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Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Wed Dec 17, 2025 8:16 am
by stevefprice
Brenmusik wrote: ↑Tue Dec 16, 2025 7:30 pm
As an aside, your lack of supply ships was a masterstroke
US industrial might foiled because the cleaner unplugged the conveyor belt so they could plug in the vacum cleaner

Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Wed Dec 17, 2025 11:43 am
by Brenmusik
Overlord Turn 4
Third game was not the charm. Same message, same result (see previous page).
The liberation of Europe hits a brick wall!
Spanish Civil War Battles 1.0
Posted: Wed Dec 17, 2025 12:27 pm
by Erik2
https://www.dropbox.com/scl/fi/clwlj21b ... 1ja50&dl=0
This is a mod based on The Spanish Prelude 0.90a. I have simplified the mod to make it playable as Franco's Nationalist faction. The original mod has a grand campaign playable as the Repuclicans. My version is covering various smaller land battles at the company level/25m hex.
The first version includes battles from 1936. I plan to add two more campaigns in 1937 and 1938.
Please add any feedback in this thread.
Have fun
Erik
Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Wed Dec 17, 2025 1:40 pm
by stevefprice
Brenmusik wrote: ↑Wed Dec 17, 2025 11:43 am
Overlord Turn 4
Third game was not the charm. Same message, same result (see previous page).
The liberation of Europe hits a brick wall!
I looked in the Editor and it does say 'Remove' command so need correcting as per the error message to an allowable command.
McAuslin was also struggling to find the RAF and I could not see a trigger for them although my USAAF have been deployed on T1 so he's double checking.
2v2 Operation Overlord 1944 1.1
Posted: Fri Dec 19, 2025 9:27 am
by Erik2
2v2 Operation Overlord 1944 1.1
https://www.dropbox.com/scl/fi/j34t5iq9 ... g3wph&dl=0
Added 20 RPs for each engineer unit present/arriving (to allow for destroying/repairing bridges).
Added 10 RPs for each ranger/SAS unit present/arriving.
Fixed naval removal events.
Fixed a couple of spawning armored trains.
2v2 Japan-China 1937-45 3.1
Posted: Fri Dec 19, 2025 11:02 am
by Erik2
2v2 Japan-China 1937-45 3.1
https://www.dropbox.com/scl/fi/tnzxtbr5 ... bcemt&dl=0
Doubled all resource income.
Doubled assigned land command points.
Replaced Chinese Bautruppe with regular engineers.
Chinese factions are back to being allied.
All chinese towns start neutral.
Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Fri Dec 19, 2025 6:18 pm
by Brenmusik
Posted a game .. only the one?

The scenario d/loads as 3.1 but shows up in the game as another 3.0.
Not knowing which was which I took the others out before posting.
Two new Overlords are up, looking forward to turn 5 - and beyond

Re: Spanish Civil War Battles 1.0
Posted: Fri Dec 19, 2025 10:26 pm
by Bobster66
Erik2 wrote: ↑Wed Dec 17, 2025 12:27 pm
https://www.dropbox.com/scl/fi/clwlj21b ... 1ja50&dl=0
This is a mod based on The Spanish Prelude 0.90a. I have simplified the mod to make it playable as Franco's Nationalist faction. The original mod has a grand campaign playable as the Repuclicans. My version is covering various smaller land battles at the company level/25m hex.
The first version includes battles from 1936. I plan to add two more campaigns in 1937 and 1938.
Please add any feedback in this thread.
Have fun
Erik
Hi Erik,
Played the first two scenarios and the lag made it practically unplayable. Checked my computer processes and the resources being used were insignificant. Shutting down the game and restarting would improve things temporarily.
Also noticed that the 7.7 cm artillery had no animation or sound. Then I realized that they also caused no physical damage! They were doing shock damage and reducing entrenchment but no unit damage.
Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Sat Dec 20, 2025 4:36 pm
by Erik2
Bobster66
The scenarios play fine for a while, then I also have lags. It seems there is some issue with the original mod. I have tried removing everything my version does not need, but I haven't found the culprit yet.
2v2 Japan-China 1937-45 3.2
Posted: Sun Dec 21, 2025 11:23 am
by Erik2
2v2 Japan-China 1937-45 3.2
https://www.dropbox.com/scl/fi/syjj2w65 ... uyr5s&dl=0
Chinese Communists deployed in the west.
Chinese Nationalists deployed in the east. This to reduce Chinese factions blocking each other's supply routes.
Fixed some Chinese air unit spawns.
Increased Jap unit experience from 0 to 2.
Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Sun Dec 21, 2025 2:55 pm
by Brenmusik
My old challenge deleted and two more posted. The Chinese players will probably be glad to see the back of their 'conflict' games

2v2 Operation Overlord 1944 1.3
Posted: Tue Dec 30, 2025 7:03 pm
by Erik2
OOB scenarios need a proper resource ncome system in place. I think the Overlord scenario does not live up to its fun-to-play potential.
So all factions now get resource income based on the number of infantry type units and air units in play. This restricts resources so the players need to think hard about where to spend the resources.
Resource income is back for all factions.
Increased Cherbourg supply.
Various smaller fixes.
https://www.dropbox.com/scl/fi/61h7efwd ... mswzj&dl=0
Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Tue Dec 30, 2025 10:50 pm
by Brenmusik
I hope the lack of supply ships remains, It caused the Allies problems, first few turns - especially for the Americans.
Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Wed Dec 31, 2025 11:52 am
by Erik2
The slow build-up of Allied supply is still in place.
Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Wed Jan 07, 2026 7:03 pm
by stevefprice
Brenmusik wrote: ↑Tue Dec 30, 2025 10:50 pm
I hope the lack of supply ships remains, It caused the Allies problems, first few turns - especially for the Americans.
There are ways

Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Sat Jan 17, 2026 4:00 pm
by KarisFraMauro
My first experience with Operation Overlord, playing as the Axis. Too early for me to say anything definitive but it is intriguing. Seems like my units are auxilliary though. Is that also the case with the allies? I've played games before where one side can replace lost units and the other can't, things tend to get rather ugly. Think it was Seelowe but not sure who made it.
2v2 Operation Overlord 1944 1.4
Posted: Fri Jan 23, 2026 10:56 am
by Erik2
2v2 Operation Overlord 1944 1.4
https://www.dropbox.com/scl/fi/70y918ut ... drfc6&dl=0
Added 1 construction grp to each German faction.
Added German semi-static flak units along the coast
Increased RP income for all factions.
Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Fri Jan 23, 2026 1:55 pm
by Brenmusik
What's another game, or three

Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Sat Jan 24, 2026 12:10 am
by KarisFraMauro
Haven't started playing 1.4 yet but I approve of these changes. In 1.3 the allied air power is so overwhelming it's easy for them to wipe out German AA very swiftly and with nothing more than damage to aircraft. Once the resistance is gone things become essentially impossible for the Axis, with armour and artillery destroyed at whim and infantry or anti-tank hiding in terrain unable to withstand the allied onslaught.
Still intend to win the 1.3 games I'm playing as the Axis mind you

Re: 2v2 Operation Overlord 1944 1.4
Posted: Thu Jan 29, 2026 1:06 pm
by stevefprice
Currently in 5 games of Overlord 1.3 and at least 1 game of every faction.
Really enjoying this one
On balance I feel the odds are stacked in favour of the Germans once they can form a defensive set and use RP to boost AA guns, but early days yet. I'm holding off 1.4 for a while.
Japan-China 3.2 is also now at an interesting stage once you can capture resource locations and agree terms with the 'non' allied Chinese player. Initial northern Chines troops are just road bumps being out of supply and no time to capture any, but they can help delay the Japanese.