R.E.D. World War II development thread

I love the icons FouR Pharao. Keep it up. :)

Any tips on how to get the actual planes to look so crisp and cartoony ala civ5?
 
This is one of my favorite mods i have played :D and i hope it becomes one of the great ones.

FouR Pharao icons do look like the game ones very nice done.
P.S: I noticed that the humans that apear in the game icons dont have eyes so maybe a black spot would make them more alike :)
 
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.
there are 2 restrictions table in the define file for the scenario :

g_Major_Units and g_Major_Buildings, listing the Ids of allowed units and buildings for each civs.

Here are some new unit icons.
yes, superb job again :D

do you think you can have a kind of moving effect for the plane propellers ?
 
there are 2 restrictions table in the define file for the scenario :

g_Major_Units and g_Major_Buildings, listing the Ids of allowed units and buildings for each civs.

I know that isn't the problem, I have even tried using your define lua instead of the one I copy pasted over and it did the same thing. Basically what happens in game (to be detailed) is the city is making gold as it should be, and when I select the "choose production" button it does nothing almost like the button hasn't been programmed yet. I do have a feeling this problem is very difficult to fix, if you want I could just give you the whole of the lua if thats easier.

And if I delete this code for what ever reason the scenario doesn't load at all (I don't know if that is affecting my problem). And Im not using Poland so you would think it would be vice versa.
Spoiler :
Code:
g_Minor_UU = {
	[POLAND] = {
				[CLASS_TANK] = PL_10TP,
				[CLASS_INFANTRY] = PL_INFANTRY,
				[CLASS_FIGHTER] = PL_P11,
	},
}
 
You can use the firetuner to see if there are any error message when you click on the production button (or enable logging and open Lua.log after having clicked on the production button).

You can delete the entry for Poland in g_Minor_UU, but you must at least keep the empty table...

Code:
g_Minor_UU = {}
 
I love the icons FouR Pharao. Keep it up. :)

Any tips on how to get the actual planes to look so crisp and cartoony ala civ5?

First, i search for an reference picture of that plane and then i redraw them in photoshop. The cartoony style is achieved to reduce the color palette to a minmum of colours with some variations in it. I start with the biggest underlying parts like the body and the wings of the plane. One base colour of that shape and then i add little shadows highligths with a small brush (low opacity). That's how i got the civ 5 style. It's a really time-consuming way to do it, but its better to just vectorize an image. And i think firaxis did it in a similar way. Hope it helps.
 
First, i search for an reference picture of that plane and then i redraw them in photoshop. The cartoony style is achieved to reduce the color palette to a minmum of colours with some variations in it. I start with the biggest underlying parts like the body and the wings of the plane. One base colour of that shape and then i add little shadows highligths with a small brush (low opacity). That's how i got the civ 5 style. It's a really time-consuming way to do it, but its better to just vectorize an image. And i think firaxis did it in a similar way. Hope it helps.

gracias senor :)
 
I'm going to include Mylon's naval counter-attack mod, but should I also change down the battleships range to 1 ? :think:

Submarines won't trigger (nor being able to) counter-attack.
 
but should I also change down the battleships range to 1 ?

I don't think : a battleship could fire at a range of 25 km at least.
I'm not sure that a WW2 destroyer can do that. So if the destroyer cannot return fire to the battleship it's realistic.

For the submarine it's the same : a WW2 Sub would attack unarmed merchant ships with the canon, but armed ships were torpedoed from underwater.
The sub had a chance to escape whithout taking damage.

A battleship was not fitted to fight against a sub, she lacked anti-sub weapons.
That's why she had to be escorted by destroyers.
So again if a surface ship cannot return fire to a sub I think it's ok.

As for a sub vs sub fight : it is not as easy to return fire to your opponent as in a surface vs surface fight.

Last : in a destroyer vs sub fight the sub would first try to escape or hide from the destroyer.

The destroyer was faster than a submerged sub, when it was launching anti-sub charges it was often too late for the sub to return fire.
 
we agree on almost everything, just a point to discuss:

I don't think : a battleship could fire at a range of 25 km at least.
I'm not sure that a WW2 destroyer can do that. So if the destroyer cannot return fire to the battleship it's realistic.

realistic for relative range, yes, but the point is also to allow the AI to riposte against player ranged attacks, and on global map scale, 1 tile is 100km.

to compensate the unrepresented range difference, there's a big combat gap between a battleship and a destroyer, and I will add a 20% penalty to counter-fire, so a destroyer attacked by a battleship will never deal a lot of damage.

also the destroyer unit on the map represent a destroyer flotilla, while the Battleship represent a single ship

another point in favor or 1 tile range is preventing far land bombardment from battleships.
 
the artillery range is another problem.

here's a suggestion, I don't know yet if it can really be implemented, but I'll like some feedback :

artillery could be a "virtual" unit, linked to infantry and armored divisions and shown only at time of attack or defense.

a combat would then follow 3 phases :
- Artillery Preparation
- Counter Fire
- Close Combat

The linked artillery to an infantry/armored division would be the best available at build time of the main unit.
 
another point in favor or 1 tile range is preventing far land bombardment from battleships.

yes that's the problem with the game : to find the right balance between strategic and tactical fights. Even the artillery has an unrealistic range based on 1 tile=100km.

also the destroyer unit on the map represent a destroyer flotilla, while the Battleship represent a single ship

Well battleships and cruisers were supposed to be able to fight alone.
You would need a big flotilla of destroyers to sink a single battleship :
The guns of destroyers were not supposed to be a threat to the armor of a capital ship while a single hit from a 380mm gun could probably kill a destroyer.
Which doesn't mean that the capital ship would survive the fight whithout any severe damage :)

The real threat to capital ships was the aircraft : the HMS Prince of Wales and the HMS Repulse were sunk by Japanese bombers because they had no escort from destroyers or fighters.
In the Pacific war the winners were the aircraft carriers, even the powerfull Yamato was sunk by navy bombers.

For Civ5 I understand your point of view and I think that you are right with the 1 tile range.

Instead of the penalty to counter-fire you could give the capital ships a promotion against all other ships (as in Thal's Balance Combat Mod) and perhaps a promotion to subs and divebombers against capital ships.

Not sure that this is really important for the european front but if you plan to make a pacific scenario one day the navy will (or should) be important :)
 
artillery could be a "virtual" unit, linked to infantry and armored divisions and shown only at time of attack or defense.

That would reflect how a Panzerdivision was organized.
Other armies usually organised the Artillery as regiment in the army corps, which make them independant entities.

Your idea would be very interesting to play.
If it's not doable I would say put the range to 2 tiles, it is enough to give support fire.

And that would leave the 3 tile range for a railroad artillery if we ever can bind this unit to the railroad network !
 
tried, get the resulting numbers but can't play all animations, so this one is discarded until DLL release.
 
Finally figured out the unit thing, I decided to just completely redo the defines and it worked.

I don't know if anyone is interested but here are some screenshots of the January1942 scenario that I have been working on. It adds three new civilizations (a lot more minors) and a couple new units that Gedemon already defined. The map is the same size as the europe one, however since there is a lot more civilizations the load time takes longer so a higher end computer helps.

If you have any opinion or thoughts on it feel free to post :)

Spoiler :
 

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For these massive global maps: are they playable? Or does the game lag severely during turns?
 
Finally figured out the unit thing, I decided to just completely redo the defines and it worked.

I don't know if anyone is interested but here are some screenshots of the January1942 scenario that I have been working on. It adds three new civilizations (a lot more minors) and a couple new units that Gedemon already defined. The map is the same size as the europe one, however since there is a lot more civilizations the load time takes longer so a higher end computer helps.

If you have any opinion or thoughts on it feel free to post :)

Spoiler :

good to know, and I'm sure this will interest more than a few people :D
 
Hi Gedemon,

just finished the game as France with a domination victory :)

Some suggestions :

- Great idea with the "call for reinforcement" when a side is loosing the war.
But I think you should make this infantry weaker than the regular infantry.
Such quickly formed units are usually less trained and not as good equiped as regular troops. To make things worse the men left to form those reinforcements are often old or very young.

- At this stage it was more interesting to build units or buildings than to work on the projects Dewoitine D520 and Loire Nieuport.
So it would perhaps be more interessant to bind the "advanced" units to the tech tree ?

- Artillery and AA Guns could be represented as promotions.
Available only if the unit is build in a city with a particular building.
Artillery could give a bonus in attack and vs cities.
This would avoid having them a independant units.

- At turn 21 Italy offered a peace treaty after losing 1 unit, I was about to take over Genova.
This treaty lasted until turn 24, Italy declared war again just after the end of the treaty.

- A destroyer that was in Genova when I took the city retreated to Milan!
So it would perhaps be better to take the navy out of the retreat feature :)

- I totally agree to reduce the range of the capital ships to 1, given how the AI handles the navy it will not penalize it and will avoid the human player to bombard cities or units 2 tiles inland (very usefull against Italy ! :evil: ).

- I took Berlin but nothing special happenend, I took Rome it triggered a Domination Victory. Perhaps makes Italy switch the sides if Rome falls but let the war continue ?

- I don't know what England is doing but aside from it's bombers I'm still waiting for it's help :)

last : I really love your mod, it's better with each new version :)
 
- good idea for the reserve troops, I'll give them a small strength penalty to reflect this.

- about the projects, I will balance the cost, it may be too high ATM. But project after project, you will have access to more powerful units in the future, it will be a choice to make between more units now or better units later.

- I'll need to handle the navy retreat separatly, yes :D

- Artillery/AA will be one merged unit, there's no way to show them else (and danrell works need to be seen ;) )

- DoWs before historical date may happens, those don't lead to permanent war. When historical date is reached, the war became permanent (and any peace treaty is canceled). I may add an option to enforce real date or leave more freedom if it's requested.

- No "Fall of..." for Berlin, Moscow and London. One will be made for Italy, but it's not yet.

- RAF can be very, very powerful after some time, playing v.9 as Italy, I was almost pushed back to sea after invading England.

- and thanks.
 
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