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R.E.D. World War II Edition (Public) Development forum for the R.E.D. World War II mod for Civ 5

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Old Jul 14, 2011, 09:17 PM   #1
Gedemon
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War R.E.D. World War II development thread

The download link and installation instruction are here

This thread is about the development of the mod, help is welcome for future releases

Current development version :

Projects files are on GitHub:
R.E.D. WWII Edition (dev branch)
R.E.D. WWII Data Files

You'll need modbuddy (part of the SDK tools for civ5) to build the projects.

I suggest to install a GUI Client for GIT to simply download updates instead of the whole zipped branch if you want to follow the development.


Credits:

see the full credits list.


How to : add a new scenario for the mod (WARNING: need update)


note : this require some basic Lua understanding, or more

1/ The Map, Civilizations and City-States
Spoiler:
- Before starting to work on the map, you should have defined all your civilizations and city-states in the NewCivilizations.xml and NewMinorCivs.xml, adding new entries after having started the placement on the map could lead to serious difficulties.

- Remember to have the mod loaded in WB before loading your map.

- For hotseat capability, you must set "R.E.D. WWII Hotseat Edition" as the first civilization in the scenario property, you must also set a starting position for it, preferably away from other civs starting units, and on unowned or city-state territory, else it may lead to crash at scenario start.


2/ The setup Menu

Spoiler:
- You can duplicate and rename RedEuro1940Setup.lua and RedEuro1940Setup.xml in the GameSetup folder and use the renamed copies as a starting point. (For the example, we assume they've been renamed to RedAfrica1942Setup.lua and RedAfrica1942Setup.xml)

- In the content tab of the mod properties panel you'll have to add a custom entry for your scenario.
type = "Custom"
Name, Description = as you want, but should point to a text key to allow future translation (and the key should be added to the text files of course)
FileName = the path to the xml file of your setup screen

example for an African scenario:
type: Custom
name: TXT_KEY_RED_AFRICA1942_SCENARIO_TITLE
description: TXT_KEY_RED_AFRICA1942_SCENARIO_DESC
filename: GameSetup/RedAfrica1942Setup.xml

-There's one line that you should absolutely change in the new RedAfrica1942Setup.lua lua file :
Code:
modUserData.SetValue("RedLoading", "Euro1940")
to

Code:
modUserData.SetValue("RedLoading", "Africa1942")
Other files will refer to this value to know what script to load...

Don't forget to update your map name in the line :

Code:
local scenarioMap = Modding.GetEvaluatedFilePath(myModId, myModVersion, "Europe_1939.Civ5Map");
You must also edit the ScenarioCivilizations table, using the same order as in the worldbuilder scenario setting panel, and referring to the civilization type as in NewCivilizations.xml

Example for the 1939-45 map :
Code:
ScenarioCivilizations = {
	[1] = "CIVILIZATION_FRANCE",
	[2] = "CIVILIZATION_GERMANY",
	[3] = "CIVILIZATION_ENGLAND",
	[4] = "CIVILIZATION_ROME",
	[5] = "CIVILIZATION_RUSSIA",
	[6] = "CIVILIZATION_GREECE",
}
entry [0] must not be set, it refers to "R.E.D. WWII Hotseat Edition" dummy civilization used to fix a bug with vanilla hotseat and WB scenario.


2/ The core files

Spoiler:
- You may have to edit some other files to add new units or functions, but to add a scenario using existing content, there's three files to add.

- Create a new folder for your files in the project, name it as you like.

- Create 3 files in it, here it's mandatory to use the name you've set in the lua setup file (the line modUserData.SetValue("RedLoading", "Africa1942")), like in this tutorial example :
DefinesAfrica1942.lua
ScriptAfrica1942.lua
RedAfrica1942.lua


- Now edit the properties of the 3 new files in modbuddy to set the VFS flag to true. If you don't, the files will not be available for inclusion.

- The main file you've created for your scenario is RedAfrica1942.lua. This file could be used to call functions from ScriptAfrica1942.lua at various point during each turn, here's the base code to use to follow the mod initialization process :
Code:
-- functions to call at beginning of each turn
function ScenarioOnNewTurn()
end

-- functions to call at end of each turn
function ScenarioOnEndTurn()
end

-- functions to call at end of 1st turn
function ScenarioOnFirstTurnEnd()
end

-- functions to call ASAP after loading this file when game is launched for the first time
function ScenarioOnFirstTurn()
end

-- functions to call ASAP after loading a saved game
function ScenarioOnLoading()
end

-- functions to call after game initialization (DoM screen button "Begin your journey" appears)
function ScenarioOnGameInit()
end

-- functions to call after game initialization (DoM screen button "Continue your journey" appears) after loading a saved game
function ScenarioOnGameInitReloaded()
end

-- functions to call after entering game (DoM screen button pushed for a new game or reloading)
function ScenarioOnEnterGame()
end
- The functions will be called after the vanilla mod functions at those points of each turn or at game loading. See the existing scenario for examples.

- The DefinesAfrica1942.lua can be used to change global variable settings from the vanilla mods that you'll found in "RedDefines..." lua files, as it's loaded after them, the value set here will be used instead.

- That's a template for scenario I've set for the mod, but if you know what you're doing you can adapt it to your taste, just know that those files are loaded last in RedMain.lua, and their relative loading order is :
1/ DefinesAfrica1942.lua
2/ ScriptAfrica1942.lua
3/ RedAfrica1942.lua

- Now you "just" have to edit the define files you've created to change data, or add specific function in the two others.



How to : add new units from the data mod (WARNING: need update)

note : this require again some basic Lua understanding, or more

The R.E.D. WWII data mod already contains all danrell's units model, but they are not all coded (yet).

Here's a quick "how to" to add more of those units.

Please, respect the statistics from the spreadsheet (cost, moves, combat) when adding units.


1/ Unit Class

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/ Unit template

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/ Unit database definition

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/ Unit Class Lua definition

Then you have to check if the class is correctly defined in RedDefinesClasses.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/ Unit Lua definition

Now for the unit, open RedDefinesUnits.lua and 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/ ArtDefines

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 that's for another tutorial, just note that you don't have to refer to the project in NewUnits*.sql files since the new projects coding after the 1936 map bug. Please ask here for precision about projects dependency for units.
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Last edited by Gedemon; Apr 24, 2014 at 03:05 PM.
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Old Jul 14, 2011, 09:17 PM   #2
Gedemon
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Known bugs:

- Automatic denunciation against the player are notified by a negative answer from the AI
- some icons not working in strategic view (SW will be deactivated anyway, but still...)
- Diplomatic dialog about expansion on turn 2 should not happens
- Promotion Flag mod sometimes display wrong promotions for an unit

Help needed:

- Other nations (Hungary, Poland, Finland, Netherlands, ...)
- 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

Available icons

Spoiler:









Last edited by Gedemon; Apr 16, 2014 at 03:57 PM.
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Old Jul 14, 2011, 09:28 PM   #3
rhettrongun
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Very nice. I am looking forward to playing this.
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Old Jul 15, 2011, 03:26 AM   #4
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Now this looks good, but why is Britain purple ?
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Old Jul 15, 2011, 06:33 AM   #5
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This looks really good!

Do you need some help? (for translations perhaps)
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Old Jul 15, 2011, 11:28 AM   #6
Redox
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Looks nice, Modern era is my favorite. I just hope you'll have a version with smaller map size at some time. Although I guess it's not about conquering the whole world here?
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Old Jul 15, 2011, 12:21 PM   #7
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Quote:
Originally Posted by MAGBaxter View Post
Now this looks good, but why is Britain purple ?
Red is for russia, white is too close of German grey, normal blue is too close of French blue (which is not French flag blue btw), and this purple is not so far from Union Jack blue. that may change anyway.

Quote:
Originally Posted by Hulfgar View Post
This looks really good!

Do you need some help? (for translations perhaps)
I'll surely need help, for debugging first, and for checking/adding texts and translation, yes, thanks

I'll also need 2D art for new unit class icons, maybe some buildings icons too.

And if someone could convert even more ww2 civ4 units, It'll be great... Even if Danrell has already made a fantastic job

But first, I'm finishing the beta.

Quote:
Originally Posted by Redox View Post
Looks nice, Modern era is my favorite. I just hope you'll have a version with smaller map size at some time. Although I guess it's not about conquering the whole world here?
The map used here is quite big, but I try to code this mod so that adding another (and smaller) WW2 theater of operation could be done.
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Old Jul 15, 2011, 03:13 PM   #8
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why not make Britain Babylon blue ?
I am actually really looking forward to this, after this one you should do the same map but make it WW3 maybe try a Pacific map with Japan, China and the US
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Old Jul 16, 2011, 10:11 AM   #9
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Here it is !


[...]


edited : download link and instructions are now in first post

Last edited by Gedemon; Jul 17, 2011 at 04:48 PM. Reason: moved to first post
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Old Jul 16, 2011, 10:24 AM   #10
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Quick questions before I start testing: Any chance of supply and capturing tiles being separated from the scenario in the future as a mod (or mods)?

Also, given my experience with the game, auto-capturing tiles means you can't pillage I think. :/
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Old Jul 16, 2011, 10:41 AM   #11
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I don't plan it in short term, but tile capture and supply could be ported to vanilla.

About pillage, no you can't do it now, but thanks to a suggestion made some time ago about my Stalingrad mod, there'll be smaller scale units, maybe invisible to other normal units, and without the tile capture ability... recon, sabotage (yes, pillage), etc...
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Old Jul 16, 2011, 10:55 AM   #12
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So, played the scenario a little bit. A few things I've noticed is that auto-capturing tiles works fine. However, I think some kind of timer needs to be displayed when the next declaration of war is coming. Otherwise, the player is operating in the dark about when the declaration is coming. The unit icon for my German infantry divisions doesn't show up in strategic view.
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Old Jul 16, 2011, 02:02 PM   #13
Putmalk
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Originally Posted by Gedemon View Post
I'll also need 2D art for new unit class icons, maybe some buildings icons too.
You need unit icons? I could help with that.

Quote:
Red is for russia, white is too close of German grey, normal blue is too close of French blue (which is not French flag blue btw), and this purple is not so far from Union Jack blue. that may change anyway.
Try brown.
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Old Jul 16, 2011, 03:14 PM   #14
Gedemon
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Originally Posted by Sonereal View Post
So, played the scenario a little bit. A few things I've noticed is that auto-capturing tiles works fine. However, I think some kind of timer needs to be displayed when the next declaration of war is coming. Otherwise, the player is operating in the dark about when the declaration is coming. The unit icon for my German infantry divisions doesn't show up in strategic view.
Yep, even myself I would like it to be more dynamic. And it should allow more freedom of choice to the player.

If possible, instead of having you as the player automatically declare war on Poland if you play Germany or USSR, it'll be better to have a pop-up asking something like "Should we respect the Molotov–Ribbentrop Pact ?" with some kind of consequences.

In current form, a sort of timer, coming from a notification icon a few turn before with a text like "Our secret service believes that an invasion of Poland is imminent" could be done I think.

In all case, I need to do a real calendar.

How's the feel of the speed in game, is 360-400 turns too much ? (that's ~5 days / turn)

Quote:
Originally Posted by Putmalk View Post
You need unit icons? I could help with that.
Yep, thanks, I'll need some for the new unit classes, if possible in the same style of vanilla Civ5 icons (ie pictures with some kind of drawing filter)

Here's a list if anyone is interested to do some:

- heavy fighter : maybe based on a P-38 or a Bf-110
- attack aircraft : Stuka !
- heavy bomber : I can use the vanilla B17 here or another 4 engines bomber (or a 2 engine bomber to replace the bomber icon)
- fighter-bomber : P-47 or Il-2
- mech infantry : something less modern than the vanilla icon. german half-track ?
- heavy tank: I may use the Panzer icon, but a King Tiger or a IS-2 could do
- paratroops/special force : I'll go for the foreign legion icon, unless you found something better like British Commandos
- engineer : something like that
- dreadnought : not really needed, I'll use it for soviet Gangut (or I'll use the Ironclad)
- transport ship
- mobile HQ

and then there are the buildings:
- military dock
- military airport
- different usines types
- recruiting center
- cabaret

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Originally Posted by Putmalk View Post
Try brown.
Brown ? like the one I use for Finland or Romania on the map ?

may I ask why this color ?
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Old Jul 16, 2011, 03:18 PM   #15
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Originally Posted by Sonereal View Post
The unit icon for my German infantry divisions doesn't show up in strategic view.
ho, and I forgot this : I'm sorry for the turns time, but I'll need to remove strategic view to be sure that the events fire for the retreat mechanism...
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Old Jul 16, 2011, 04:30 PM   #16
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just started as Britain, im loving it so far except i think production is far to slow, ihave been playing for about 1 hour and i have only just completed a military base, and no Infantry in Britain, i want to go over shores and help poland, PS. stonehendge should be in plymouth
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Old Jul 16, 2011, 04:34 PM   #17
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it's crashing for me

one time when i double clicked on milan to change production and another after clicking on a swiss city (the name was unreadable and the ui was broken)
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Old Jul 16, 2011, 04:55 PM   #18
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Originally Posted by MAGBaxter View Post
just started as Britain, im loving it so far except i think production is far to slow, ihave been playing for about 1 hour and i have only just completed a military base, and no Infantry in Britain, i want to go over shores and help poland, PS. stonehendge should be in plymouth
yep, I'll give a bit more units to every nations at start and some buildings in selected cities to help quickening the beginning. But some cities won't be used to produce units, but to support them...

and I've tried that city first for Stonehenge, but then it ended build in the sea...


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Originally Posted by Bonci View Post
it's crashing for me

one time when i double clicked on milan to change production and another after clicking on a swiss city (the name was unreadable and the ui was broken)
you're using the latest patch ? are you playing in Italian language ? If so, can you try in English ?

and by the way, how would you translate "fighter squadron" and "bomber squadron" in Italian ?
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Old Jul 16, 2011, 05:09 PM   #19
Putmalk
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Quote:
Originally Posted by Gedemon View Post
Yep, even myself I would like it to be more dynamic. And it should allow more freedom of choice to the player.

If possible, instead of having you as the player automatically declare war on Poland if you play Germany or USSR, it'll be better to have a pop-up asking something like "Should we respect the Molotov–Ribbentrop Pact ?" with some kind of consequences.

In current form, a sort of timer, coming from a notification icon a few turn before with a text like "Our secret service believes that an invasion of Poland is imminent" could be done I think.

In all case, I need to do a real calendar.

How's the feel of the speed in game, is 360-400 turns too much ? (that's ~5 days / turn)



Yep, thanks, I'll need some for the new unit classes, if possible in the same style of vanilla Civ5 icons (ie pictures with some kind of drawing filter)

Here's a list if anyone is interested to do some:

- heavy fighter : maybe based on a P-38 or a Bf-110
- attack aircraft : Stuka !
- heavy bomber : I can use the vanilla B17 here or another 4 engines bomber (or a 2 engine bomber to replace the bomber icon)
- fighter-bomber : P-47 or Il-2
- mech infantry : something less modern than the vanilla icon. german half-track ?
- heavy tank: I may use the Panzer icon, but a King Tiger or a IS-2 could do
- paratroops/special force : I'll go for the foreign legion icon, unless you found something better like British Commandos
- engineer : something like that
- dreadnought : not really needed, I'll use it for soviet Gangut (or I'll use the Ironclad)
- transport ship
- mobile HQ

and then there are the buildings:
- military dock
- military airport
- different usines types
- recruiting center
- cabaret


Brown ? like the one I use for Finland or Romania on the map ?

may I ask why this color ?
Okay, I'll get to work on these icons.

Why brown? Because brown was the color used for Britain in a very old Sega Saturn WWII strategy game (one of the best ever, IMO) called Iron Storm.
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Old Jul 16, 2011, 10:11 PM   #20
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So i start a game as soviet union and its very good! love that we can liberate territory of an ally.
But like Bonci said the name of swiss city state are unreadable, and i think the AI build unit beside of buying it. Thats destroy the gameplay because i can build up an army rapidly and the AI take like 100 turns to build a single unit.

Continue the great work

And sry for my bad english im french from Québec
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