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

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It's downloadable from steam for both G+K and vanilla, but you must download and install the mandatory DLL file manually if you don't have G+K.

See installation instructions, and believe me, I've tried everything possible to avoid that first (and seeing the balance issues caused by the switch to G+K even after more than a week of preparations, it proves that I had good reasons to try hard first...)
 
Hi Gedemon !

What game options settings do you recommend with the new version ?
 
Depend of the map and your taste :)

I usually check everything.

The "AI override", "restrict AI embarkation" and "embark from harbors" are must have for the 1939-45 Europe. On other maps, it will depend of what is already scripted in.
 
so no more broken things to report ?
 
reproducible ?
 
I've gotten it twice out of the two times I've played, so yes
 
It's downloadable from steam for both G+K and vanilla, but you must download and install the mandatory DLL file manually if you don't have G+K.

See installation instructions, and believe me, I've tried everything possible to avoid that first (and seeing the balance issues caused by the switch to G+K even after more than a week of preparations, it proves that I had good reasons to try hard first...)

You can't put the DLL file onto steam?

Are there step by step instructions (for dummies like me) to install the DLL?
 
It is on steam, it's just that in vanilla civ5 it won't be loaded when you click "next" on the mod menu because the game does not allow mod's DLL, only DLC's DLL so the only way to have the DLL loaded at this moment is to have it replace the G+K DLL in the virtual file system.

If G+K is not activated, the "trick" won't work.

so it's there, when you download R.E.D. WWII Edition it's in the mod's folder, named CvGameCore_Expansion1.dll (that's the DLC DLL name).

The DLL separate download contains exactly the same file, named differently. I should have asked you to move and rename the file from the mod folder to the game installation folder, don't know if it would be easier :think:

Now there are 4 pages in the installation instructions thread, the last 3 are question/answer on how to copy the DLL into the game directory, and the reason why I spend 1 week converting the mod to G+K (and now spend my WE trying to fix the result). Go ahead, read them, ask after :D

Steps by steps doesn't work, there are too many version of windows, too many personal settings involved... Steps by steps would mean that I have to write one tutorial on 7zip (and rewrite one when I find out some users prefer to use another archive manager), one on file management for XP, one on file management for Vista, one on file management for Seven, and one that I won't know how to write for Windows 8. Sorry I lack times :D
 
Playing 1939-45 as Germany (Historical):

I've just declared war on Poland. I moved a Panzer III from the hex that is within Slovakian territory directly south of Krakow into the hex that is south-west of Krakow (forested hill). I now have two movement left, and it won't let me move into the hex that is directly west of Krakow (hill). It is forcing me to end my turn in the hex to the west of my current position, and then next turn will move me into the hex that is west of Krakow. Should this not be a single one turn move? Note: there is no river to cross.
 
Playing 1939-45 as Germany (Historical):

I've just declared war on Poland. I moved a Panzer III from the hex that is within Slovakian territory directly south of Krakow into the hex that is south-west of Krakow (forested hill). I now have two movement left, and it won't let me move into the hex that is directly west of Krakow (hill). It is forcing me to end my turn in the hex to the west of my current position, and then next turn will move me into the hex that is west of Krakow. Should this not be a single one turn move? Note: there is no river to cross.
it's a civ5 bug that was introduced in the "fall patch", corrected in the "fix patch", but we modders didn't get the code to that patch yet. Should be *soon*

Hang on, this may take a bit
Okay. Got it too, seems random ATM, waiting for your log, testing on my side.
 
Got it! :scan:
 
if it crash between turns, try to reload your RED_WWII_Autosave_EndTurn auto-save, set quick combat to ON in options and see if it can pass the turn this way.
 
Wouldn't let me upload it or put it in a spoiler, so here is the last few lines.
Spoiler :
[436773.128] RedMain: Trying to move unit to 22,52
[436773.237] RedMain: -------------------------------------
[436773.237] RedMain: Check if Convoy (id=368681) has reached a destination near (73,6)
[436773.330] RedMain: -------------------------------------
[436773.330] RedMain: Check if Convoy (id=368681) has reached a destination near (72,6)
[436773.440] RedMain: -------------------------------------
[436773.440] RedMain: Check if Convoy (id=368681) has reached a destination near (71,6)
[436773.533] RedMain: -------------------------------------
[436773.533] RedMain: Check if Convoy (id=368681) has reached a destination near (70,6)
[436773.642] RedMain: -------------------------------------
[436773.642] RedMain: Check if Convoy (id=368681) has reached a destination near (69,6)
[436773.752] RedMain: -------------------------------------
[436773.752] RedMain: Check if Convoy (id=368681) has reached a destination near (68,6)

Seems to be something with the convoys, and sorry I could get the whole log :(
 
Started 1942 Earth as Hitler/Deity.

Found that my Destroyer attack on UK submarine is shown to do 4 dmg (?!) and game instantly crashes on this attack...

Additional my starting howitzers can now stack with infantry. But their range is one hex, not two.
 
Wouldn't let me upload it or put it in a spoiler, so here is the last few lines.
Spoiler :
[436773.128] RedMain: Trying to move unit to 22,52
[436773.237] RedMain: -------------------------------------
[436773.237] RedMain: Check if Convoy (id=368681) has reached a destination near (73,6)
[436773.330] RedMain: -------------------------------------
[436773.330] RedMain: Check if Convoy (id=368681) has reached a destination near (72,6)
[436773.440] RedMain: -------------------------------------
[436773.440] RedMain: Check if Convoy (id=368681) has reached a destination near (71,6)
[436773.533] RedMain: -------------------------------------
[436773.533] RedMain: Check if Convoy (id=368681) has reached a destination near (70,6)
[436773.642] RedMain: -------------------------------------
[436773.642] RedMain: Check if Convoy (id=368681) has reached a destination near (69,6)
[436773.752] RedMain: -------------------------------------
[436773.752] RedMain: Check if Convoy (id=368681) has reached a destination near (68,6)

Seems to be something with the convoys, and sorry I could get the whole log :(
thanks, but if the cause is what I thought, then it won't be in those lines.

does switching to quick combat has allowed you to prevent the crash and goes to next turn ?

Started 1942 Earth as Hitler/Deity.

Found that my Destroyer attack on UK submarine is shown to do 4 dmg (?!) and game instantly crashes on this attack...

Additional my starting howitzers can now stack with infantry. But their range is one hex, not two.
Thanks, attacks on subs give a crash for me too, could be that, investigating...

(note to myself: do not test next release on Stalingrad map only...)

edit: and the 1 range is normal, just forgot to log the change...
 
Ok, should be fixed, uploading v.34 in a few minutes...
 
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.

The Xtreme mod is also updated to reflect the change, update/install after the base mod.
 
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