[Beta] R.E.D. WWII Edition v.31 - Need testers !

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With the announce of the DLL source code *really soon* (what date is the end of "fall" ?), I'm not going anymore to try to fix back the mod to pre-patch .674 state using Lua hack, and I'll wait to look at the C++ code.

I'll release v.31 without more change to the "core" mod's code, but do you think something need urgent fixing before public release ?

the DLL is coming out soon ?

feel free to release
but I am almost done with adding the events splash screens and I'm almost about done making my smaller 1936 earth scenario. And I don't know if you want that in with v31.
 
Aw, so no XP for intercepting for a while, huh?
XP for interception is working in the beta v.31 that I want to release without further modifications.

Did you get my mod on the Greece thread? It's my best attempt!
Is it working ?

You seemed to say it was not finished yet.

the DLL is coming out soon ?

feel free to release
but I am almost done with adding the events splash screens and I'm almost about done making my smaller 1936 earth scenario. And I don't know if you want that in with v31.
I can wait, even if the DLL was to be released tomorrow, I don't expect to make my way in the C++ code before a few weeks, maybe months. What I'm sure of is that I won't add more "fix" to v.31, but more "stuff" (or making a v.32 with it) is possible until then.
 
That's because at the time, I accidentally put data files 4 in the data files 3 folder! :blush:
EDIT: The unit placing isn't great and it starts in 1939. What I couldn't figure out how to do is the make hitler and mussolini start in differnet teams so that Hitler comes in the battle later!
 
I can wait, even if the DLL was to be released tomorrow, I don't expect to make my way in the C++ code before a few weeks, maybe months. What I'm sure of is that I won't add more "fix" to v.31, but more "stuff" (or making a v.32 with it) is possible until then.

Alright
A question I would have is, does this mean that the unit limit can be taken away rather easily or would that still be a long process?
 
That's because at the time, I accidentally put data files 4 in the data files 3 folder! :blush:
EDIT: The unit placing isn't great and it starts in 1939. What I couldn't figure out how to do is the make hitler and mussolini start in differnet teams so that Hitler comes in the battle later!
don't put them in team in the WorldBuilder, you should use it only for the map creation and city / culture placement, the rest should be handled by the Lua files.

Alright
A question I would have is, does this mean that the unit limit can be taken away rather easily or would that still be a long process?
No idea, that's one of the first thing I'll look at. But I'm afraid that the loading/saving process is not a part of the DLL code but a part of the executable itself.
 
Sorry, Gedemon, I did the best I could! I made some base files and anything possible!
 
http://www.sendspace.com/file/kl8838

Hey here is everything, you may want to test it a couple times there is a lot of little changes and such.

I split the events into three types, start of war, fall of and other (lend lease is the only one so far) and they should be added to the 1939 and 1936 both europe and earth files. The sound works great but I didn't do any animation. And since I did it for each nation there is bound to be some mistakes in there but I have checked it more then a couple times.
 
As for Greece, it is as good as it gets from me!
 
Greece will not improve! It remains as is!
 
I played the Stalingrad scenario and its at turn 23 but saying
Code:
Actually controlled by: USSR
Controled by USSR: 0 turns
 
I gave this mod a try and I think there are a lot of cool things in it. I like the personnel and materiel resources. There are a bunch of good maps and scenarios. Ever since CIV 2, I've always enjoyed WWI / WWII scenarios in CIV games.

So this is what I've played so far:

RED v.4 Data
RED v.31 WWII Edition
and the Xtreme small scale mod for v.31

I've been playing as UK in the Europe 1936 scenario, so here are a few comments I can make about it (and probably a bit about the scenario balance overall):

-I strongly agree that air units need to be tweaked some more, ie interception should be a bit more effective.

-It would also be nice for strategic bombers to actually be able to damage infrastructure.

-If bombers can do infrastructure damage, it would also be necessary to repair that damage. I think we should be able to have workers, though their cost to build should be very high (maybe around 800, which is more than the cost of a battleship), and the time taken to build or fix improvements should be long. I'd suggest something like 25 or more turns to build a railroad.

-Air recon as was mentioned I also think is essential.

-Air units should probably be able to do more damage to naval units, but see my point below.

-Destroyers with their intercept should be able to intercept indefinitely. Ie, they shouldn't just do damage to the first unit that comes by them. The amount of damage they do back is pretty limited anyways. I think their AA guns should keep firing for each air unit that attacks them. You can't stack naval units, but you can essentially stack air power on the same square, so I think the navies should be able to defend themselves against this properly.

-My biggest gripe for playability so far: The inflation of military unit upkeep costs seems out of whack. I've gotten to August 1 1940, so far in this scenario, and as the UK, my military upkeep is through the roof already, giving me a massive negative gold balance sheet. Unit upkeep per turn per unit started out below 1 gold (I'm not sure what exactly) but now its almost 3 gold per unit per turn. Since there is no ability to grow your economy, ie cities don't grow, the only thing you can do is build banks, once thats done, you have no ability to generate more cash yet unit costs for the same units keep increasing. At best, the unit inflation should be eliminated altogether, at worst, it should be severely reduced. Basically I feel that at this point in the war, as UK, I should be spinning out as many ships and aircraft as possible, but instead, I'm actually having to disband units, even with all cities on wealth production, just to keep a positive balance sheet due to unit upkeep inflation. This is basically a game breaker as far as I'm concerned, and should be easily fixable.

-I get sporadic crashes, always during the AI turn. I always save before the end of my turn, and reloading and trying to end the turn again has always allowed me to progress my game when I do get a crash.

-As UK, I was unable to see into lands of players like France, US, even when I had units that should have been able to see into those lands. When players like France did actually become allies, I was required to save and reload the game before I could actually see their lands. They remained in fog of war as long as I kept playing the game without reloading.

-When load this mod, sometimes I get an error that it can't find a particular background image of some sort .dds file. When this happens it just means that I don't get one of those nice background images when I load the mod, but the game still allows me to click to start a new game or load a saved game just fine.

-I think Artillery is underpowered for its cost, range, and how it compares to air power. I think doubling its ranged strength might make it a more attractive option given its cost. I think big guns like this should play an important role in a WWII scenario, but they almost feel irrelevant if you compare them to aircraft which have much larger range, and can stack their attacks on the same unit much better. I think your unit should feel it when they get pounded by artillery, but artillery should have a mobility problem, which is where air power really shines.

-With the option of limiting embarkation to ports, there is a problem: You can't use allied ports. I really like this option, but as the UK trying to defend northern France from the German invasion, I'm unable to actually withdraw my troops out, once they have landed in France. The historical withdraw from Dunkirk is impossible with this option on. I'm sure there are numerous ways this could be tweaked or fixed, while still having the option on. Ie, you can embark if you're beside an allied / friendly city with a harbour, or you can embark if you have a naval unit in the coastal tile beside the unit, etc etc.


Having said all of that, I think this mod has a lot of the big picture stuff done quite well, and its a very fun game to play. I also love all of the different specific units and graphics, as well as the much improved unit graphic sizes.
 
-I think Artillery is underpowered for its cost, range, and how it compares to air power. I think doubling its ranged strength might make it a more attractive option given its cost. I think big guns like this should play an important role in a WWII scenario, but they almost feel irrelevant if you compare them to aircraft which have much larger range, and can stack their attacks on the same unit much better. I think your unit should feel it when they get pounded by artillery, but artillery should have a mobility problem, which is where air power really shines.

Artillery is extremely under powered and in real life, ARTILLERY CAN BLOW A TANK TO BITS! Maybe, Artillery damages tanks and intercepts, Howitzers are good against infantry.
 
Well I think Gedemon mentioned this earlier or maybe I'm just making it up, I know he said this about the mobile HQ. But I think that artillery should be able to stack (like a civilian unit) with Infantry or Armor for that matter and if left unguarded would simply be captured or destroyed. Because to my knowledge artillery never acted as individual units but was integrated into divisions and used as support. I would just make it one range and maybe a bit more strength. I guess once the DLL comes out and these things can be programmed the air units could override their attack of the Infantry unit guarding the artillery and simply bomb the artillery unit.

And Gedemon I don't know if your taking a break from this mod or simply working on your other great mods but I have fixed a few of the problems with the event popups. But I'm still trying to find all of them and I dunno if you have even looked at them yet or integrated it into your current version.
 
yep, I was working on the other mods last weeks, works done, so back on WWII :)

Didn't tried your version yet, if you have an update you can post it on the thread, and maybe point me to the problem so I can have a look.
 
Ok, here is a new beta version.

First grab the R.E.D. DLL that add a new combat event to replace the old ones that were broken with patch .674.

Replace CvGameCoreDLLFinal Release.dll with it in you Civ5 installation folder ("..\Steam\steamapps\common\sid meier's civilization v"), remember to do a backup before.

It should work even when you're not using the mod.

And the new beta is here : http://www.mediafire.com/?fux7lu4ucek2cbr

It will warn you on the first screen if the DLL is not active.

The bug fixes are:
- Interception fully working (XP gained and AI can track correctly where to do air sweep and put interceptors)
- City capture and damage from air units fully working (and units escaping cities again)
- Quick combat option can be used safely, the AI will still get the needed feedback for interception/airsweep
- strategic view can be used (but the icons are still incorrect)
 
Not sure why but since the patch i got 2 ctd when the AI is attacking with plane. I mention it if others have that issue.
 
Not sure why but since the patch i got 2 ctd when the AI is attacking with plane. I mention it if others have that issue.

using which version of the mod ?
 
The last one you posted the 3 november and I started a new game 39-45 europe. It may be another reason but it seem to me it happened during AI air attack. (data v4 and mod 31 beta 5)
 
What does th DLL do? I can't play civ anymore!
 
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