter>
Fanaticism,         5,-1,  Feu, nil, 0, 0    ; Fun 31    <250+ Gold Per Turn><Japanese/Germans/Neutrals>
Atomic Power,       5,-1,  X6A, nil, 2, 3    ; FP  32   <Atomic Power Plant>=<Nuclear Plant>
SS Divisions,       0, 0,  Feu, Csc, 0, 0    ; Gen 33   <Waffen-SS>
Partisan Warfare,   5,-1,  Csc, Wri, 0, 0    ; Gue 34    <Partisans>
Gunnery,            0, 0,  nil, nil, 1, 0    ; Gun 35    <Field Artillery>
Rocket Artillery,   5,-1,  Gun, Roc, 2, 1    ; Hor 36    <MRL Battery>
Industrialization,  5, 1,  Tra, nil, 1, 2    ; Ind 37   <Factory>
Advanced Research,  5,-1,  Lit, Cor, 1, 3    ; Inv 38   <Research Facility>=<Research Lab>
AA Warfare II,      5,-1,  Bro, Met, 1, 0    ; Iro 39   <AA Battery II>
Labor Union,        5, 1,  Ind, nil, 1, 2    ; Lab 40   <Laborer>
Lend-Lease,         8,-1,  Min, nil, 3, 3    ; Las 41   <500+ Gold Per Turn To US Allies>
Mobile Warfare II,  5,-1,  Mob, Whe, 2, 0    ; Ldr 42    <Medium Tank>
Military Research,  5,-1,  Wri, Mat, 1, 3    ; Lit 43    <250+ Gold Per Turn>
Machine Tools,      0, 0,  Eng, nil, 1, 2    ; Too 44
ASW Operations,     7,-1,  ToG, E2,  3, 0    ; Mag 45   <Escort Carrier/Submarine II>
Seafaring,          0, 0,  nil, nil, 3, 0    ; Map 46   <Docks>=<Harbor>
Sea Defences,       0, 0,  Cst, Gun, 3, 0    ; Mas 47   <Coastal Battery>=<Coastal Fortress>
Mass Production,    7,-1,  Aut, Cor, 1, 2    ; MP  48   <Munitions Plant>=<Manufacturing Plant>
Militarism,         0, 0,  CoL, nil, 0, 0    ; Mat 49   <250+ Gold Per Turn>
Modern Medicine,    5, 1,  Inv, nil, 1, 3    ; Med 50
Large Cailbre Guns, 5,-1,  Gun, Too, 1, 0    ; Met 51    <Heavy Artillery>
US Armed Forces,    0, 0,  nil, nil, 3, 3    ; Min 52   <US Army>
Mobile Warfare,     5,-1,  Aut, Gun, 2, 0    ; Mob 53    <Light Tank>
Imperialism,        0, 0,  nil, nil, 0, 0    ; Mon 54    <250+ Gold Per Turn><Japanese/Germans/British>
Religion,           0, 0,  nil, nil, 0, 3    ; MT  55
Popular Culture,    0, 0,  nil, nil, 2, 2    ; Mys 56    <Propaganda>=<Temple>
Shipbuilding,       5,-1,  Ind, Map, 3, 0    ; Nav 57   <Shipyard>=<Offshore Platform><Transport/Freighter/Liner>
Nuclear Fission,    5,-1,  X68, nil, 2, 3    ; NF  58   <Nuclear Research Lab>=<Isaac Newton's College>
Royal Navy,         0, 0,  nil, nil, 3, 0    ; NP  59   (Gives British Ships +1 Movement)
Codebreaking,       0, 0,  Lit, Cmp, 1, 3    ; Phi 60   <Enigma Decryption>=<Apollo Program>
Pharmaceuticals,    5, 1,  Med, nil, 1, 3    ; Phy 61   <Penicillin Drug>=<Cure for Cancer>
Bushido Doctrine,   0, 0,  MT,  nil, 1, 4    ; Pla 62   <Assault Troops>
Civic Plumbing,     0, 0,  nil, nil, 0, 2    ; Plu 63   
Panzer Troops,      0, 0,  Cmb, nil, 0, 0    ; PT  64   <Panzergrenadiers>
Public Works,       0, 0,  nil, nil, 0, 2    ; Pot 65   <Warehouses>=<Granary>
Air Warfare,        0, 0,  Wri, nil, 0, 1    ; Rad 66   <Airbase>=<Airport>
Modern Railroads,   5, 1,  Rec, Bri, 0, 2    ; RR  67    (Mass Railroad Tile Improvement)
Reconstruction,     5, 1,  Rob, nil, 0, 2    ; Rec 68    <Social Housing>=<Sewer System>
Refining,           5, 1,  Ind, nil, 1, 2    ; Ref 69   <Unlocks Oilfield Tiles>
Factory Farming,    7, 1,  War, Pot, 1, 2    ; Rfg 70    <Victory Farm>=<Supermarket>
Republic,           0, 0,  nil, nil, 0, 3    ; Rep 71   <Military Police>=<Police Station><250+ Gold Per Turn><Americans/Chinese/Neutrals>
Total War,          7,-1,  War, Cor, 1, 2    ; Rob 72   <National Arms Factory>=<King Richard's Crusade>
Rocketry,           5,-1,  Che, nil, 2, 1    ; Roc 73   <Secret Weapons Program>=<Darwin's Voyage>
Sanitation,         0, 0,  Plu, nil, 0, 2    ; San 74    <Waterworks>=<Aqueduct>
Sea Power,          5,-1,  Nav, Lab, 3, 0    ; Sea 75    <Naval Port>=<Port Facility><Destroyer/Cruiser/Battleship>
Strategic Bombing,  7,-1,  AFl, MP,  1, 1    ; SFl 76    <Heavy Bombers>
Jet Flight,         7,-1,  AFl, Roc, 2, 1    ; Sth 77    <Jet Fighter>
Steam Engines,      0, 0,  Too, nil, 1, 2    ; SE  78
Escort Vessels II,  7,-1,  Env, Iro, 3, 0    ; Stl 79   <AA Crusier II>
Large Battleships,  5,-1,  Sea, War, 3, 0    ; Sup 80   <Super Battleship>
Wehrmacht,          0, 0,  Mob, Rad, 0, 4    ; Tac 81
Christianity,       0, 0,  MT,  nil, 3, 2    ; The 82    <Church>=<Cathedral>
Carrier Operations, 5,-1,  Sea, Fli, 3, 0    ; ToG 83   <Carrier>
Railroad Industry,  0, 0,  Bri, Cur, 1, 2    ; Tra 84   <Rail Station>=<Superhighways>
Atomic Research,    5,-1,  Inv, nil, 2, 3    ; Uni 85
Military Industry,  7,-1,  MP,  Mat, 1, 2    ; War 86    <Military Complex>=<Power Plant>
Self-Propelled Guns,5,-1,  Gun, Aut, 1, 0    ; Whe 87   <Mobile Artillery>
Elite Training,     0, 0,  Alp, nil, 0, 3    ; Wri 88    <Officer Academy>=<University>
Autonomous Research,0, 0,  nil, nil, 1, 2    ; ...
Russian Campaign,   9,-2,  War, Las, 0, 4    ; U1  90    (Germany: Invasion of Soviet Union)
African Campaign,   8,-2,  War, Las, 0, 4    ; U2  91    (Germany: Reinforce Afrika Korps)
British Campaign,   8,-2,  War, Las, 0, 4    ; U3  92    (Germany: Second Battle of Britain)
European Front,     8,-2,  Cmn, Ldr, 2, 4    ; X1  93    (USSR: Invasion of German Reich)
Asian Front,        8,-2,  Cmn, CA,  2, 4    ; X2  94    (USSR: Invasion of Chinese Republic)
Pacific Campaign,   9,-2,  Ban, Amp, 1, 4    ; X3  95    (Japan: Invasion of Pacific)
African Invasion,   8,-2,  Amp, Ldr, 3, 3,   ; X4  96    (Allies: North African Landing)
Italian Invasion,   8,-2,  Amp, Tac, 3, 3,   ; X5  97    (Allies: Italian Invasion)
European Invasion,  8,-2,  Amp, SFl, 3, 3,   ; X6  98    (Allies: French Invasion)
Nordic Invasion,    8,-2,  Amp, CA,  3, 3,   ; X7  99    (Allies: Norwegian Landing)
African Invasion,   8,-2,  Amp, Ldr, 3, 4,   ; X64 100    (Britain: North African Landing)
Italian Invasion,   8,-2,  Amp, Tac, 3, 4,   ; X65 101    (Britain: Italian Invasion)
European Invasion,  8,-2,  Amp, SFl, 3, 4,   ; X66 102    (Britain: French Invasion)
Nordic Invasion,    8,-2,  Amp, CA,  3, 4,   ; X67 103    (Britain: Norwegian Landing)
Atomic Research,    5,-1,  Uni, nil, 2, 3    ; X68 104
Atomic Research II, 5,-1,  NF,  nil, 2, 3    ; X69 105
Atomic Research III,5,-1,  Ato, nil, 2, 3    ; X6A 106
Soviet Forces,      0, 0,  Csc, Cmn, 2, 4    ; X6B 107  <Red Army>
Reserve Front,      0, 0,  X6B, nil, 0, 0    ; X6C 108  <Red Army II>
Shock Armies,       0, 0,  X6C, nil, 0, 0    ; X6D 109  <Shock Troops>
Airborne Armies,    0, 0,  X6C, CA,  0, 0    ; X6E 110  <Airborne Troops>
Soviet Guards,      0, 0,  X6D, X6E, 0, 0    ; X6F 111  <Red Army Guards>
Medium Tank,        5,-1,  Mob, nil, 2, 0    ; X70 112  <T-28/T-34>
Medium Tank II,     5,-1,  X70, Ldr, 2, 0    ; X71 113  <T-34-85>
Guards Tank Armies, 5,-1,  X71, X6F, 2, 0    ; X72 114  <Guards T-34>
Heavy Tank,         5,-1,  Mob, nil, 2, 0    ; X73 115  <KV-1>
Heavy Tank II,      5,-1,  X73, War, 2, 0    ; X74 116  <IS-2>
Heavy Tank III,     5,-1,  X74, Rob, 2, 0    ; X75 117  <IS-3>
Guards Mortar,      5,-1,  X6B, nil, 1, 0    ; X76 118  <Katyusha>
Shock Artillery,    5,-1,  X6D, Whe, 1, 0    ; X77 119  <SU-76>
Red Air Force,      5,-1,  X6B, Rad, 0, 1    ; X78 120  <I-16/LaGG-3/Pe-2/TB-3>
Lavochkin Fighter,  5,-1,  X78, Fli, 0, 1    ; X79 121  <La-5>
La-5 Improvement,   5,-1,  X79, MP,  0, 1    ; X7A 122  <La-7>
Yakovlev Fighter,   5,-1,  X78, Fli, 0, 1    ; X7B 123  <Yak-3>
Yak-3 Improvement,  5,-1,  X7B, MP,  0, 1    ; X7C 124  <Yak-9>
Mikoyan Jet,        5,-1,  X78, Sth, 0, 1    ; X7D 125  <MiG-9>
Tupolev Bomber,     5,-1,  X78, MP,  1, 1    ; X7E 126  <Tu-2>
Panzer Destroyer,   5,-1,  X78, AFl, 0, 1    ; X7F 127  <Il-2 Sturmovik>
Imperial Forces,    0, 0,  Csc, nil, 1, 4    ; X80 128  <Imperial Army>
IJA Half Track,     5,-1,  X80, Cmb, 2, 0    ; X81 129  <Type-1 Ho-Ha>
IJA Tank I,         5,-1,  X80, Mob, 2, 0    ; X82 130  <Type-95 Ha-Go>
IJA Tank II,        5,-1,  X82, Aut, 2, 0    ; X83 131  <Type-97 Chi-Ha>
IJA Tank III,       5,-1,  X83, Ldr, 2, 0    ; X84 132  <Type-1 Chi-Hi>
IJA Heavy Tank,     5,-1,  X84, Met, 2, 0    ; X85 133  <Type-4 Chi-To>
IJA Heavy Tank II,  5,-1,  X85, War, 2, 0    ; X86 134  <Type-5 Chi-Ri>
Imperial Air Forces,0, 0,  X80, Rad, 0, 1    ; X87 135  <A6M Zero/D3A/Ki-67 Hiryu>
IJN Patrol Craft,   5,-1,  X87, AFl, 1, 1    ; X88 136  <H8K>
Kawasaki Fighter,   5,-1,  X87, MP,  0, 1    ; X89 137  <Ki-61 Hien>
Nakajima Fighter,   5,-1,  X87, War, 0, 1    ; X8A 138  <Ki-84 Hayate>
IJN Jet Fighter,    5,-1,  X87, Sth, 0, 1    ; X8B 139  <J9Y Kikka>
D3A Replacement,    5,-1,  X87, MP,  1, 1    ; X8C 140  <D4Y Suisei>
Kamikaze Weapons,   7,-1,  X87, Roc, 0, 1    ; X8D 141  <MXY-7 Ohka>
Axis Armies,        0, 0,  Csc, nil, 0, 0    ; X8E 142  <Italian Army/Finnish Army/Romanian Army/Vichy Army>
Reich Army,         0, 0,  Csc, nil, 0, 0    ; X8F 143  <Grenadiers>
Replacement Army,   7,-1,  X8F, Rob, 0, 0    ; X90 144  <Grenadiers II>
Assault Gun Panzer, 0, 0,  Tac, Whe, 2, 0    ; X91 145  <StuG III>
Medium Panzer,      0, 0,  Tac, nil, 2, 0    ; X92 146  <PzKpfw III>
Medium Panzer II,   5,-1,  X92, nil, 2, 0    ; X93 147  <PzKpfw IV>
Medium Panzer III,  5,-1,  X93, Ldr, 2, 0    ; X94 148  <PzKpfw Panther>
Hunting Panzer,     5,-1,  X94, Met, 2, 0    ; X95 149  <Jagdpanther>
Panther Improvement,5,-1,  X94, Rob, 2, 0    ; X96 150  <PzKpfw Panther II>
Heavy Panzer,       5,-1,  Tac, War, 2, 0    ; X97 151  <PzKpfw Tiger>
SS-Panzerwaffe,     5,-1,  X97, Gen, 2, 0    ; X98 152  <PzKpfw Tiger SS>
Heavy Panzer II,    5,-1,  X97, Rob, 2, 0    ; X99 153  <PzKpfw Tiger II>
Luftwaffe Fighters, 0, 0,  Tac, Fli, 0, 1    ; X9A 154  <Bf-109/Bf-110>
Luftwaffe Bombers,  0, 0,  Tac, AFl, 1, 1    ; X9B 155  <Ju-87 Stuka/Ju-88>
Bf-109 Improvement, 0, 0,  X9A, MP,  0, 1    ; X9C 156  <Bf-109 Gustav>
Focke-Wulf Fighter, 0, 0,  X9A, nil, 0, 1    ; X9D 157  <Fw-190>
Tank Destroyer,     0, 0,  X9B, Met, 0, 1    ; X9E 158  <Hs-129>
Heavy Fighter,      0, 0,  X9A, War, 0, 1    ; X9F 159  <Do-335 Pfeil>
Luftwaffe Jets,     0, 0,  X9A, Sth, 0, 1    ; XA0 160  <Me-262 Schwalbe>
Me-262 Improvement, 0, 0,  XA0, Rob, 0, 1    ; XA1 161  <Me-262 HG-3>
Arado Jet Bomber,   0, 0,  XA0, Rob, 1, 1    ; XA2 162  <Ar-234 Blitz>
Amerika Bomber,     0, 0,  X9B, SFl, 1, 1    ; XA3 163  <Ju-390>
Wunderwaffe,        0, 0,  Tac, Roc, 2, 1    ; XA4 164  <V1 Missile>
Wunderwaffe II,     0, 0,  XA4, Rob, 2, 1    ; XA5 165  <V2 Missile>
Wunderwaffe III,    0, 0,  XA5, Iro, 2, 1    ; XA6 166  <Wasserfall Battery>=<SAM Missile Battery>
Amphibious Craft,   6,-1,  Min, Amp, 3, 0    ; XA7 167  <LVT USMC>
Allied Transport,   0, 0,  Min, Nav, 3, 0    ; XA8 168  <Liberty Ship>
Modern US Army,     4,-1,  Min, Rob, 3, 3    ; XA9 169  <US Army II>
US Mobile Gun,      0, 0,  Min, Whe, 1, 0    ; XAA 170  <T-30 HMC>
US Tank Buster,     0, 0,  XAE, Met, 1, 0    ; XAB 171  <M10 Wolverine>
US Army Tank,       0, 0,  Min, nil, 2, 0    ; XAC 172  <M3 Stuart>
US Army Tank II,    0, 0,  XAC, nil, 2, 0    ; XAD 173  <M3 Lee>
US Army Tank III,   0, 0,  XAD, Ldr, 2, 0    ; XAE 174  <M4 Sherman>
US Army Tank IV,    0, 0,  XAE, War, 2, 0    ; XAF 175  <M4A3 Sherman/USMC Sherman>
US Army Tank V,     0, 0,  XAF, Rob, 2, 0    ; XB0 176  <M26 Pershing>
USAF Fighter,       0, 0,  Min, Rad, 0, 1    ; XB1 177  <P-40 Warhawk>
USAF Fighter II,    5,-1,  XB1, Fli, 0, 1    ; XB2 178  <P-38 Lightning>
USAF Fighter III,   5,-1,  XB2, MP,  0, 1    ; XB3 179  <P-47 Thunderbolt>
USAF Fighter IV,    6,-1,  XB3, War, 0, 1    ; XB4 180  <P-51B Mustang>
USAF Fighter V,     6,-1,  XB4, AFl, 0, 1    ; XB5 181  <P-51D Mustang>
USAF Jet Fighter,   7,-1,  XB1, Sth, 0, 1    ; XB6 182  <P-80 Shooting Star>
USN Fighter,        6,-1,  Min, Rad, 0, 1    ; XB7 183  <F4F Wildcat>
USN Fighter II,     6,-1,  XB7, MP,  0, 1    ; XB8 184  <F6F Hellcat>
USN Fighter III,    6,-1,  XB8, War, 0, 1    ; XB9 185  <F4U Corsair>
USAF Bomber,        0, 0,  Min, Rad, 1, 1    ; XBA 186  <B-17 Fortress>
USAF Super Bomber,  7,-1,  XBA, SFl, 1, 1    ; XBB 187  <B-29 Super Fortress>
Empire Forces,      0, 0,  Csc, nil, 0, 0    ; XBC 188  <Gurkhas/Anzacs/Canadian Army>
Modern Infantry,    8,-2,  XBC, Rob, 0, 0    ; XBD 189  <Infantry II>
Royal Artillery,    0, 0,  XBC, Gun, 1, 0    ; XBE 190  <QF 25-Pdr>
Mobile Howitzers,   0, 0,  XBE, Ldr, 1, 0    ; XBF 191  <Priest>
Infantry Tank,      0, 0,  XBC, Mob, 2, 0    ; XC0 192  <Matilda II>
Infantry Tank II,   0, 0,  XC0, Ldr, 2, 0    ; XC1 193  <Valentine>
Infantry Tank III,  0, 0,  XC1, Met, 2, 0    ; XC2 194  <Churchill>
Cruiser Tank,       0, 0,  XBC, Aut, 2, 0    ; XC3 195  <Cruiser III>
Cruiser Tank II,    0, 0,  XC3, MP,  2, 0    ; XC4 196  <Crusader>
Cruiser Tank III,   0, 0,  XC4, War, 2, 0    ; XC5 197  <Comet>
Main Battle Tank,   0, 0,  XC5, Rob, 2, 0    ; XC6 198  <Centurion>
RAF Fighters,       0, 0,  XBC, Fli, 0, 1    ; XC7 199  <Hurricane/Spitfire/Beaufighter>
Spitfire Advances,  0, 0,  XC7, War, 0, 1    ; XC8 200  <SpitfireV>
RAF Fighter Bomber, 0, 0,  XC8, War, 0, 1    ; XC9 201  <Typhoon>
Typhoon Advances,   0, 0,  XC9, Roc, 0, 1    ; XCA 202  <Tempest>
RAF Jet Fighter,    0, 0,  XC7, Sth, 0, 1    ; XCB 203  <Meteor>
RAF Bomber Command, 0, 0,  XBC, AFl, 1, 1    ; XCC 204  <Blenheim/Wellington/Stirling>
RAF Coastal Command,0, 0,  XCC, NP,  1, 1    ; XCD 205  <Sunderland>
RAF Fast Bomber,    0, 0,  XCC, MP,  1, 1    ; XCE 206  <Mosquito>
RAF Heavy Bomber,   0, 0,  XCC, SFl, 1, 1    ; XCF 207  <Lancaster>
KMT Army,           0, 0,  nil, nil, 0, 0    ; XD0 208    <KMT Army>
Modern KMT Army,    0, 0,  XD0, War, 0, 0    ; XD1 209  <KMT Army II>
KMT Tank,           0, 0,  XD0, Mob, 2, 0    ; XD2 210  <KMT T-26>
KMT Tank II,        0, 0,  XD2, Ldr, 2, 0    ; XD3 211  <KMT M5>
KMT Tank III,       0, 0,  XD3, Met, 2, 0    ; XD4 212  <KMT M10>
KMT Air Force,      0, 0,  XD0, Fli, 0, 1    ; XD5 213  <ROCAF I-16>
Volunteer Air Group,0, 0,  XD5, Cer, 3, 4    ; XD6 214  <AVG Warhawk>
US Volunteers,      0, 0,  XD6, MP,  3, 4    ; XD7 215  <AVG Thunderbolt>
US Volunteers II,   0, 0,  XD7, War, 3, 4    ; XD8 216  <AVG P-51B>
US Volunteers III,  0, 0,  XD8, Rob, 3, 4    ; XD9 217  <AVG P-51D>
Great Patriotic War,0, 0,  Cmn, nil, 2, 4    ; XDA 218  (Given to USSR when at war with Germany. Spawns AI units)
Red Army Attack,    7,-1,  XDA, nil, 2, 4    ; XDB 219  (Repeating attack tech for the Player and AI)
Indian Campaign,    7,-1,  X3,  nil, 1, 4    ; XDC 220  (Indian Invasion tech for the Player and AI)
Australian Campaign,7,-1,  X3,  nil, 1, 4    ; XDD 221  (Australian Invasion tech for the Player and AI)
Eastern Front,      0, 0,  U1,  nil, 0, 4    ; XDE 222  (Given to Germany when they attack the USSR. Spawns AI units)
German Army Attack, 7,-1,  XDE, nil, 0, 4    ; XDF 223  (Repeating attack tech for the Player and AI)
War With Axis,      7,-1,  Min, nil, 3, 3    ; XE0 224  (Given to USA to attack the Axis. Spawns AI units)
US European Attack, 7,-1,  XE0, Amp, 3, 3    ; XE1 225  (Spawns US Player and AI units around Europe)
US Pacific Attack,  7,-1,  XE0, Amp, 3, 3    ; XE2 226  (Spawns US Player and AI units around Pacific)
European Attack,    7,-1,  XCC, Amp, 3, 4    ; XE3 227  (Spawns British Player and AI units around Europe)
Pacific Attack,     7,-1,  NP,  Amp, 3, 4    ; XE4 228  (When Japan Attacks - Spawns British Player and AI units around Pacific)
US War Support,     5,-1,  XD0, Las, 3, 3    ; XE5 229  (Spawns a selection of US units for the KMT Player and AI)
US War Support II,  5,-1,  XE5, nil, 3, 3    ; XE6 230  (Spawns a selection of US units for the KMT Player and AI)
US War Support III, 5,-1,  XE6, nil, 3, 3    ; XE7 231  (Spawns a selection of US units for the KMT Player and AI)
 
Will also be asking some guidance from the Lua high-sorcerors for various units...Like the Carrier. :)

The Carrier has long been a scourge of events-driven Civ2 scenarios.
 
UPDATE!

Been busy at work, and with life, but really only have the scenario map to tidy up, and I will be ready to release the next update, "Overlords Max". :)

The new rules, and all the lua/legacy events are updated...Which was a big task, but I am hoping everything works...I'll soon see...:D
 
Hello Curt !
Took few minutes this afternoon to take a peek at your overlord v2 scenario.

While I didn't understand some city distribution between neutral and rebels (or Tirana for rebel per exemple), I must say the world distribution is well chosen and impressive !
Then, openned a city and got mind-blown ! Your work with icons and fonts is incredible and inspiring !

Your terrain is very well chosen too (loving these forests !), and you did put hard work in their placement. Well done !

About gameplay, I'm too nooby and didn't delve deep enough into it to feel your expertise and learn from that.
I must say, you burst a need to put some effort in production icons and I lost some hours there, taking few hours break from lua. :)

I'll put more time for sure with this scenario Curt, with much thanks !
 
Greatings @CurtSibling
I dwelved a little deeper yesterday in your scenario, playing few turns. Here are added thoughts on your way to overlords max :

I liked the building restrictions, yet got interrogative in game : as an exemple, I couldn't understand why the airbase wasn't avaible for build in cities on the old continent.
Truth is, I made the same thing in other scenarii. Yet, ignorant facing your scenario, I felt the difficulty to know more about those restrictions (which I looked for in the lua code in the end).

Maybe a small alteration of the describe file is enough to solve that part ?

I liked the old way of attributing movepoints, with 1 for normal units and 2 for mobile ones.
On the other side, I didn't understand some choices, per exemple the pixers attribute given to motorized infantry ?

Your map choice is great too, this is huuuuuge and reflecting well ocean's vastness.
Are the amazon's sea-like tiles rather than rivers important ?

There are questions I mentionned before about cities affectations (between rebels, neutrals, axis, etc). Yet, your v2 is fun to play ! Can't wait for your "max" version of it !
 
@Dadais
Thanks for the feedback, I will include a readme that explains the requirements for city improvements.

UPDATE:
I am making final changes to the map, making sure anomaly units, left over from past changes are no longer in place. (like USSR having spitfires, etc).
Once that editing is done, the latest version should be ready for testing. I think this will be my most detailed scenario so far.

I am eager to take a play-through myself. :)
 
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