[Beta-test] v.45 beta 4

beta 3:
http://www.mediafire.com/download/ntwpi3s5krqlkyd/R.E.D._WWII_Edition_(v_45)_beta_3.civ5mod

change log updated in OP

AI (DLL):
- Every nation use same value (5) for all flavors (testing purpose)
- Tweak score target for cities
- Do not allow Withdraw and Hedgehog posture (testing purpose)
- Do not allow defensive Bastion and Improvement Defense (testing purpose)
- Do not count Air units for Dominance zones (testing purpose)

Global:
- Add Urzahil's units icons
- Add Urzahil's German translation
- Add civilizations maps from JFD WWII Leader mod
- Add WWII 3D Leaders to authorized mods list
- Add ZiS-3 soviet Field Gun
- Remove all traits description as they are not all activated

Europe 1939-1945:
- Tweak initial buildings list in cities
- Remove Strasbourg for France, update Maginot Line position
- Remove some small soviet cities
- Move Munich, add Essen and Leipzig, remove Passau and Magdeburg for Germany
- Change some population values
- Add troops route out of U.K. in case of near complete conquest by Germany AI
- Add Operation Fallgelb for Germany (human and AI), available only if the Maginot Line is on the map.
- Always place the Modlin Fortress in Poland

Balance :
- Update AI operational and tactical defines values
- Lower Mobile AA combat modifier vs Armor (from 100 to 25)
- Add and edit Army Formations from Artificial Unintelligence mod
- Tweak U.K. and Italy Order of Battle
- Tweak "MotherLand Call" military operation flavors and cost
- Change maintenance cost for roads (free) and rails (2 gpt)
- Tweak ratio between number of cities and total population for units supplied
- Barracks (+1 unit) and Military Bases (+5 units) can raise the total number of units supplied
- Positive (+1 unit per 100 gpt) and negative (-1 unit per -20 gpt) gold income change total number of units supplied

Bug fix:
- BM13-16 project reference is the BM-13, not the T-34...
- Add forgotten mobile artillery projects to Germany
- Fix Field Gun size
- Allow Greece to trigger allied victory
- Give French territory to correct player when the AI conquer Paris
- On Military operation, launch Paratroopers from a city and check that it's a friendly city (ie not captured)
- Remove Joffre project

Crash fix:
- Prevent a crash that could occur on some computers when changing the number of resistance turns after capturing a city
- Prevent a crash that could occur on some computers when a defending unit is destroyed after capturing the last city of a civilization
- Fix rocket artillery graphical initialization that was causing random crashes when firing at large figures units (like infantry)
 
I found another strange thing - sometimes when I completely surround an enemy naval unit, it can escape somehow.
Gedemon, are you going to add a "true alternate history" option, where would be no forced alliances, declarations of war, etc?
Could you add it in v 45?
Also, could you add some cost in material or gold to embark a unit? The embarkation shouldn't be free, I think.
edit: I found a bug - when capturing all of U. K. cities, I win the game(but war to USSR is not even declared yet). And in this game, while most of my troops in England, a quite big army in Yugoslavia, the game forces me to declare the war against USSR in 5 turns. This is very inconvenient.
 

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I found another strange thing - sometimes when I completely surround an enemy naval unit, it can escape somehow.
strange, shouldn't happen in this version, but that will be intended in the future.

Gedemon, are you going to add a "true alternate history" option, where would be no forced alliances, declarations of war, etc?
planned

Could you add it in v 45?
no

Also, could you add some cost in material or gold to embark a unit? The embarkation shouldn't be free, I think.
it isn't free, you need a harbor which has a maintenance cost.

edit: I found a bug - when capturing all of U. K. cities, I win the game(but war to USSR is not even declared yet). And in this game, while most of my troops in England, a quite big army in Yugoslavia, the game forces me to declare the war against USSR in 5 turns. This is very inconvenient.
yep, you won the war if you manage to capture France and U.K. before declaring war to USSR
 
Also remember that this is the beta thread, to discuss new features (and bug) in the beta.

Old bugs should still be reported in the bug subforum and any suggestions not related to the beta features should be posted in the appropriate thread, when I remember something interesting was suggested/discussed some months ago, I do not search all closed beta/release thread and the suggestion is lost (or take more time that would be required)

edit: but keep feedback coming, it's just a reminder :)
 
Just another thought boss, what is/will there be a unit cap per gold savings? 1 unit per 100 gold, 10 units per 1k, if you manage your resources right, you can in theory have a gigantic army, espically with the 1 unit per barracks / 5 units per base. But again just theory crafting because i havent been able to play it yet =)
 
I never hit +1000 gold per turn. I think its not the total gold but the + that count?

As for the barracks, it seem a bit much especialy for nation like Germany or Russia. I have to try it to confirm. Will definitely help playing Greece.
 
It's based on gold per turn, not your total gold, yes.

And agree for barracks/bases.

I may remove the +1 to barracks and make it +2 or +3 for bases ?
 
It's based on gold per turn, not your total gold, yes.

And agree for barracks/bases.

I may remove the +1 to barracks and make it +2 or +3 for bases ?

Cant tell yet ;) havent tried it enought with all side. Military school come to mind with a +2 or +3 supply. Cnat have many since its 10 per turn or maybe raise the base. Your are the boss!
 
I found a very strange thing - i blocked an english King George V class between London(it is captured by me) and 2 Bismarck classes. When I attacked King George V class with my Bismarck class, the George V didnt counter attack! But when I attacked it with another Bismarck(Tripiz), it did the counter fire. That happened again in the next turn, but in the following turn everything worked properly.
Also, when an enemy city is completely surrounded and there is some garrison(infantry, for example), when I capture the city, infantry can "teleport" to another city. This is ridiculous, I think. Also, infantry gets some damage, but when it has 1 hp, it gets no damage.
 
Cant tell yet ;) havent tried it enought with all side. Military school come to mind with a +2 or +3 supply. Cnat have many since its 10 per turn or maybe raise the base. Your are the boss!

I'm trying at 0.5 per barracks and 2.5 per base, +3 max per city.

there were really too many units on the map with the previous values.
 
I will start a game with each nation to see what is the siuation at the start with a screenshoot. I will post it here.
 
I will start a game with each nation to see what is the siuation at the start with a screenshoot. I will post it here.

In RedDefinesGlobal.lua search and change DEBUG_AI_BUILD to true, that will display the unit restrictions and list cities current build in the Lua.log at the beginning of each player's turn.

Will be set to true for beta 4, and I'll also put the values for barracks, bases and gold in the defines for easier testing...
 
No need to do its then? I already did Greece, Germany and Britain.

Greece can build 9 units and 6 barracks

Germany can build 15 units and 14 barracks with siegfried line

Britain can build 17 units and 16 barracks with 2 military bases already build i think
 
It could be interesting to compare player vs AI values (AI got 10 units bonus and could have more buildings in cities at start)
 
Greece:

can build 9 units and 6 barracks,
+78 golds, +192 materials, +103 personnel

Germany with siegfried line:

can build 15 units and 14 barracks + 1 already build,
+210 golds, +474 materials, +319 presonnel

Britain:

can build 17 units and 16 barracks with 2 military bases already build,
+ 56 golds, +311 materials, +146 personnel

France :

Can build 14 units, 16 barracks + 1 already build,
+ 142 golds, +322 materials, +229 personnel

Italy:

can build 14 units, 16 barracks and have 1 military base builded,
+ 113 gold, +339 materials, +157 personnel

Russia:

can build 35 units, 24 barracks + 2 already build
+ 25 gold, +269 materials, +493 personnel

Its at deity level as it will affect all the numbers according to the level I think.
 
Sorry for misreading the GPT instead of accumulated gold, dunno where my mind went there :mischief:

as for the buildings actually providing supply cap, i love it! Currently as the French i can actually build stuff and not have a huge industrial penalty. If you do change it please dont be to drastic, i like having units to do stuff with, and i really really like the way you balanced this out with the buildings :goodjob:
 
That raise the question, how many units that map can support? Counting the cities you can capture with their population and how many barrack you can actually build?
 
just noticed boss, France doesnt have access to large air factories? Is this intended? Or did i miss a thread somewhere like i usually do:crazyeye:
 
That raise the question, how many units that map can support? Counting the cities you can capture with their population and how many barrack you can actually build?

I think a bit below 80-90 for Germany based on initial territory and 2 potential big fronts is a good base for calculations.

I'd like to keep it under 120-130 once maxed (still based on Germany initial territory, and that make it ~150 before the penalty start to really hurt)

The map will be filled with those values.

just noticed boss, France doesnt have access to large air factories? Is this intended? Or did i miss a thread somewhere like i usually do:crazyeye:

They have no use to it (no bombers/heavy bmbers), same for Greece.
 
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