R.E.D. World War II development thread

Thought this was more appropriate to post ITT.

Ok, I will see about testing this specifically with your mod later on in the week. That should be quite a bit more time consuming than this was, plus I'll be out of town for a few days after today. I think it could potentially be very different from what I tested here, as the R.E.D. mod uses some things like reduced attack range and maybe sight range restrictions too. The ai might have trouble spotting or getting in position to attack if that's the case.

:scan:I ran a bunch of tests using the small map, and found the best setting to be simply switching default AIs to ATTACK_SEA, while leaving the other AI options still available for use (ie. explore, escort, reserve).

I used 4 different states to compare. Vanilla ai, default ai changes, disabled non attack_sea ai, and a last 1 where default ai was set to attack plus I added a bunch of ai_tactic changes.
It was a preset naval combat situation, and I was completely passive with all my units every time. Each test I ran for 10 turns, and then went on offense to see how the AI would respond to an offensive.

The most consistent result among each state is the ai was at least returning fire with units when I went on offense. In the vanilla ai state though, it only did so with some units and would run away with others or simply camp a unit in a city without it attacking even when being blockaded (which is terrible).

In the best state (default ai changed to attack_sea for destroyer & sub) I ran 3 tests to get a more reliable outcome. In 2 out of the 3 the ai attacked and continued to attack 2 of my ships within the 10 turn time frame. It also put up a good enough fight after I began attacking it that it was able to sink 1 of my ships. The 3rd test for whatever reason it never got around to attacking me on its own within 10 turns. It still did well when I went on offense though, so that was a consistent positive.

A few screen shots are attached below. The first 1 is how the initial setup looks. The ai started with the same navy. The 2nd is a look at one of the better outcomes, and also shows a sub vs sub battle where a 1 hit kill did not take place. I was using a mod that sets naval defender strength to 100% to allow for longer fights, so maybe that is the reason for it.

So, it looks like this might help a little bit at the very least.
 

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nice, I'll have to test it then, thanks for the report ! :D

btw, one shoot sub vs sub shouldn't happen since v6/v7
 
hello guys,

i think this is a beautiful mod.

Personally i like the art style of civ 5. I wanted to adopt that style just for pure fun. But then i saw this thread and i thought the presented unit portraits didn't match that style of civ 5. (Only the P-47 is really the true style of civ 5)

I thought i could make some of the unit portraits and i started with the panzer I. As Firaxis use reference shots from google i did myself. So i think i really got that civ 5 style.

What do you think about it? Did you need more of it?
 

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It's a great icon FouR_Pharao!

I could use them for my own mod as well if you don't mind.

Gedemon I will send you more pedia files soon.
Between the vacations and all the units that Danrell gave us I was quite busy :)
 
I thought i could make some of the unit portraits and i started with the panzer I. As Firaxis use reference shots from google i did myself. So i think i really got that civ 5 style.

What do you think about it? Did you need more of it?

Wow, great, and yes, of course I'll love to see more like this one :goodjob:
 
Thanks everybody. Glad you like it.

@Hulfgar

Sure, you could use the icons for your mod.

And here is another one.

The next ones i'll post when get a nice bunch of icons together.
 

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great, waiting for them :D


I've added a "how to" section in the first post, with some instructions on how to setup a new scenario for the mod.

It's not a detailed guide, so you should know a bit more than just the basic civ5 modding to find your way there... Just know that I could help to include new scenarios, but it may take times, and will require a bit of your's too.

Anyway don't hesitate to ask question here about any part of the code, I'm reluctant to answer to PM on those subject cause the answers could be useful to more people than just the one who's asking...
 
great, waiting for them :D


I've added a "how to" section in the first post, with some instructions on how to setup a new scenario for the mod.

It's not a detailed guide, so you should know a bit more than just the basic civ5 modding to find your way there... Just know that I could help to include new scenarios, but it may take times, and will require a bit of your's too.

Anyway don't hesitate to ask question here about any part of the code, I'm reluctant to answer to PM on those subject cause the answers could be useful to more people than just the one who's asking...

Thanks Gedemon, I'm pretty sure the guide answers my question.
 
Hi Gedemon,

Playing ver.7 with France and it really makes fun, I especially like the retreat feature!

Some suggestions for balance :

The infantry seems to be overpowered vs tanks, especially on open land.
I think that tanks, even light tanks, should roll over those poor soldiers.
But this would perhaps make the infantry useless and give the tanks too much power.

Artillery could deal more damage, that's especially true vs infantry.
But Artillery should take a lot more damage when attacked and this especially true vs infantry :)

I really think that the navalcounterattack mod would be a plus in your mod :
It's so unrealistic to fire with a destroyer at the Bismarck and not take a hit as penalty :crazyeye:

Bug ?
At some point I had the feeling that the light panzers attacked 3 times in a turn.
Is it possible ? Or did I simply oversee some moves ?

Attach Files :
Updated pedia for battleships (Richelieu, Yamato, King Georges V, Bismarck, Hood, Dunkerque, Littorio, Sovetsky Soyuz, Iowa) I made some slight changes in the previous pedias.

Pedia for Dreadnoughts (Generic, Queen Elizabeth, Gangut, Pennsylvania)

Next pedias should be for the cruisers and destroyers, tell me if there is some ships that are not in the list above but that you need.
 
ho, in my games I always have the feeling that an infantry in open ground near tanks is a dead infantry, especially if the tank is a panzer (yep, light german tank have blitz too)

and yep artillery need balance, I've been given the idea to use them differently, maybe merged with infantries, I need some reflexion on the gameplay around that...

about naval combat, has anyone tried to make the ships melee units ?

thanks for the pedia :D

There's the Scharnhorst Class that I'm using too, and if you plan to do classes description instead of unique ship, I may use them. Else the unique ships description are fine :goodjob:
 
and if you plan to do classes description instead of unique ship, I may use them

I think I will do that for cruisers and destroyers.
For capital ships I've worked with the lead ship because usually the description covers the class and the particular historical background of this ship.

What I could (and think to) add in each description is a summary of the class firepower, speed and armor.

I will make the Scharnhorst Class, it's a must :)
 
thanks, and I've forgotten one : I may add the South Dakota class too in the future.
 
Hey Gedemon. I plan to download this new version soon.

So, will this World War II be the only historical scenario you will create? Or do you plan to have more in the future?
 
I know that at least T_KCommanderbly is working on another scenario, and I hope to do more myself, but I will concentrate first on the base one.
 
Ok I'm Having two problems:

First Off, for what ever reason I cannot build units or buildings in my cities...I can't build anything at all. I don't know if I should post the lua on here but I know the file dealing with this is working because the date section is working and showing fine. I know with XML if one thing is wrong the whole thing is wrong but I don't know if this is the case for Lua.

FIXEDSecond Off, in my scenario custom screen I select the civ I want to be and it does a different civ, however it doesn't do this for everyone just the old 5 civilizations. It is consistent because when I select Germany it plays as the USSR, and when I select the USSR it plays the United Kingdom. In the custom screen Do I need have the civilizations in a certain order?

I don't know if these problems correlate with eachother or if they are both seperate.

Edit: Fixed the second problem (should of tested more before posting) the nations on the sceanrio need to match the exact order of the nations in the customscenario lua. Still have no idea for the first problem though.
 
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