R.E.D. WWII: Concepts & Suggestions

I get a runtime error running this mod and it crashes(may have misspelled CivilizationV_DX11). This also happens with the CivlizationV (directX 9 I believe). It also seems to happen inconisitently, like Ill play 2 turns then crash and then I'll try again and play for 6 turns untill it crashes.
I'm bad with computers so I have no idea what to do


Runtime Error!

Program: ...apps\common\sid meier's civilization v\CivilizationV_DX11.exe

This application has requested the runtime to terminate it in an unusual way.
Please contact the application's support team for more information.



I played v.22 in hotseat as germany and soviet union and I got past the turn I usually get a runtime error plus the game was running alot more smoothly and was less choppy. I then quit to play as soviet union and greece so I wouldn't be playing against myself and I got a runtime error I believe before the match even loaded. My guess is that the runtime error is not caused by the map.

It appears that I can play the 1939 senario with hotseat with almost any combination of civs, except germany and italy. I haven't tested all the combinations. The longest game I played was with all the allied countries vs the computer controled germany and italy and at some point it crashed without any error message. I believe that in eliminating the AI the game or computer has to process less and it can run better. I don't know much about computers so it's just a guess. Any idea what might be causing this?

I still get crashes with the other senarios but I can play for longer, at least as the soviet union, on the 1936 map.
 
Gedemon - Great stuff, I just downloaded the latest update.

Quick question, is there a way I can modify it so that paratroops are buildable?
 
hi europe 1939-1943 working fine as you told me to dl that patch, but when i want to play Earth January 1942 i pick USA and game is broken for some reason, only thing what say is city-state message of honduras to eliminate italian and I cant do anything, how to fix it ?

ps i tried with UK, same bug 0 production 0 everything and honduras only city message
 
Can you post your lua log after starting a game with the 1942 map please ?
 
hallo from me.i am new to this forum because of the WW2 R.E.D mod.a friend of mine told me about this so i wanted to give it a try.thats the good part.unfortunately although i followed exactly the instractions i read in the beginning i cannot start neither the r.e.d campaign 1939-1945 nor the subcampaigns 1936 and 1942.the game continioussly crasses everytime i tried to start a game no matter which country i chose or what preferences i had.i tried to start 4 or 5 times a hotseat game with various countries.only one time i managed to pass without crassing the loading screen but when a choise of passwords(or something like that appeared)the screen froze and kaput.in the other two subcampaigns usually a message with the error and the choise to report it or not happens in the loading screen during the speeches of the leaders.one time i managed to pass this stage (as germany) and see the map but when i tried to open the city of Berlin ...booom.the last thing i did was to delete the cache folder e.t.c but the result was the same.does anyone has to propose something?thanks in advance
 
Ok first I have to say this mod is pretty incredible! Really amazing job so far :)

Okey so I tried this mods 1936 scenario. It was pretty sweet. By October 1939 I had captured whole Poland, Netherlands, Belgium and I was about to capture Luxembourg, but then comes the problem. I get crash to deskstop whenever I try to capture Luxembourg? WTH. Ok I was mad, but I decided to leave that state be and made peace with it, since I couldnt capture it without crash.

Well ok now I'm at december 1939 Im capturing Paris, and here it comes again CTD. !! Now I'm mad. :confused::confused::confused: Anyone know the problem?


Edit: I checked I seem to have the latest version too v.23 and datafiles v.3

Edit2: By the way I REALLY REALLY want to have Finland as playable nation in this mod. Is it possible to add? :) I read your earlier post about what you need to have:


"- Units models (see Danrell's threads in the forum unit section for the available ones)
- material to make good DoM and diplo screen (including at least 8-9 WW2 poster related to that nation)
- mp3 speech of the leader
- introduction texts like for the other nation in the mod"


You should definetly check asioasioasio's stuff from 1939-mod (CIV IV). There are some really beautiful diplomacy pictures including propaganda posters etc. Also if Finland would be added it's leader should be ether Risto Ryti (president 19.12.1940 – 1.8.1944) or C.G.E Mannerheim (corps commander in both wars, and later on president 4.8.1944–4.3.1946). I can get you some mp3 speech and write introduction text if you want?

About the unit models:

Infantry: Danrell's Germans would be fine as jager (jääkäri = regular) with small uniform changes. Also maybe Norwegian ski-infantry with white uniforms? (see pictures)

fisold.jpg


wintwar10.jpg


Finnish+Soldier+and+Kittens+WWII.jpg


35a01200df5a.jpg


Torninjaakarit%2BM43.jpg



Tanks: Danrell's: BT-42 = Finland's SPG / Assault Gun, And rest would be Germany's, UK's and USSR's tanks. I can give you whole list if you like.

VickersIV.jpg


KV-1_m1942.JPG


Finn-T-26-14.jpg


parola.jpg




Planes: Danrell's: UK + German + Sweden

Fokker_D.XXI.jpg


Mt-507.jpg


78_1_b2.jpg


Edit3: Here's possible introduction text for loading screen (written by me):

"President, Finland has been independent nation for only few decades now. Even thought Finland is quite new nation, it has already proven itself to be democratic and peaceful. It's athletes are best in the world (etc. Paavo Nurmi). We gained our independence during the great war, and later on triumphed against the communism in bloody civil war with imperial Germany's support. Fortunately we already had ancient traditions and laws to guide our path to become lawful democratic nation.

President, aggression is increasing in Europe, our border nation-politic has failed, storm is coming. East has never been more threatening. The peace is more and more fragile. President can you help Finland to survive against the communist regime of terror? Can you help Finland to stay as democratic and peaceful as its people want? President can you help Finland to find shelter in the upcoming storm?
 
Ok first I have to say this mod is pretty incredible! Really amazing job so far :)

Okey so I tried this mods 1936 scenario. It was pretty sweet. By October 1939 I had captured whole Poland, Netherlands, Belgium and I was about to capture Luxembourg, but then comes the problem. I get crash to deskstop whenever I try to capture Luxembourg? WTH. Ok I was mad, but I decided to leave that state be and made peace with it, since I couldnt capture it without crash.

Well ok now I'm at december 1939 Im capturing Paris, and here it comes again CTD. !! Now I'm mad. :confused::confused::confused: Anyone know the problem?


Edit: I checked I seem to have the latest version too v.23 and datafiles v.3
Yep, there was a bug with units retreating from the last city of a civ/CS, should be fixed in next version.

Paris shouldn't make the game crash thus, do you have the same problem on the Europe 1940 scenario ?

And I answered the rest of your post on the developpement thread here : http://forums.civfanatics.com/showthread.php?t=431344.



@Gallowglass : open the RedDefines.lua file and find the g_Major_Units table, and add the PARATROOPER reference in the civ you want to have it.

ex for France the first line is :

Code:
		FR_INFANTRY, FR_LEGION,

replace it with

Code:
		FR_INFANTRY, FR_LEGION, PARATROOPER,


@giovanni7 : same as oly26, I'd like to see the lua log (see troubleshooting, first post)
 
Gedemon,

I have done some Finnish reskins of the T-26 and fighter for my Eastern Front scenario.

If it helps make keep the Finnish fans happy, then I will PM them over to you tonight. As per my last units, nothing flash, just simple reskins of danrell's units.

BTW, I don't have a skin for the Finnish StuG yet as I could find nothing as a close match and I don't want to redraw the skin. The Finns used a different camo style to the German equipment.
 
Gedemon,

I have done some Finnish reskins of the T-26 and fighter for my Eastern Front scenario.

If it helps make keep the Finnish fans happy, then I will PM them over to you tonight. As per my last units, nothing flash, just simple reskins of danrell's units.

BTW, I don't have a skin for the Finnish StuG yet as I could find nothing as a close match and I don't want to redraw the skin. The Finns used a different camo style to the German equipment.
That would be great, thanks ! :goodjob:

Could you include your soviet Naval Infantry skin, I've lost it too in my HDD crash.
 
Can we please finish up the already planned units that have been missing from this mod for months before we start working on Finland or some other new faction.
 
hallo again.this is the zip lua file.if you can think of any solution i would be very appreciated
 

Attachments

Can we please finish up the already planned units that have been missing from this mod for months before we start working on Finland or some other new faction.
What about a poll ?

Both will come anyway :D

hallo again.this is the zip lua file.if you can think of any solution i would be very appreciated

That's look like a log from a loaded game with another mod, please start a new game with this mod and post the log after the crash before starting another game, thanks :)
 
Gedemon do you mean that this lua file is keepeing the last try to load any game?no matter if its vanilla or mod?because exept the r.e.d mod i am only playing the vanilla game(i am telling this because you mentioned something about another mod).anyway today i'll post another lua file just after trying to load a hotseat game.
 
Well I'd Love to do the units but I think there is still a unit limit problem (am I correct?).
I haven't retried to reach it again, so unless one of the patches that have been released since has fixed the issue, I suppose it still here (or I made a false assumption last time and the problem was elsewhere)

We'll reach it one way or the other by adding new unit classes or new nation's units, so we'll have to found a fix.

Maybe you can add a few tanks or other units based on the stats from the spreadsheet (cost, moves, combat).

I haven't defined the gameplay changes for the tank destroyers, assault guns and naval aircraft, so maybe leave those for later.

Here's a quick reminder/how to for new unit classes :

  1. Check if the unit class is already defined in NewUnitClasses.sql. All that are not greyed in the speadsheet should be available.
    example :
    Spoiler :
    Code:
    -- Light Tank 2 B
    INSERT INTO "UnitClasses" ('Type', 'Description', 'MaxGlobalInstances', 'MaxTeamInstances', 'MaxPlayerInstances', 'InstanceCostModifier', 'DefaultUnit' )
    	SELECT ("UNITCLASS_LIGHT_TANK_2_B"), ("TXT_KEY_UNIT_LIGHT_TANK"), "MaxGlobalInstances", "MaxTeamInstances", "MaxPlayerInstances", "InstanceCostModifier", "DefaultUnit"
    	FROM "UnitClasses" WHERE (Type = "UNITCLASS_TANK");
    That's the definition for the LIGHT_TANK_2_B class from the spreadsheet, which is used by the Panzer II Ausf L and the M5 Stuart. It refers to the data of the closest vanilla class : UNITCLASS_TANK
  2. Check if there is a template for that class in NewDefaultUnits.sql
    Here's the code for the template of units of the LIGHT_TANK_2_B class :
    Spoiler :
    Code:
    -- light tank 2 B
    INSERT INTO "Units" ('Type', 'Description', 'Civilopedia', 'Strategy', 'Help', 'Requirements', 'Combat', 'RangedCombat', 'Cost', 'Moves', 'Immobile', 'Range', 'BaseSightRange', 'Class', 'Special', 'Capture', 'CombatClass', 'Domain', 'CivilianAttackPriority', 'DefaultUnitAI', 'Food', 'NoBadGoodies', 'RivalTerritory', 'MilitarySupport', 'MilitaryProduction', 'Pillage', 'Found', 'FoundAbroad', 'CultureBombRadius', 'GoldenAgeTurns', 'IgnoreBuildingDefense', 'PrereqResources', 'Mechanized', 'Suicide', 'CaptureWhileEmbarked', 'PrereqTech', 'ObsoleteTech', 'GoodyHutUpgradeUnitClass', 'HurryCostModifier', 'AdvancedStartCost', 'MinAreaSize', 'AirUnitCap', 'NukeDamageLevel', 'WorkRate', 'NumFreeTechs', 'RushBuilding', 'BaseHurry', 'HurryMultiplier', 'BaseGold', 'NumGoldPerEra', 'SpreadReligion', 'IsReligious', 'CombatLimit', 'RangeAttackOnlyInDomain', 'RangeAttackIgnoreLOS', 'RangedCombatLimit', 'XPValueAttack', 'XPValueDefense', 'SpecialCargo', 'DomainCargo', 'Conscription', 'ExtraMaintenanceCost', 'NoMaintenance', 'Unhappiness', 'UnitArtInfo', 'UnitArtInfoCulturalVariation', 'UnitArtInfoEraVariation', 'ProjectPrereq', 'SpaceshipProject', 'LeaderPromotion', 'LeaderExperience', 'DontShowYields', 'ShowInPedia', 'MoveRate', 'UnitFlagIconOffset', 'PortraitIndex', 'IconAtlas', 'UnitFlagAtlas')
    	SELECT	("UNIT_LIGHT_TANK_2_B"), ("TXT_KEY_UNIT_LIGHT_TANK"), "Civilopedia", "Strategy", "Help", "Requirements",
    			(48), "RangedCombat", (325), (5), "Immobile", "Range", "BaseSightRange", ("UNITCLASS_LIGHT_TANK_2_B"), "Special", "Capture", "CombatClass", "Domain", "CivilianAttackPriority", "DefaultUnitAI", "Food", "NoBadGoodies", "RivalTerritory", "MilitarySupport", "MilitaryProduction", "Pillage", "Found", "FoundAbroad", "CultureBombRadius", "GoldenAgeTurns", "IgnoreBuildingDefense", "PrereqResources", "Mechanized", "Suicide", "CaptureWhileEmbarked", "PrereqTech", "ObsoleteTech", "GoodyHutUpgradeUnitClass", "HurryCostModifier", "AdvancedStartCost", "MinAreaSize", "AirUnitCap", "NukeDamageLevel", "WorkRate", "NumFreeTechs", "RushBuilding", "BaseHurry", "HurryMultiplier", "BaseGold", "NumGoldPerEra", "SpreadReligion", "IsReligious", "CombatLimit", "RangeAttackOnlyInDomain", "RangeAttackIgnoreLOS", "RangedCombatLimit", "XPValueAttack", "XPValueDefense", "SpecialCargo", "DomainCargo", "Conscription", "ExtraMaintenanceCost", "NoMaintenance", "Unhappiness",
    			("ART_DEF_UNIT_LIGHT_TANK_2"), "UnitArtInfoCulturalVariation", "UnitArtInfoEraVariation", "ProjectPrereq", "SpaceshipProject", "LeaderPromotion", "LeaderExperience", "DontShowYields", "ShowInPedia", "MoveRate",
    			("1"), "PortraitIndex", "IconAtlas", ("WW2_UNIT_FLAGS")
    	FROM "Units" WHERE (Type = "UNIT_LIGHT_TANK");
    INSERT INTO "Unit_AITypes" ('UnitType', 'UnitAIType')
    	SELECT ("UNIT_LIGHT_TANK_2_B"), "UnitAIType"
    	FROM "Unit_AITypes" WHERE (UnitType = "UNIT_LIGHT_TANK");
    INSERT INTO "Unit_ClassUpgrades" ('UnitType', 'UnitClassType')
    	SELECT ("UNIT_LIGHT_TANK_2_B"), "UnitClassType"
    	FROM "Unit_ClassUpgrades" WHERE (UnitType = "UNIT_LIGHT_TANK");
    INSERT INTO "Unit_Flavors" ('UnitType', 'FlavorType', 'Flavor')
    	SELECT ("UNIT_LIGHT_TANK_2_B"), "FlavorType", "Flavor"
    	FROM "Unit_Flavors" WHERE (UnitType = "UNIT_LIGHT_TANK");
    INSERT INTO "Unit_FreePromotions" ('UnitType', 'PromotionType')
    	SELECT ("UNIT_LIGHT_TANK_2_B"), "PromotionType"
    	FROM "Unit_FreePromotions" WHERE (UnitType = "UNIT_LIGHT_TANK");
    INSERT INTO "Unit_ResourceQuantityRequirements" ('UnitType', 'ResourceType', 'Cost')
    	SELECT ("UNIT_LIGHT_TANK_2_B"), "ResourceType", "Cost"
    	FROM "Unit_ResourceQuantityRequirements" WHERE (UnitType = "UNIT_LIGHT_TANK");
    ----
    Note that it refers to the UNIT_LIGHT_TANK template for copying shared data of the light tank group (like promotions), so it must be placed AFTER in the file. that's where an unit specific stats are set (moves, combat strenght, cost, ...)
  3. Now, the units themselves are defined in NewUnitsTanks.sql, NewUnitsFighters.sql, etc...
    Here's the code for the Panzer II Ausf L
    Spoiler :
    Code:
    -- Panzer II Ausf L
    INSERT INTO "Units" ('Type', 'Description', 'Civilopedia', 'Strategy', 'Help', 'Requirements', 'Combat', 'RangedCombat', 'Cost', 'Moves', 'Immobile', 'Range', 'BaseSightRange', 'Class', 'Special', 'Capture', 'CombatClass', 'Domain', 'CivilianAttackPriority', 'DefaultUnitAI', 'Food', 'NoBadGoodies', 'RivalTerritory', 'MilitarySupport', 'MilitaryProduction', 'Pillage', 'Found', 'FoundAbroad', 'CultureBombRadius', 'GoldenAgeTurns', 'IgnoreBuildingDefense', 'PrereqResources', 'Mechanized', 'Suicide', 'CaptureWhileEmbarked', 'PrereqTech', 'ObsoleteTech', 'GoodyHutUpgradeUnitClass', 'HurryCostModifier', 'AdvancedStartCost', 'MinAreaSize', 'AirUnitCap', 'NukeDamageLevel', 'WorkRate', 'NumFreeTechs', 'RushBuilding', 'BaseHurry', 'HurryMultiplier', 'BaseGold', 'NumGoldPerEra', 'SpreadReligion', 'IsReligious', 'CombatLimit', 'RangeAttackOnlyInDomain', 'RangeAttackIgnoreLOS', 'RangedCombatLimit', 'XPValueAttack', 'XPValueDefense', 'SpecialCargo', 'DomainCargo', 'Conscription', 'ExtraMaintenanceCost', 'NoMaintenance', 'Unhappiness', 'UnitArtInfo', 'UnitArtInfoCulturalVariation', 'UnitArtInfoEraVariation', 'ProjectPrereq', 'SpaceshipProject', 'LeaderPromotion', 'LeaderExperience', 'DontShowYields', 'ShowInPedia', 'MoveRate', 'UnitFlagIconOffset', 'PortraitIndex', 'IconAtlas', 'UnitFlagAtlas')
    	SELECT	("UNIT_TANK_PANZER_II_L"), ("TXT_KEY_UNIT_TANK_PANZER_II_L"), "Civilopedia", ("TXT_KEY_UNIT_TANK_PANZER_II_TEXT"), "Help", "Requirements", "Combat", "RangedCombat", "Cost", "Moves", "Immobile", "Range", "BaseSightRange", "Class", "Special", "Capture", "CombatClass", "Domain", "CivilianAttackPriority", "DefaultUnitAI", "Food", "NoBadGoodies", "RivalTerritory", "MilitarySupport", "MilitaryProduction", "Pillage", "Found", "FoundAbroad", "CultureBombRadius", "GoldenAgeTurns", "IgnoreBuildingDefense", "PrereqResources", "Mechanized", "Suicide", "CaptureWhileEmbarked", "PrereqTech", "ObsoleteTech", "GoodyHutUpgradeUnitClass", "HurryCostModifier", "AdvancedStartCost", "MinAreaSize", "AirUnitCap", "NukeDamageLevel", "WorkRate", "NumFreeTechs", "RushBuilding", "BaseHurry", "HurryMultiplier", "BaseGold", "NumGoldPerEra", "SpreadReligion", "IsReligious", "CombatLimit", "RangeAttackOnlyInDomain", "RangeAttackIgnoreLOS", "RangedCombatLimit", "XPValueAttack", "XPValueDefense", "SpecialCargo", "DomainCargo", "Conscription", "ExtraMaintenanceCost", "NoMaintenance", "Unhappiness",
    			("ART_DEF_UNIT_TANK_PANZER_II_L"), "UnitArtInfoCulturalVariation", "UnitArtInfoEraVariation", ("PROJECT_LIGHT_TANK_PANZER_II_L"), "SpaceshipProject", "LeaderPromotion", "LeaderExperience", "DontShowYields", "ShowInPedia", "MoveRate", ("1"), "PortraitIndex", "IconAtlas", ("WW2_UNIT_FLAGS")
    	FROM "Units" WHERE (Type = "UNIT_LIGHT_TANK_2_B");
    INSERT INTO "Language_en_US" ( 'Tag', 'Text' )
    	VALUES ( 'TXT_KEY_UNIT_TANK_PANZER_II_L', 'Panzer II Ausf L' );
    INSERT INTO "Unit_AITypes" ('UnitType', 'UnitAIType')
    	SELECT ("UNIT_TANK_PANZER_II_L"), "UnitAIType"
    	FROM "Unit_AITypes" WHERE (UnitType = "UNIT_LIGHT_TANK_2_B");
    INSERT INTO "Unit_ClassUpgrades" ('UnitType', 'UnitClassType')
    	SELECT ("UNIT_TANK_PANZER_II_L"), "UnitClassType"
    	FROM "Unit_ClassUpgrades" WHERE (UnitType = "UNIT_LIGHT_TANK_2_B");
    INSERT INTO "Civilization_UnitClassOverrides" ( 'CivilizationType', 'UnitClassType', 'UnitType' )
    	VALUES ( 'CIVILIZATION_GERMANY', 'UNITCLASS_LIGHT_TANK_2_B', 'UNIT_TANK_PANZER_II_L' );
    INSERT INTO "Unit_Flavors" ('UnitType', 'FlavorType', 'Flavor')
    	SELECT ("UNIT_TANK_PANZER_II_L"), "FlavorType", "Flavor"
    	FROM "Unit_Flavors" WHERE (UnitType = "UNIT_LIGHT_TANK_2_B");
    INSERT INTO "Unit_FreePromotions" ('UnitType', 'PromotionType')
    	SELECT ("UNIT_TANK_PANZER_II_L"), "PromotionType"
    	FROM "Unit_FreePromotions" WHERE (UnitType = "UNIT_LIGHT_TANK_2_B");
    INSERT INTO "Unit_ResourceQuantityRequirements" ('UnitType', 'ResourceType', 'Cost')
    	SELECT ("UNIT_TANK_PANZER_II_L"), "ResourceType", "Cost"
    	FROM "Unit_ResourceQuantityRequirements" WHERE (UnitType = "UNIT_LIGHT_TANK_2_B");
    Note how it refers to the template "UNIT_LIGHT_TANK_2_B"
  4. Then you have to check if the class is correctly defined in RedDefines.lua
    Spoiler :
    Code:
    CLASS_LIGHT_TANK_2_B			= GameInfo.UnitClasses.UNITCLASS_LIGHT_TANK_2_B.ID
    and if it also set in the g_Unit_Classes table for the reinforcement mechanism
    Spoiler :
    Code:
    [CLASS_LIGHT_TANK_2_B] = {Capture = true, Moral = 100, NumType = TANK, MaterielRatio = 60, MaxHP = 100, Buildings = {FACTORY},},
  5. Now for the unit themselves, while we are in RedDefines.lua check if the ID is set
    Spoiler :
    Code:
    GE_PANZER_II_L		= GameInfo.Units.UNIT_TANK_PANZER_II_L.ID
    And add it in the g_Major_Units table
    Spoiler :
    Code:
    	[GERMANY] = {
    		GE_INFANTRY,
    		GE_PANZER_II, GE_PANZER_II_L,
    		GE_PANZER_III, GE_PANZER_III_J, GE_PANZER_IV, GE_PANZER_IV_G, GE_PANZER_IV_H,
    		GE_BF109, GE_BF109_F, GE_BF109_G, GE_FW190, GE_BF110, GE_BF110_F4, GE_JU88C, GE_HE219,
    		GE_JU87, GE_JU88, GE_HE111, GE_HE177,
    		GE_DESTROYER, GE_SUBMARINE, GE_LEIPZIG, GE_DEUTSCHLAND, GE_BATTLESHIP, GE_BATTLESHIP_2,
    		ARTILLERY},
    Note that this table is used to restrict the available units for each scenario, and you still have to correctly refers to the civ using it in NewUnitsTanks.sql, else it won't be available.
  6. finally, the ArtDefines, as set in NewUnitsTanks.sql (ex: ART_DEF_UNIT_TANK_PANZER_II_L for the Panzer II Ausf L), the entries have to be set in Civ5ArtDefines_UnitMembers.xml,
    Spoiler :
    Code:
    	<UnitMemberArtInfo>
    		<Type>ART_DEF_UNIT_MEMBER_TANK_PANZER_II_L</Type>
    		<fScale>0.105</fScale>
    		<Granny>Panzer_II_Ausf_L_Luchs.fxsxml</Granny>
    		<Combat>
    			<Defaults>ART_DEF_TEMPLATE_BASE</Defaults>
    			<bReformBeforeCombat>1</bReformBeforeCombat>
    			<bHasShortRangedAttack>1</bHasShortRangedAttack>
    			<bHasStationaryMelee>1</bHasStationaryMelee>
    			<bHasIndependentWeaponFacing>1</bHasIndependentWeaponFacing>
    			<bHasRefaceAfterCombat>0</bHasRefaceAfterCombat>
    			<Weapon>
    				<fVisKillStrengthMin>25.0</fVisKillStrengthMin>
    				<fVisKillStrengthMax>50.0</fVisKillStrengthMax>
    				<HitEffect>ART_DEF_VEFFECT_TANK_IMPACT_$(TERRAIN)</HitEffect>
    				<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
    				<WeaponTypeSoundOverrideTag>EXPLOSION6POUND</WeaponTypeSoundOverrideTag>
    			</Weapon>
    		</Combat>
    		<MaterialTypeTag>METAL</MaterialTypeTag>
    		<MaterialTypeSoundOverrideTag>METALSM</MaterialTypeSoundOverrideTag>
    	</UnitMemberArtInfo>
    (referring to the unit fxsxml file from the data mod), and in Civ5ArtDefines_Units.xml
    Spoiler :
    Code:
    	<UnitArtInfo>
    		<Type>ART_DEF_UNIT_TANK_PANZER_II_L</Type>
    		<Formation>Vehicle</Formation>
    		<DamageStates>1</DamageStates>
    		<UnitMemberArt>
    			<MemberType>ART_DEF_UNIT_MEMBER_TANK_PANZER_II_L</MemberType>
    			<MemberCount>3</MemberCount>
    		</UnitMemberArt>
    	</UnitArtInfo>

I now it's a bit tedious, but needed to make global balancing easier (just edit the class templates) and allow restriction per scenario.

there are a few more steps for projects dependencies, but you know those, just note that you don't have to refer to the project in NewUnits*.sql files since the new projects coding after the 1936 bug.

Gedemon do you mean that this lua file is keepeing the last try to load any game?no matter if its vanilla or mod?because exept the r.e.d mod i am only playing the vanilla game(i am telling this because you mentioned something about another mod).anyway today i'll post another lua file just after trying to load a hotseat game.

The lua log is erased each time you launch civ5, so if you start a game with R.E.D., had the game crash then launch civ5 again, the log with the data from the R.E.D. game will be deleted (and replaced by those of any new game you're launching with or without mods).
 
ok.thats a lua file after a r.e.d mod 1939-1945 hotseat game crash.i hope u are going to find a solution.thanks
 

Attachments

"Memory Allocation Error: not enough memory"

What OS (Windows Xp, Seven, Seven64, ...) are you using, and how much RAM do you have on your computer ?
 
I'm afraid that 2 GB may not be enough. Anyone with less than 4 GB of RAM being able to play the mod ?

I plan to add smaller scenarios at some point, they should be less memory dependent.
 
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