[MOD] RedForce.SB - Gives the player the option to select many different balancing and other changes...

Which SDK/DLL component you use in the mod

  • RevolutionDCM

  • Evolution of War

  • Standart dll

  • I do not play this mod


Results are only viewable after voting.
I tried it before running the patch and it did not work.

Seems to work now.
 
idk what im doin wrong but it dosnt work all the got generated was a folder that opens n says redforce.sb 1.4.0 and opens to the regular game what am I doin wrong
 
idk what im doin wrong but it dosnt work all the got generated was a folder that opens n says redforce.sb 1.4.0 and opens to the regular game what am I doin wrong

I don't understand... I need more info and simple English...
 
The component "Adv RevDCM 0.2" (new (test) version of the dll RevolutionDCM 2.90)

Author: Cansei

Changes:
  • Add BTS on Speed (by Sephi).
  • New Combat Random (can be switched off) - If you combat odds more then 95%, defeat odds will change to odds of retreat. i.e. You will never die if you combat odds more then 95%.
  • New Espionage Points (can be switched off) - You espionage points/Turn will be spend for EACH known civilization. No boring micro managment with 50 civilization.

Installation:
Unpack the archive, copy a "Data" folder in the program folder, agreeing to replace the file.
! - Regenerate mod.
 
The component "Adv RevDCM 0.3" (new (test) version of the dll RevolutionDCM 2.90)

Author: Cansei

Changes:
  • Forgetting map (can be switched off) - after 10 - 30 turns (depending on the speed of the game) after the last visit to the tile he will once again be unexplored. Ability to memorize cards appear only after studying the technology allows trading cards. By default, this technology "Paper".
  • Now the animals are prefer to attack only if there is at least some chance of winning.
  • Animals do not disappear after the barbarians, and cohabit with them.
  • Animals may appear in the sea if it is their native land.
  • Animals now appear only after the 10th turn

And many small fixes...
google translate:
Spoiler :
* Nailed ten Python Callback.
* Fixed a bug with wrong display RevDCM discount spyware prokachek Improvisation .
* Discounts are added to the index infopanel spy. Now you can find out the current discount just by hovering the mouse over it .
* Now the animals can go to the tile , even if there is a resource improvement or other barbarian units . If the animal belongs to one of the players , he can safely enter and cultural boundaries .
* Fixed a ( commented out ) incorrect function void CvUnit :: getLayerAnimationPaths she acted dishonestly and create unnecessary strain and error . In addition, it was almost useless in major modes it still was not used.
* Doubling the time required for the construction of the first AI cities, thereby correcting the bug happens when you play with the " barbaric world " when the AI killed his first settler there was no place for the founding of the first city .
* Fixed a bug with avtounichtozheniem barbaric ship trapped in the ice in CvUnitAI. A bug that caused a serious performance hit of the game with the presence of the barbarian ships. The function was written avtounichtozheniya wildly askew , and counted all the way to the tiles within his movement + 2 . And if one of them had been more than one stroke , she noted that it is not necessary to self-destruct . Because of what the game by increasing the number of wild barbarian ships began to slow down. Self-destruction is disabled.
* Slightly optimized function CvPlayerAI :: AI_maxGoldPerTurnTrade, hearing it continues.
* Changed the game option " restricted random battle " is now known to be under attack by a superior enemy he will be harmed . The damage depends on the difference in power. Now a dozen archers can pokorezhit tank, but the greater the difference in power will require more sacrifice of weak units. Error when the army mutters about one defender will not happen again .
* Optimized generation of barbarians , now a place of their occurrence can only be selected from a list of tiles are suitable for this area , and not all map tiles . Selection of the barbarian is also now only available from the list . In CvArea added information about the coordinates of each tile a particular zone.
* Fix error when the first course was founded one city and one who founded it won. Now the victory is only available after winning 10 of stroke. ( What a win if less than 10 turns have passed ) .


Installation:
Unpack the archive, copy a "Data" folder in the program folder, agreeing to replace the file.
! - Regenerate mod.

Source >>>
 
Addition "Additional screens of loading WW2 1.0.0"



After installing this pack into the program, 46 additional screens of loading on the "Settings of the interface" bookmark will be added.

Download (18.2 MB) >>>



Addition "Additional screens of loading WW2 Air 1.0.0"



After installing this pack into the program, 64 additional screens of loading on the "Settings of the interface" bookmark will be added.

Download (18.5 MB) >>>



Addition "Additional screens of loading WW2 Force 1.0.0"



After installing this pack into the program, 84 additional screens of loading on the "Settings of the interface" bookmark will be added.

Download (25.9 MB) >>>



Addition "Additional screens of loading WW2 Navy 1.0.0"



After installing this pack into the program, 52 additional screens of loading on the "Settings of the interface" bookmark will be added.

Download (14.5 MB) >>>
 


Screenshots from new version



Spoiler :








Short list of changes

+ Fixes and improvements
  • EoW + Next war or Future Life is not completely - management interface did not work in cities
  • Correction screen Sevopedia - tree of improvements units - sometimes not work (RevDCM + EoW)
  • Future submarine - can carry 5 rockets instead of great people and missionaries
  • If component Future Life Fleet switch on
    • Stealth destroyer can carry great people and missionaries (capacity - 1)
  • Further development of additional resources
  • Slingers - is replaced by Ballista - changed the name of the model, the required techs (wheel, archery, mysticism)
  • New Models
    • Stealth Bomber - T-4MS (SU-200)
    • A-stealth bomber - T-4MS (Su-200)
+ DLL-COMPONENTS
  • Advanced RevolutionDCM 2.90-0.31 (new version of the dll RevolutionDCM 2.90) (Author: Cansei)
    Spoiler :

    • New game options:
      • Forgetting map (can be switched off) - after 10 - 30 turns (depending on the speed of the game) after the last visit to the tile he will once again be unexplored. Ability to memorize cards appear only after studying the technology allows trading cards. By default, this technology "Paper".
      • New Espionage Points (can be switched off) - You espionage points/Turn will be spend for EACH known civilization. No boring micro managment with 50 civilization.
      • New Combat Random (can be switched off) - If you combat odds more then 95%, defeat odds will change to odds of retreat. i.e. You will never die if you combat odds more then 95%.
    • Changes:
      • Now the animals are prefer to attack only if there is at least some chance of winning.
      • Animals do not disappear after the barbarians, and cohabit with them.
      • Animals may appear in the sea if it is their native land.
      • Animals now appear only after the 10th turn
    • Optimization and fix of errors
      • Add BTS on Speed (by Sephi).
      • And many small fixes...
        google translate:
        Spoiler :

        * Nailed ten Python Callback.
        * Fixed a bug with wrong display RevDCM discount spyware prokachek Improvisation .
        * Discounts are added to the index infopanel spy. Now you can find out the current discount just by hovering the mouse over it .
        * Now the animals can go to the tile , even if there is a resource improvement or other barbarian units . If the animal belongs to one of the players , he can safely enter and cultural boundaries .
        * Fixed a ( commented out ) incorrect function void CvUnit :: getLayerAnimationPaths she acted dishonestly and create unnecessary strain and error . In addition, it was almost useless in major modes it still was not used.
        * Doubling the time required for the construction of the first AI cities, thereby correcting the bug happens when you play with the " barbaric world " when the AI killed his first settler there was no place for the founding of the first city .
        * Fixed a bug with avtounichtozheniem barbaric ship trapped in the ice in CvUnitAI. A bug that caused a serious performance hit of the game with the presence of the barbarian ships. The function was written avtounichtozheniya wildly askew , and counted all the way to the tiles within his movement + 2 . And if one of them had been more than one stroke , she noted that it is not necessary to self-destruct . Because of what the game by increasing the number of wild barbarian ships began to slow down. Self-destruction is disabled.
        * Slightly optimized function CvPlayerAI :: AI_maxGoldPerTurnTrade, hearing it continues.
        * Changed the game option " restricted random battle " is now known to be under attack by a superior enemy he will be harmed . The damage depends on the difference in power. Now a dozen archers can pokorezhit tank, but the greater the difference in power will require more sacrifice of weak units. Error when the army mutters about one defender will not happen again .
        * Optimized generation of barbarians , now a place of their occurrence can only be selected from a list of tiles are suitable for this area , and not all map tiles . Selection of the barbarian is also now only available from the list . In CvArea added information about the coordinates of each tile a particular zone.
        * Fix error when the first course was founded one city and one who founded it won. Now the victory is only available after winning 10 of stroke. ( What a win if less than 10 turns have passed ) .
+ External additional components
  • Changed
  • Added
    • Change "Next War" buildings 1.0
      • "Mind-Control Center" -30% productions of city (were 15%)
      • Increase "Mind-Control Center" cost (from 400 to 1000)
    • Ancient armies 1.1
      • Add "Terrible elephants" (barbarians)
      • Add "Indian elephants" (India), only if adding early units switch on
      • "Spearmans", "Heavy spearmans" and "Pikemans" do not have bonuses in defense against horse archers, cuirassiers and a cavalry.
      • Allow distance firing for "Horse archers' (requires "RevolutionDCM")
      • "Arabian camel archer" replaces the "Horse archer" (Arabia)
      • Allow distance firing for "camel archers" (requires "RevolutionDCM")
      • Add "Camel Lancer" (Arabia)
      • Add "Camel riders" (if "Install additional resources" is included)
      • Add "Cave people" (barbarians)
      • Add "Hunters"
      • Add "City guards"
      • Tundra and ice are impassable for "Chariots", "Camels", "Elephants"
    • Restriction of speed of helicopters 1.0
      • Movement of helicopters doesn't depend on type of a landscape and existence of roads
      • Include starting pumping "amphibian" for helicopters (except transport)
      • Transport helicopters can't attack
    • Armies of an industrial era 1.0
      • "Cavalry" is updated to "tanks", instead of "helicopters"
      • "Cavalry" can updated to "SB.Amphibian Tank"
      • Forest and jungle are impassable for "Early tanks"
      • Add "Early infantry"
      • Add "Mountaineers" (barbarians)
      • Add "Shturmgrenader"
      • Allow generation of barbarians during an industrial era
      • Add "Gangsters" (barbarians)
      • Add "Bedouins" (barbarians)
    • Modern armies 1.0
      • Add "Snipers"
      • "Mobile SAM" - only defense
      • Allow generation of barbarians in modern era
      • Disable promotion city raider for tanks
      • Add "Adv. Infantry"
      • Add "Modern Infantry"
      • Add "Fighters" (barbarians)
      • Add "Special Troops" and invisibility to "Saboteurs"
    • Future armies 1.0
      • Replace model of unit "Coalition"
      • Replace model of unit "Heavy Rocket launcher"
      • "Heavy Rocket launcher" - include starting promotion "amphibian"
      • "Heavy Rocket launcher" - only defense
      • Allow generation of barbarians during an future era
    • Artillery 1.0
      • "Artillery" can be capture in fight
      • "Early multiple rocket launcher" & "Multiple rocket launcher" - include starting promotion "amphibian"
      • "Early multiple rocket launcher" & "Multiple rocket launcher" - only defense
      • Add "Anti-tank gun"
      • Add "Field Artillery"
      • Add "Big Bertha"
      • Add "Howitzer"
    • Not fighting units 1.0
      • Add "Caravan"
      • Add "Camel caravan" (if switch on "Install additional resources")
      • Add "Horse caravan"
      • Add "Truck"
      • Add "Trade Boat"
      • Add "Trade Galleon"
      • Add "Steamship"
      • Add "Merchant ship"
      • Add "Ice Breaker"
      • Add "Medical battalion"
    • External changes 1.0 (change terrains textures)
      • Change look of Water surface
      • Change look of Plains surface
      • Change look of Grass surface
      • Change look of Desert surface
      • Change look of Ice surface
      • Change look of Tundra surface
      • Change look of Hills surface
      • Change look of Peak surface
    • Equal start 1.0 (Civilizations begin without starting technologies)
    • Capture of missionaries 1.0
    • Culture Level 1.0
      • Limit city culture radius (three levels)
      • Cities started without culture level
    • Features 1.0 (Add volcanos)
+ Program
  • Increased the size of the window
  • Increased sketch select loading screen
  • Added button - delete the loading screen
  • Tab "External Components" - pull-down menu instead collapsible panel

And many small fixes and improvements


Link to the file in the first post.
 
Ancient armies 1.1
  • Added slingers.

Artillery 1.1
  • Increased collateral damage in the field artillery.
  • Tank destroyer refers to armor units.

External changes 1.1
  • The ice can appear / disappear during game.

Not fighting units 1.1
  • Replaced model of icebreaker.
Spoiler :



Installation
The contents of the downloaded file decompresed to "RedForce.SB\DATA\EXACT".
Before generating a mod switch on the required items on tab "External Components".
 
1.5.1.Update

+ Fixes and improvements
  • Does not save settings additional components
  • Submarine Raider - can improved to Attack Submarines (optional)
  • Caravel - can be turned off - improved to Attack Submarines
  • RevolutionDCM - change hotkeys bombing of the city (on the "N")
+ External additional components


Link to the file in the first post.
 
> Hello!

> I'm very interested to play your mod, but unfortunately I can't
> download it because the link broke after 50%-70%...

> I saw I am not the only one with this problem. Please can you give another link to download it?
> Sorry by this email. But I really want to play your MOD ^^

> Best regards


Today (approximately after 6 hours from now) I am going to upload zip version to another server...

done...
 
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