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#181 | |
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Venite, videte, audite
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Quote:
EDIT: OK, thatīs weird, all I can see is a folder that says itīs version 5. Guess I better try and download again...
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MOD MOO2Civ SCENARIOS 1250 BC for BtS/1250 BC for HitM 2.01/1000 BC for BtS/1000 BC for CIV Gold BtS/600 BC for BtS/600 BC for CIV Gold BtS/300 BC for BtS/300 BC for CIV Gold 5.2/50 AD for BtS/750 AD for BtS/750 AD for CIV Gold BtS/1000 AD for SevoMod/1066 AD for BtS/1066 AD for CIV Gold BtS/1066 AD for Thomas' War/1066 AD for Amra BtS/The Crusades !/The Crusades! for CIV Gold BtS/The Crusades! for Esnaz's Mod/1600 AD for CIV Gold BtS/1790 AD for CIV Gold BtS/1862 AD for CIV Gold BtS/Star Trek scenarios MAPS Amra 18 civs BtS/Random Religions 18 civs BtS/RoM 2.3 Huge Earth 18 civs/Thomas' War 2.8 Huge Earth 18 civs/HitM 2.01 Huge Earth 18 civs/GEM 5.3 Ancient 26 civs/Map pack for Chiyu's Extra mod Last edited by JEELEN; Sep 03, 2011 at 09:03 AM. |
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#182 |
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Moderator
![]() Join Date: Oct 2004
Location: France
Posts: 3,656
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#183 |
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Chieftain
Join Date: Jun 2006
Posts: 71
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Hungary declared axis in my game as well, I think this is because german/italian troops were hanging around in their territory while trying to take back Kosice, not certain though. Maybe make hungary friendly to Germany/Italy would solve it?
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#184 |
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Chieftain
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I am trying Italy with v9 right now.
Some minor bug: In Turn 40, the germans captured Paris. Now every turn I get a message that my influence to Morocco and Tunesia has nearly decayed to the point where I'm not their Ally anymore. The AI has still problems with attacking Cities/Units from the sea or across the river. But thereīs probably not much you can do about that right ? (maybe only allowing those attacks with the amphibious promotion?) Hoping for version 10 to arrive soon. I can't wait for all those new units ;-) |
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#185 | ||
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Chieftain
Join Date: Aug 2011
Posts: 29
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Quote:
No, all animations work. And when i play the regular game (not the scenario) everything is fine. Iīve attached the Logfile again. Thanks ![]() Quote:
Iīve also checked the files again: R.E.D. WWII Data Files (v 1) folder contains 1777 files for ~182MB and R.E.D. WWII Edition (v 9) folder 89 files for ~13.8MB. Everything is alright here. EDIT: Iīve found a Database Log of Civ V. It says something about "Invalid Reference on Civilizations.Adjective".Does anybody know what it means? Is this the whole problem? [285.310] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)' [296.464] Validating Foreign Key Constraints... [297.493] Passed Validation. [298.024] -- SQLite Memory Statistics -- Memory Usage: [Cur] [Max] Malloc: 289384 2390720 PageCache: 3648 3819 LookAside: 45 1878 Scratch: 0 1 Static Buffer Overflows: [TooLarge] [NoSpace] PageCache: 0 0 Scratch: 0 0 Largest Allocations: Malloc: 65280 PageCache: 1160 Scratch: 6640 Prepared Statements: Current: 5 ------------------------------ [350.393] no such column: Type [376.414] Validating Foreign Key Constraints... [376.648] Invalid Reference on Civilizations.Adjective - "British" does not exist in Language_en_US [376.648] Invalid Reference on Civilizations.Adjective - "Italian" does not exist in Language_en_US [376.648] Invalid Reference on Civilizations.Adjective - "Soviet" does not exist in Language_en_US [376.680] Invalid Reference on Civilizations.ShortDescription - "United Kingdom" does not exist in Language_en_US [376.680] Invalid Reference on Civilizations.ShortDescription - "Italy" does not exist in Language_en_US [376.680] Invalid Reference on Civilizations.ShortDescription - "U.S.S.R." does not exist in Language_en_US [376.711] Invalid Reference on Civilizations.Description - "United Kingdom" does not exist in Language_en_US [376.726] Invalid Reference on Civilizations.Description - "Italy" does not exist in Language_en_US [376.726] Invalid Reference on Civilizations.Description - "U.S.S.R." does not exist in Language_en_US [377.350] Failed Validation. [377.818] -- SQLite Memory Statistics -- Memory Usage: [Cur] [Max] Malloc: 368032 2390720 PageCache: 3881 4982 LookAside: 1160 2991 Scratch: 0 1 Static Buffer Overflows: [TooLarge] [NoSpace] PageCache: 0 661200 Scratch: 0 0 Largest Allocations: Malloc: 65280 PageCache: 1160 Scratch: 6640 Prepared Statements: Current: 19 ------------------------------ Last edited by champ123; Sep 04, 2011 at 05:57 AM. |
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#186 |
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Chieftain
Join Date: Sep 2007
Posts: 99
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#187 | |
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Moderator
![]() Join Date: Oct 2004
Location: France
Posts: 3,656
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Quote:
I'll release v.10 in a few hours, but I'm afraid it won't solve an issue I can't reproduce. |
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#188 |
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Chieftain
Join Date: Aug 2011
Location: USSR
Posts: 49
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#189 |
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Moderator
![]() Join Date: Oct 2004
Location: France
Posts: 3,656
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#190 |
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Chieftain
Join Date: Aug 2011
Location: USSR
Posts: 49
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Nice
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#191 |
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Prince
Join Date: Sep 2008
Location: United States
Posts: 400
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Champ could you possibly try it on a different computer? I did notice that the lua said your turn was three times longer then the one that I had. Granted that wasn't during combat.
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#192 | |
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Moderator
![]() Join Date: Oct 2004
Location: France
Posts: 3,656
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Quote:
I've experimented game hanging between turn during tests, I can save/reload to unhang the AI and continue the game, but it may need some more testing before release. On the other hand, the feedback here is really helping to improve the mod, so I don't know ![]() The function check if a unit about to attack another is going for a suicide run, and as at the time the check is made I can't stop it before the real attack occur, I simply kill it and respawn a new unit with the exact same values at the same plot but with 0 moves. That's radical, the attack does not occur. So, ON or OFF at release (it will be activable with a simple file edit) ? |
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#193 | |
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Chieftain
Join Date: Jul 2008
Posts: 54
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Quote:
BUG: When Paris is taken by Germany and there is Italian control of french hexes the one's that should become German are instead becoming Vichy. This has happened twice now. I think what ever hexes are supposed to be German should just be made German weather Italian or English. Playing on Deity, the German AI has a tough time with France (mostly due to only attacking Paris across the river and due to all the Gold France has to buy defensive buildings and units. I find as Italy it is both fun and required that I help in the French campaign. Thankfully France is helpful in this by usually declaring war on me. Still loving the game. Not sure though that I want to see tank destroyer units, instead of unit buffs. I think Anti-Air units are needed so cities last longer. |
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#194 | |
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Moderator
![]() Join Date: Oct 2004
Location: France
Posts: 3,656
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Quote:
![]() do you have a savegame from just before the tile flipping bug perchance ? I've changed the Seine to flow south of Paris in v.10, we'll see if it helps Germany... Can you develop about the tank destroyers ? And for the air defense, fighters in v.10 are much better. Not by their statistics (except they got one more attack per turn), but by the way the AI use them.
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#195 | |
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Chieftain
Join Date: Jul 2008
Posts: 54
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More about Tank Destroyers
Quote:
Great on the change on the river, hope it helps. As for the Tank Destroyer. Historically they operated at battalion level and maybe regimental level. Usually they were attached to divisions as corps reserves. So after you do the project for Tank destroyers you would have available to some units, Light tanks, med tanks and motor/mech infantry a buff that maybe gives +15% vs tanks, you could do the same with anti-tank guns for infantry. Each level after that can give +10% vs tank for up to 3 levels total, so max +35% vs tanks. This will keep older (light and early medium tank) units still useful as they will have some ability to stand up to med and heavy tanks. You can make them available to Heavy tanks as well, making those heavy tanks ultra tank killers. You can do this with all sorts of units, I just do not like so many special units that really were not Division level units. Also the AI has trouble using units that are special types. The AI would do better with a limited set of units that can cover most activities. Even then the AI has trouble with the idea that tanks are not city takers, well medium and heavy tanks anyway. I also find artillery to be next to useless for me. I move at a quick pace and of course I use airplanes for my artillery and use infantry and armour as need to quickly eliminate my opposition. Hmm, sounds like a certain General who suggested the same thing. I do think Artillery is more useful on defense keeping it in the city to range fire on the enemy, but just to easy for tanks to kill. Having said that the dynamic of Artillery vs tanks vs Infantry would be better if artillery got a bonus shooting at Infantry, but at is they are not good at killing anything and good at getting killed. I look at units like rock, paper, scissors game. If a unit exists it should serve a purpose and be the best at that. Consider the Navy, we have 3 units the aptly do naval operations justice. Destroyers are fast and kill subs. Subs are medium speed and kill Battleships and sea transported units. Battleships kill Destroyers, and do good at killing sea transports, but are slow. So each has a role to play. So when we look at ground units they need to do the same thing. Infantry gets a bonus vs cities, while all other units get a penalty (Great I love it). Tanks get bonus vs Artillery and tend to be stronger vs Infantry in open terrain (Again great). Light tanks are bad against tanks, but do well against Artillery and infantry and Ok vs city. Medium tanks are good vs units in the open (Artillery and Infantry) but not good vs cities. Heavy tanks are great vs Artillery/Tanks and Infantry in open, but really bad vs city and are slow. All great. Artillery is good at nothing but shooting over things and for this they have to setup to shoot. Bombers do this better. Would be better if they did not have to setup. They have no combat bonus vs anything, which leaves me wondering why I build them. So when I look at the list of units you want to introduce some of them look like units we already have, eg tank destroyers (just tanks with bonus vs tanks, so faster heavy tanks). So I come around to looking at fighters/interceptors and we have 1 fighter type, but you can make it 1 of 3 special types. If you add on the interceptor buff it is a interceptor type. If you add sweep buff it is a fighter. Add on tank killer buff and it is a ground attack fighter, all valid types for WWII. As you tech up you change the starting combat value of the type, but the player decides with buffs what sub type that fighter is. The same, to a degree with bombers, you decide via buffs what the bomber is good at, so if you add a new type of bomber it should start with a bonus in one direction (eg stuka gets bonus vs ground units/tanks). Medium bombers maybe get no bonus, but extra range and Heavy bombers get range and city bombing bonus but big penalty to all other attack types. Personally I like the idea of buffs defining the sub unit of a type then having more actual unit types one can build. I also realize most people like seeing extra unit types on the game board and not as a buff and I can understand the desire to put out the cool units. I do like the French Foreign Legion as a sub type as it is good in enemy territory but does not take ground, so it has a penalty as well. If you introduce a unit it needs to be special from any other type. Having said that I would never build a Foreign Legion as it can not take ground. Hope this gives you some food for thought. |
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#196 | |
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Chieftain
Join Date: Aug 2011
Posts: 29
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Quote:
Thank you very much that you are trying to help me!!!
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#197 |
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Chieftain
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The suicide-prevent-hack should probably be off on default like marcel said.
Some more things that I noticed while playing as Italy: - The river at copenhagen gives germany as much a hard time like the seine river in Paris, maybe remove that one too. - The city states Romania and Bulgaria declared war on the Axis for being too agressive to city states. For realism reasons I would put them in an alliance with the Axis. Right now they are at war with Russia and the Axis at the same time (I think somebody reported that already). - When I conquered the French colonies in Africa, the Paris fall made them go back to their city states. Is that intened to be like that ? I'm hoping to see the new version soon, probably refreshed this forum alot the last day to check for it ;-) Did you consider adding the US east coast and Oil as a strategic resource in future versions ? Those those (US+oil) were probably two war-deciding factors (I dunno how much work it would be to integrate that tbh) :-) Once again, thanks for the effort you put in. I am really enjoying the game. |
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#198 |
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Chieftain
Join Date: Jul 2008
Posts: 54
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Save for Vichy BUG
Took me forever to get Germany to attack Paris and then it did it with tanks across the river, even though they had infantry without river that could have attacked.
Germany should take Paris when you end the Italian turn. Also a screenshot of the result when Germany takes Paris. |
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#199 |
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Chieftain
Join Date: Sep 2007
Posts: 99
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In my current game as Germany the animations have gone a bit wonkers too, I think its an issue with the game itself cos it happend during my playthrough and I didnt have it happen in my earlier games..
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#200 |
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Chieftain
Join Date: Jun 2010
Posts: 5
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Installation
Hello,
I have downloaded the two zip files, sent them to my MODS directory and used 7zip to "extract here" which makes new folders of the same name in the MODS dir. When I boot civ5, I see the mods, enable both, start a new custom game and choose a leader. Then, during the loading screen (listening to the German speech, for instance) everything looks good until the screen goes black, the cursor changes from the loading-spinning-globe into the regular cursor, then I get the WinXP "Civ5 has encountered and error" thing and I have to shut down. 89 files 13.8MB in MODS/r_e_d__wwii_edition__v_9 1777 files 182 MB in MODS/R.E.D. WWII Data Files (v 1) I read through the forums and did not find this particular issue, but I apologize if I missed it. Any help would be appreciated--I just heard about this mod recently and have not tried any of the previous versions. Looks very promising and I'm hoping I can get it to work! Thank you. |
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