Modding potential

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StuccoFresco
Posts: 627
Joined: Fri Sep 17, 2004 10:56 am
Location: Italy

Modding potential

Post by StuccoFresco »

Hi again, other questions about the new iteration.

I read through the WEGO Stalingrad forum and saw it's very customizable in many areas, it seems you can make new OOBs and units and factions and whatnot, which for me is essential since I'm a modder at heart. So, I guess the same is possible with Overlord, is it?

Say I wanted to create maps, scenarios and campaign about two fictional factions fighting with fictional ww2-inspired weapons in a fictional map, is it possible with WEGO Overlord?
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Timian
Posts: 185
Joined: Sat Sep 14, 2013 6:53 pm
Location: Tucson, AZ

Re: Modding potential

Post by Timian »

Easy answer . . . Yes and Yes (but there is fair amount of work involved). Don.
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Saint Ruth
Posts: 1490
Joined: Wed Dec 16, 2009 1:39 pm

Re: Modding potential

Post by Saint Ruth »

Yes, the scenario Editor used to create the scenarios in the game is included, so you can change the existing scenarios or create new ones, or indeed create an entirely new scenario in Italy or where-ever you want.
StuccoFresco
Posts: 627
Joined: Fri Sep 17, 2004 10:56 am
Location: Italy

Re: Modding potential

Post by StuccoFresco »

Thanks for making your games so modder-friendly, it's something that extends a game's life for years and years.
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Saint Ruth
Posts: 1490
Joined: Wed Dec 16, 2009 1:39 pm

Re: Modding potential

Post by Saint Ruth »

Actually, you can mod more than just the graphics, you can mod the rules too. There's data file allowing you to change the CRT tables, the recovery rates, the TOE (i.e. number of tanks in a battalion) and a variety of other things.
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