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#1 |
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Moderator
![]() Join Date: Oct 2004
Location: France
Posts: 3,634
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R.E.D. WWII: Concepts & Suggestions
R.E.D. WWII Edition is a total conversion wargame using danrell's units and based on the European Landmass map by NiRv4n4 (Europe 1939 scenario and North America / Europe 1936 scenario) and Genghis Kai's G.E.M. map conversion (Earth 1942 scenario) . Research, Culture, and Happiness are deactivated. Features:
If you want to help/contribute to the mod, there is a development thread here Scenario list :
Credits see the full credits list. Last edited by Gedemon; Jan 05, 2013 at 07:41 AM. |
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#2 |
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Moderator
![]() Join Date: Oct 2004
Location: France
Posts: 3,634
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Screens - Diploscreen of U.S.S.R. Spoiler:
- Loading screen of England Spoiler:
Last edited by Gedemon; Aug 15, 2011 at 05:21 PM. |
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#3 |
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Moderator
![]() Join Date: Oct 2004
Location: France
Posts: 3,634
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Concepts
1/ Reinforcements To heal 1 hit point, any unit need "reinforcements", a combination of "personnel" and "materiel". Some unit will use more personnel (Infantry), some more materiel (Tanks), some a bit of both (Light Tanks) Personnel are generated from your total empire food production, from specific buildings in cities (see tooltips in construction list), from "We Need You" process in cities, and you receive a portion of what your friendly and allied city-states are producing for themselves.Materiel are generated from your total empire production, from specific buildings in cities (see tooltips in construction list), from "Buy War Bond" process in cities, and you also receive a portion of what your friendly and allied city-states are producing for themselves."We Need You" is proportional to the city food production, "Buy War Bond" is proportional to the city and production. Those two process are important, and quite useful with a bit of micromanagement.On some maps there are "convoy" units that move automatically on maritime routes under specific conditions and bring you personnel, materiel, gold or new units. 2/ Retreat When it take enough damage (defending in melee combat) to make it think that 3-4 attacks of this level will kill it, an unit will try to retreat from it's position. Examples : Infantry at full health (75hp) can take 10 damage from a tank and won't retreat, but at half health (37hp) it will. Introducing morale is planned, but still not done. Unit will retreat to one of the 3 plots opposing the attack direction, if none are free, the unit will get half more damage (5 in above example), but will always keep at least 1hp. Retreating from city is more specific, a unit is not killed in a captured city, it will try to escape before it happens, and will loss hp in the process. If there's a free valid plot just around the city, it will go there, else it will be transferred to a nearby city, with a bigger hp penalty. All routed units will lost 2 moves for the next turn. 3/ Frontline Units capture enemy territory when moving on his tiles. The territory map is memorized at game start, and you can liberate old territory from friend/allied civs. Some units don't capture tiles, like special force and artillery. 4/ Buildings Some buildings require another to be available (ex: Land Factory require a Factory), and some will block the construction of other (ex: a city with a Land Factory can't construct any Air Factory). Units will require specific buildings. Use the mouse over help text in the production screen to know which buildings or units will be made available by the one you're about to build. 5/ Projects Projects can be produced in cities with special buildings. New models (example: T-34) projects require a Military Academy, which require Barracks to be constructed. Models evolution (ex: T-34 to T-34/76) require either a Military Academy OR the building needed to construct the unit (a Land Factory in that example) Projects are unlocked around specific dates, or after units from a specific type have gained enough experience from combat. There is another kind of project called "Military Operation". Those are in beta testing and only two of them are available ATM, for Germany on the Europe 1939 map. Those projects allow fast deploiement of units in a theatre of operation (example : "Operation Weserübung" will deploy 3 paratroops division (the AI get more) in Norway for Germany. A Military Base is needed to work on such projects. Last edited by Gedemon; Aug 13, 2012 at 12:23 PM. |
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#4 |
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Chieftain
Join Date: Apr 2008
Location: Earth (maybe)
Posts: 23
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My Extract freezes on 71 of 87 files for the R.E.D WWII Edition?
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#5 |
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Moderator
![]() Join Date: Oct 2004
Location: France
Posts: 3,634
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#6 |
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Chieftain
Join Date: Apr 2008
Location: Earth (maybe)
Posts: 23
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Windows 7 and save as sry, IE9 too.
Failure is in game when installing, CIV5 freezes. Last edited by wulfy; Aug 15, 2011 at 07:08 PM. Reason: For some reason I'm not getting full 1 mb download. |
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#7 |
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Moderator
![]() Join Date: Oct 2004
Location: France
Posts: 3,634
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and the ingame browser failed to install them too ?
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#8 |
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Chieftain
Join Date: Apr 2008
Location: Earth (maybe)
Posts: 23
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Correct
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#9 |
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Warlord
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wow wow , I test it first
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#10 |
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Prince
Join Date: Sep 2008
Location: United States
Posts: 400
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Mine installed fine,
anyways after playing this here is what I thought... Since I personally don't think there is enough units I gave the Germans, French, Soviet Union and UK a bunch more units then tested it, more realistic anyways. I played as the United Kingdom on Diety. So basically I have never seen an AI play militaristically so well ever in civilization V. So war starts and Germany wipes out Poland in about 3 months, while France and I were occupied, we held them but we couldn't push into Germany. So after Poland was finished they brought there troops to the west, wiped out Belgium and the Netherlands to say the least and defeated many of my troops. Meanwhile they were able to capture strasbourg and have wiped out Denmark too. France is brilliant too, they have created tanks like crazy and have held the massive German offensive for now. Germany landed troops in Britain, I was able to defeat them but had to pull my troops from France. Thats where I left off. I would also like to add that German U-boats have been attacking my reinforcements to France which is always a plus for realism. Things I would change: - I would add a lot more units to the scenario, it makes things more interesting and the AI seems to be more aggressive and potent at least with my experiance. - I think it would be nice if regular infantry wasn't as powerful as the unique infantry maybe make their strength about 30 or something. - IMO city's are too powerful, realistically it shouldn't take 5+ turns to take a city however when units are stationed in that city it should be powerful especially with fortifications. - I think infantry should be cheaper to produce, and compared to tanks as it's set now you might as well spend the extra turns getting the tank instead of the infantry. - The Artillery should be more powerful, and are you going to combine it with the infantry eventually? -I think dive bombers should get a promotion verse ground units Otherwise it looks really nice, really good job this is deffinently the best mod I have played definently recommend it. |
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#11 |
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Chieftain
Join Date: Jul 2011
Posts: 8
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Hey, i've got the same problem with the extraction, game freezes at 71/87 files
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#12 |
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Emperor
Join Date: Feb 2004
Location: Riga/Montreal
Posts: 1,250
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I just wonder how powerful my PC should be to play this scenario. It looks like it might take 2 minutes per turn ...huh
__________________
CivHub on Facebook |
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#13 | |||||||||
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Moderator
![]() Join Date: Oct 2004
Location: France
Posts: 3,634
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Quote:
Could you try using 7zip ? Copy the R.E.D. WWII Edition (v 5).civ5mod file to your mod folder, right click on it, use the context menu of 7zip and select extract to "R.E.D. WWII Edition (v 5)\" Quote:
![]() Quote:
For example, give Italy a "Africa conquest" project that when completed will give some units to Italy in Libya near Tobruck to attack Egypt, in the same time, give a "Reinforce Egypt" project to England if Italy start working on the "Africa conquest" project, and finally add a "Afrikakorps" project to Germany if Libya lose some territory to England... Quote:
Quote:
Remember I've only added early units, heavy bombers when available will be very strong against cities, and there will be assault guns... They're becoming strong too early maybe, I may have to try different flavor value, so the AI focus more on units than defending buildings (or maybe add more pre-request to those buildings) I may try to give them a lot more defense when a unit is stationed inside if possible, I think the AI is already placing units in menaced cities, so this modification won't penalize it too much as some other may... Quote:
But the cost in reinforcement is very different, infantry use mostly Personnel where Tanks use mostly Materiel. Maybe I should tweak value so that there are even more personnel produced than in current version to make infantry cheap to reinforce. Quote:
And I may combine it with anti-air. Quote:
Some don't get it ? If so, I'll have to see why... Quote:
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#14 |
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Prince
Join Date: Sep 2008
Location: United States
Posts: 400
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Regarding the Dive Bombers I think they are getting the promotion, I just wasn't sure it just felt that they were only doing -2 damage to infantry units, which wasn't that effective. So maybe increase it, it would deffinently help the German Army if they were more powerful.
And I understand with less units, if you make cities less powerful then the need for more units is decreased. The other thing that I forgot to mention is that I wasn't able to save my game (maybe its because of too many units...), but I think auto-save is working. And I would love to help out |
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#15 | |||
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Moderator
![]() Join Date: Oct 2004
Location: France
Posts: 3,634
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Quote:
Quote:
I don't want cities to fall too quickly at first, and when conquered most of their defensive buildings will be destroyed, so it could switch side numerous time during a battle around it. Quote:
This is done automatically when pressing F11 for auto-save, but when clicking on the save button from the game menu, the save menu is not called (I wouldn't be able to perform the data tables save from this menu), and instead an auto-save with custom name is done. It can take times to save the tables, and you should get a notification with the save name after quitting the menu. |
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#16 |
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Chieftain
Join Date: Apr 2008
Location: Earth (maybe)
Posts: 23
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On the extract issue, seems the Windows 7 zip utility is corupting the download smaller download. However, I can not figure how to get 7-zip to perform the download. Any help would be . . .
Still no joy, maybe you could load just the smaller mod on the hub? I'm good, thanks guys. Last edited by wulfy; Aug 17, 2011 at 02:08 AM. |
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#17 |
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Prince
Join Date: Sep 2008
Location: United States
Posts: 400
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I use winRAR and it worked, however I have no idea if it actually preformed or effected the download... but you could download it and give it a try
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#18 |
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Moderator
![]() Join Date: Oct 2004
Location: France
Posts: 3,634
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#19 |
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Moderator
![]() Join Date: Oct 2004
Location: France
Posts: 3,634
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For users with the extract problem, I've joined a zipped version to this post, just extract it in the mod folder...
(edit: link outdated, removed, see first post for installation instructions and use 7zip to extract the modfiles) Last edited by Gedemon; Sep 02, 2011 at 02:46 PM. |
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#20 |
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Chieftain
Join Date: Aug 2011
Posts: 29
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Nice MOD! No, no. Amazing! What to say? Thank you for your efforts!
I have two questions: 1. Is the terrain changeing in winter? 2. Why is it sometimes not possible to conquer a city? I mean i´ve bombed Warsaw to the ground and still i cannot capture it 3. Will the US enter the war after awhile. Well i don´t think so, because they are not on the map But is it possible to do some script which allows this later on?Thank you!
Last edited by champ123; Aug 17, 2011 at 12:16 PM. |
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