New release: R.E.D. v.34 ! (hotfix for v.33 / v.32 crashes)

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Gedemon

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Hotfix² is now uploaded on CFC database and Steam Workshop :D

v.34 (Dec 02, 2012):
- Compatibility : not compatible with saves from previous versions.
- CrashFix: Attacking submarines was crashing the game when using G+K.
- Balance: City siege Promotion (free for infantries) was 10 times stronger when using G+K (+200%), restored to normal (+20%)
- Balance: Fighter were given Anti-Air promotion when using G+K, which was added to the mod base promotion, keep only the base promotion
- Balance: The 100% defensive bonus vs aircraft for embarked units was not initialized when using G+K
- Balance: Field Guns are now "Siege" combat class, not "Gunpowder".
- BugFix: Embarked units were given 0 strength when using G+K.
- Add: Field Guns and AA Guns to units list for Stalingrad scenario.
- Add: More description for scenarios, add warnings when needed about stability and requirements.

v.33 (Dec 01, 2012):
- Installation Fix: Removed files of size 0 from the archive. Firaxis, please, for christmas can you make me an version of Civ5 that does not crash when it meet a 0 size file in an archive ?

v.32 (Dec 01, 2012):
- Compatibility : not compatible with saves from previous versions.
- Compatibility: moved to G&K for automatic DLL installation, but still compatible with vanilla (vanilla require an extra installation step to replace the game original DLL file)
- DLL Feature: balance embarked units defensive combat by considering them DOMAIN_SEA (they were considered DOMAIN_LAND) and ignore all other bonus/penalties except a 100% bonus vs aircraft.
- DLL Feature: restriction on ranged attacks, submarines can't be attacked by land-based artillery or medium/heavy bombers, and naval units can't attack from inside a city (at dock)
- DLL Feature: can set some units to act like a special type of units, "regiment", allowing them to stack with normal ("division") units, but not with another regiment.
- DLL Feature: related to unit stacking, the GetBestDefender function now return the unit that will have the more HP left after the attack.
- DLL Feature: add first strike mechanism used by artillery (field guns, howitzer-guns) units.
- DLL Bugfix: end turn autosave is no more triggered after the AI has started computing it's turn (could make the first AI to lose 1 turn), but before.
- UI: New in-game menu (featuring JanBoruta's Nation maps)
- New Artillery type: "Field Gun" (regiment), with 2 ranges, can't fire above obstacle (direct fire), can only defend, bonus vs armor.
- New Artillery type: "AA Gun" (regiment), protect only the tile it's on from air attack (but with 3 interceptions), can only defend, bonus vs air.
- Balance: remove penalty against armor for Artillery, rename it to "Howitzer-Gun", lowering melee strenght to 14 (was 16), and it's now a "regiment" unit.
- Balance: remove inflation on unit maintenance.
- Balance: lower the number of units supplied by your nation cities and population.
- Balance: penalty production when reaching the supply limit is lowered to 4% per unit above the limit (was 10% in vanilla game)
- Bugfix: don't make units escape from a city under a ranged attack...
- Bugfix: heavy bombers had 50% naval penalty and 70% sea penalty... Now have "only" 70% sea penalty.
- Bugfix: military operations should not try to paradrop units in neutral territory now that they can be closed...
- Bugfix: Stalingrad score function was broken.
- Bugfix: don't try to Air Sweep when the interception was not made by an air unit...
- Optimization of loading/saving time for mod data.
- Authorize more mod: UI - Promotion Tree

Available on CFC database and Steam Workshop.

The installation thread has been updated to reflect some changes, please read it carefully if you don't have G+K as an additional step is needed (the manual DLL installation like in v.31).

The R.E.D. Xtreme for WWII Edition is also updated to reflect the change, update/install after the base mod.

Please post here comments about the addition of this those versions :D
 
Wow, that was fast :) Nice job Gedemon :goodjob:
Edit: Should those of us who have G+K keep the v31 DLL, or go back to the default?
 
you can go back to the default (if you hadn't kept a backup, validating the game file on steam will restore it).
 
I had the beta 1 of v32 installed and it worked great but the new v32 file crashes civ everytime the MOD window opens and it starts to read the new modfile. I tried it from Steam as well with the same result.
 
try to delete the old version first, then the cache folder.
 
I had deleted the old versions, restored my DLL backup. CRASHED.
Validated the files on Steam... went back in. CRASHED.
Deleted Cache folder from CivV directory. CRASHED.

I am using 64 bit Windows 8. I have not had any probs loading any of the other versions I have tried (v30, v31, and v32 beta1) so far!
 
It crash when it tries to extract the files ?
 
ok, got the problem, WTH Firaxis had made a program that can't extract file with size 0 without crashing AND put in their OWN folders files of size 0 is beyond me.

Will update ASAP.
 
OK... going back to the v32 beta for now.

Are the v32 beta 1 games compatible with the v32 final?
 
v.33 uploaded, thanks for the report.

edit: and probably no for your last question, but not tested.
 
v33 loads great! Thanks for the quick action on this update.

I have just started a new game (Stalingrad) and it works well so far.

BTW, you were right about the loading of the v32 beta game it crashed when I tried to load it.
 
It seems infantry has a 200% bonus vs cities, not 20%. Typo, I presume?
 
The infantry 200% city advantage makes for some interesting see-saw battles for the little towns around Stalingrad!

Also the howitzers get double attacks if you stack them with your infantry, attack with a howitzer ranged attack THEN attack with your infantry (they will get preparatory fire attack as well).
 
Ok, noted, it's the G+K "PROMOTION_CITY_SIEGE" that is 10 times stronger. Will be fixed in next version (not today, but maybe in 2-3 days)

Please report any other balance broken by the switch to G+K as the base game.
 
I don't know if it is intentional or not but the fighter interception attacks are way stronger now. Might be good as the interceptions were a bit under-powered before. Seems to really affect the ground attack fighters (eg Stukas) alot more than bombers though.
 
unintentional, as the change in balance in naval combat. We'll see if it need to be changed back.
 
found some balance problems that will require another hotfix (no strength for embarked units), so I will post v.34 tomorrow.
 
Am I understanding this right? v.33 is available on steam, but only for K&G?
 
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