New release: R.E.D. v.31 final !

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Gedemon

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First, read carefully the new installation instruction here, the R.E.D. Combat DLL (v.2) is now required (the mod won't launch without it).

Now the release note, this is a BIG update :D

v.31 (Nov 08, 2012):
- Compatibility : not compatible with saves from previous versions.
- Compatibility : R.E.D. Data Files v.4 is now mandatory.
- Compatibility : R.E.D. DLL is mandatory.
- DLL Feature : optional setting (at scenario level, default is true) to make neutral city-states territory impassable until you reach Allied level (60 relation points)
- DLL Feature : option in game setup to allow rebasing of aircraft in allied cities. the AI may not take advantage of it (yet)
- Feature : add notification when an unit have been upgraded.
- Crashfix : moved starting position of Swedish infantries on the Europe 1939-45 map, one of them embarking on a lake caused a crash during AI first turn...
- Crashfix : corrected script on the America/Europe 1936 scenario that was causing a crash when changing position and ownership of units after the "Fall of France" event.
- DLL Hack : can initialize WorldBuilder maps even when there are more than 256 unit types in the database. But DO NOT try to place an unit which type ID is above 255 on a WB map.
- DLL Bugfix : Combat functions were not reporting attacked cities correctly since civilization patch .674
- DLL Bugfix : Combat functions were not able to get Intercepting aircraft since civilization patch .674, now the AI is programmed to intercept and use air sweep when and where it's needed.
- DLL Bugfix : City Combat maximum damage from Air Bombing was not calculated correctly since patch .674
- DLL Bugfix : QuickCombat option can now be safely used.
- DLL Bugfix : StrategicView is safe to use, but the correct icons are still lacking.
- Bugfix : InitializeHotseat() was not called properly when reloading a saved game.
- Bugfix : deactivate Load Menu from in game (see http://forums.civfanatics.com/showthread.php?p=10901376).
- Bugfix : tweak the upgrade list of the 1942 Earth scenario to prevent light tanks upgrading to medium.
- Bugfix : use default unit list on the 1942 maps (units added in the mod after the scenario creation were not available while the corresponding projects were)
- Bugfix : tooltip on Air unit lists in cities were not updating damage correctly.
- UI : rework the setup screens to be (hopefully) more user friendly.
- UI : remove some uneeded info from ingame screen.
- Balance : In hotseat mode don't give AI starting bonus (units and buildings) to everyone when there are human player in both side.
- Balance : lower submarine production cost.
- Correction : Panzer II Ausf.L project is not marked as done at start on Stalingrad and Earth 1942 scenario (firsts were build in 1943).
- Correction : a few typos on maps and units
- Add : secondary objectives to USSR on Stalingrad scenario, with victory screen.
- Add : a few more backgrounds screen...
- Add : customized fontIcons
- Authorize more mod : FastMove, R.E.D. Xtreme for WWII Edition, LiveTuner - Icon Viewer, LiveTuner - Texture Viewer.


This thread is to get feedback on the change in this version, for bug reports please use the specific thread, especially if you had bugs in v.30 that are still in v.31.

v.31 is only available in direct download only until the automatic download problem is fixed AND the DLL could be attached to the mod.
 
Did you finally fix the unit limit?
 
- DLL Hack : can initialize WorldBuilder maps even when there are more than 256 unit types in the database. But DO NOT try to place an unit which type ID is above 255 on a WB map.
translated in human language, that means yes. :D
 
Downloading now, can't wait to test it out :)

What does this mean for future updates btw, will you still keep on adding units/projects/etcetc ? :)
 
What we need most now are maginot fortifications.
Combined with neutral closed borders, it should put off a German attack for a while.
 
It's still planned. I'll update the development thread ASAP for the next phase.
 
Okay, good! And France should still have the starting army as well as maginot, the french did have a good army!
 
:goodjob: Good work! :goodjob:
 
StrategicView is safe to use, but the correct icons are still lacking.

May I ask what this bug is exactly as I may have a possible answer for you but not sure!
 
I simply didn't even tried to set the SV icons. Back when I started the mod it was locked IIRC, and until the DLL release it was very low priority for this mod because the combat events were not working with it (beta version of v.31 even had Strategic View completely disabled...)

Now if you have a working set, or tips on how to set them, you're welcome :D
 
The issue I discovered was that new SV icons will not appear in worldbuilder unless you also make a copy of them in your SV icons folder under Porgram Files.

They will appear in the normal game via the VFS=true setting, but for some reason worldbuilder is hared coded to read them from game install folder.

I once wasted a whole evening trying to figure this out!:mad:
 
Hi Gedemon, I'm having trouble finding the location of the original DLL file. I can't find this: "STEAM\SteamApps\common\sid meier's civilization v"

I've looked everywhere. I'm trying to extract the R.E.D. DLL to that location. Could you give me a little help please? Thanks :)
 
Should be in "program files" if you didn't change the default installation folder for Steam.
 
I can't find that either. I searched files in documents, and nothing. I haven't changed the default folder for steam, I don't think.

I've been in these files before, but now it seems they've disappeared.
 
which version of windows are you using ?
 
should be here then I think : C:\program files (x86)\steam\steamapps\common\
 
It is in v.31. Sometime I'm not clear enough in my patch notes, the fixed combat functions has allowed me to restore the mod features to pre-patch .674. That include working XP for interceptor.
 
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