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Modding potential

Posted: Fri Nov 21, 2025 7:44 pm
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?

Re: Modding potential

Posted: Fri Nov 21, 2025 8:00 pm
by Timian
Easy answer . . . Yes and Yes (but there is fair amount of work involved). Don.

Re: Modding potential

Posted: Sun Nov 23, 2025 9:39 pm
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.

Re: Modding potential

Posted: Mon Nov 24, 2025 8:10 am
by StuccoFresco
Thanks for making your games so modder-friendly, it's something that extends a game's life for years and years.

Re: Modding potential

Posted: Tue Nov 25, 2025 2:22 pm
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.