New release: R.E.D. v.40 !

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After fall of poland. Germany have captured Brest-Litvosk before Warshaw and now if I click on Brest Stalin appear.


Save turn 21 and log turn 22.

Oh and I downloaded ver41 from github with the download zip button. I think steam didnt overwrite it back to 40 :)
thanks, I'll fix that.

and please note that you must compile the zip from gitHub using modbuddy before using it, else you may get weird results (because new files will not be loaded and version number is not updated), you're lucky it has worked this time (I'm moving part of the code in new files to clean it)

My game keeps crashing at the end of turn 32 i belive, i am only running your mods, anyway i was doing bad so i was probly gonna restart.

ps i dont know how to find the civ file if u wanted to see it.
see http://forums.civfanatics.com/showthread.php?t=501865 TIA
 
About playing Italian! Its frustrating at best (both hardest and easyest level)!

Before Italy enter war you watch Germany having hard time taking Warsaw and not speaking of Paris. At hardest there is French/british swarming France and Norway and destroying German forces. At the easyest German stay defensive, when 10 juin 1940 arrived I goes to Warshaw with an infantry and an artillery to take the city. There was no one arround, German or polish. After my first shoot at the city Polish came in but no German yet. Finaly I took the city and Poland didnt fall so I lost the artillery and the city. By that time the German forces where still turning arround Strassbourg. Near 1 jully 1941 German still have nothing at the Soviet border so the soor was whide open.

Well here my tough; When the player is Italy the Allied forces should be hindered in some way to at least facilitate fall of Warshaw and Paris. They should start to get better later.

Also, and this is not only when playing Italy. The sealow operation is too easy to get.

In afrika I does not have any problems. I added 2 AT-Guns and 1 artillery to the forces there and got to Irak with that, maybe the british need more forces there.
 
Playing with v.40 as GER, I also get the issue with the Polish cities (Danzig, Poznan, Krakow), that are still under Polish control after I took Warsaw and the country surrenders.

General issue: before DOW on Poland, I shipped a tank and an infantry unit to Eastern Prussia, which brings them only one tile away from Warsaw. On turn 1 after rhe DOW, I bombarded Warsaw twice with my medium bombers and again so during turn two. All it then took were an infantry and two tank units to occupy Warsaw. So in turn two (August 10th) Poland surrendered. That's almost like an exploit. Would it be possible to make taking two (three?) additional cities a victory requirement, at least for a human player?

Also, is it possible to create a bomber escort mission for fighters?
 
balancing the AI and the human is difficult when there are team involved.

I may start by making the placement of the defensive lines dependent of the side taken by humans (I'm also nerfing them a bit), for example placing only the defensive feature and not the fortification unit.

about Warsaw, I'm not sure about penalizing the humans for that quick move, but maybe a bunker with a unit on the NW plot when GE is human ?

edit 1:
ZeroZeroSix, how far are you in your game ?
U.K should I've send some units but they need some time to move around Spain.

I'll add a project to spawn some directly at Suez, but it's not in yet...

edit 2:
Also, is it possible to create a bomber escort mission for fighters?

possible, but not easy, I don't think that the improvement over the actual "sweep then bomb" method is worth the cost in development time.
 
but, ok, let think of an implementation :D

air superiority:
recon & initiate combat vs fighters in interception mode but do not count it as interception (the interceptor lose some health, but keep the same number of interceptions left)

escort:
when a bomber launch an attack, look for an escort in range, then initiate combat escort vs interceptor, then depending on the combat result (damage difference):
- escort win : bombers are not intercepted, does full damage on target
- interceptor win: bombers are intercepted, does less damage on target
- in all cases: escort can't act again this turn, interceptor lose one interception

keeping in mind that the probability of intercepting is relative to the interceptor's health, low health means that there is low chance of being able to react to the sweep or the bombing/escort

then there is the AI coding of course, because even with the probability relative to health you'll be able to remove an air force out of the sky in even fewer turns than now, I may need to code a new counter to prevent the same unit to react twice to an air sweep :think:

and last the UI to add the "escort" mission. I hate UI coding.

anyone can point me to a mod adding a new action ?
 
About Warsaw, I just think it's far too easy for a GER human player right now. A fortification might certainly help, just figure the historic fortress of Modlin. It would perfectly fit on the open terrain tile NW of Warsaw as you suggested. You could also place 1or 2 units in Eastern Prussia at game start to help the AI, but then again they might get trapped because the AI doesn't how to handle them?

Regarding the escort mission, I'm not sure if I fully understand the mechanics of the fighter sweep mission. You select a certain city, but does it cover a wider area, like planes in adjacent cities? My issue is that as Germany you get multiple intercepts (as well as sweeps) from enemies fighters located in France as well as UK until France has surrendered. Also, the allies have far more fighters, at least for a while. So I'm thinking of a more selective usage of my fighters. Rather defensively, to support my bombers vs. ground targets as well as ships in the North Sea at that stage of the war. Fighters of that tech level also seem to have a far too big range. I'm getting fighter sweeps from Spitfire II's at Berlin (based in UK?). Can this be handled with model progression?
 
Of course, that's the 2 issues to be considered. I can't really say if it would make enough of a difference to be worth the extra effort.
 
I'll add the Modlin Citadel when the human player is Germany. AI moves it's normal units, sometime they come close to the border if your troops are visible, but there is no point placing them at a specific plots (except if a scenario start with war already started) as they will move in the first turn.

Air sweep is made on a plot that you select, in range of your fighter. Berlin is out of range for the Spitfire, but you may have fighters in Berlin in range of the plot targeted by the Spit (say near the belgium border) and they will react to the Air Sweep mission, that's civ5 base mechanism.
 
how far are you in your game ?
U.K should I've send some units but they need some time to move around Spain.

Oups, I should have kept the saves...:crazyeye:

If I remember well, Storming Egypt and Palestine go prety fast. Thing get slower if France have not fall yet because you have to deal with French from Palmyra and the Sirian. Anyway with fast tank you can reach the oil fields in Irak in no time. Normaly I start to see British at that time arround Malta en route for Egypt, since they are hard to sink most of them pass trough. The problem is when they disembark they have supply line cut so they are easy target and he send mostly tank more vulnerable without supply line. I say they are at Malta from november 1940 to january 1941.

When playing Italian, Afrika is not a problem.
 
How/why did you end it if I may ask ?

You mean the game with Italian? Yes I ended it because 1 month before 1941-07-10 the German didnt took Paris with my help beside that. I took Nice but right after there where Matilda 2 and Bis tank blocking the way and the ally where controling the sky. Maybe I can start a new one with a different aproach but as I said there where French/British everywhere except in Afrika excluding the starting units.
 
closing as I'm uploading a new version :)
 
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