R.E.D. modpack

I'm curious about this, why is the carrier for the English the Illustrious Class and not the Queen Elizabeth Class super carrier?
I can answer this one. Because the supercarriers are from a different era (i.e., modern) than the vanilla (based on the Essex-class) and all of the other available carriers made by danrell (i.e., WWII).

The QE hasn't even been built yet! The other super carrier that danrell made (PA2), which would have been based on the QE design has been cancelled.
 
Still, that doesn't mean that the Queen Elizabeth Class can't be added. The Germans can use their World War II carrier, yet that never was built either. I don't mean to sound like an ass here, but this mod isn't "Industrial Warfare," but "Regiment and Ethnic Diversity," so there honestly can't be a reason to say that this graphics can't be added because it hasn't been made. If the Queen Elizabeth Class ensures English diversity, then why not add it?
 
The Germans can use their World War II carrier, yet that never was built either.
The fact that it wasn't built wasn't my point. It's that this is now 2013, and they're still building it. It's not going to be operational until 2020, whereas the vanilla unit was operational in 1942.

If the Queen Elizabeth Class ensures English diversity, then why not add it?
That might be an argument if there wasn't already diversity for England. The answer is, in short, consistency.

Gedemon has been swayed to be more inclusive where there are few options, but initially he resisted adding many of the aircraft carriers because he felt there was a lack of consistency where there was a difference of a decade or less between them. Admittedly, there were large jumps in carrier technology over that time period, and countries varied widely in their capability to launch the state of the art carriers, but here you're talking about more than 60 years!

Either way, if you don't like the Illustrious Class, then I know you know how to change it to the Ark Royal or QE.

EDIT: Oh, and I don't think you're an ass. ;)
 
as nutty said, initially it was consistency.

but now I have also my own plan for more unit classes in another mod while keeping compatibility with R.E.D.

I mean that if I replace one of the WWII carrier here with a nuclear/modern carrier, then when I'll add a new nuclear carrier class to my other mod, I'll have to make/maintain 2 versions of R.E.D. : one separated, one merged. And I don't want that.
 
On XP, used without without problems with only next files:
unitformations.xml
0-VanillaUnits.sql
and all *.dds
 
Hi, I'm getting a problem when running RED v. 26 with Civ V Unofficial Patch and G&K Enhanced Mod. When aircraft attack, they endlessly circle their target, dropping bombs etc. until the animation times out. Any advice? Also I've had to turn down leader animations or else the game crashes - is there a fix for this? Thanks.
 
I've had that happen multiple times, all of them without any mods activated. My advice is to (If you are doing this) just stay in the animation range and not order the aircraft to attack and then move away and order another unit. Is this happening with one aircraft only or with many? My problems only happened with one or two in a certain area of the map. The only thing I can think of is to attack somewhere else or reload the game and see if it continues because I know this bug is not associated with R.E.D.

This brings me to another question, when will this by updated to have the new unit graphics that are on the website?
 
Hi, I'm getting a problem when running RED v. 26 with Civ V Unofficial Patch and G&K Enhanced Mod. When aircraft attack, they endlessly circle their target, dropping bombs etc. until the animation times out. Any advice? Also I've had to turn down leader animations or else the game crashes - is there a fix for this? Thanks.

I have that problem without R.E.D.
 
My advice is to (If you are doing this) just stay in the animation range and not order the aircraft to attack and then move away and order another unit. Is this happening with one aircraft only or with many?

Thanks for the reply! Unfortunately even if I keep the camera still it still happens on occasion. It also has happened in multiple different locations across the map, and throughout multiple different game sessions.

I know this bug is not associated with R.E.D.

Well thanks for the advice, I'll try to see if I can Google up some more info about this bug, now that I know it's not associated with R.E.D.

EDIT: In the mean time, I've downloaded the faster aircraft animations mod to help offset the bug :)
 
Hi everyone,

first let me say I really like this mod, its a great idea to make the size more realistic and the skins diverse.
I currently have a problem with the mod that made me my game crash in the same turn.
When disabling the RED mod the problem is solved.
This extract from the database.log should "enlighten the developer":
Spoiler :
[4007.962] constraint failed
[4007.962] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[4013.609] no such table: ContentPackage.LocalizedText
[4014.498] Validating Foreign Key Constraints...
[4014.498] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[4014.498] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[4014.498] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[4015.528] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_HITTITE_WARCHARIOT" does not exist in Units
[4015.528] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SUMERIAN_PHALANX" does not exist in Units
[4015.528] Failed Validation.
[4015.918]
 
Nop, that's the "normal" log error from the base game.

When does it crash exactly ? AI turn ? Do you know which one ?
 
But the log was created specifically from the crashed game.

It crashes when it's the city states' turn.
 
But the log was created specifically from the crashed game.

It crashes when it's the city states' turn.

I'm getting exactly the same bug:

[41976.312] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_HITTITE_WARCHARIOT" does not exist in Units
[41976.312] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SUMERIAN_PHALANX" does not exist in Units

If I disable RED, the game doesn't crash, so it's definitely RED causing the above.
"hittite warchariot" and "sumerian phalanx" are not vanilla stuff I believe.

Too bad because it's pretty much the only mod I use beside Faster Aircraft Animations and I love it. :/
 
[41976.312] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_HITTITE_WARCHARIOT" does not exist in Units
[41976.312] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SUMERIAN_PHALANX" does not exist in Units

I get that all the time, those two units are for scenarios I believe. That isn't causing your crashes because I can use R.E.D just fine while getting that in my database.log
 
I get that all the time, those two units are for scenarios I believe. That isn't causing your crashes because I can use R.E.D just fine while getting that in my database.log

But the game does not crash when RED is disabled on the same turn, which means RED must be causing the crash.

The bad news is that RED isn't savegame-retroactive so I can't just move 1 turn ahead with it disabled and then re-enable it.

I'll have to play with Civ V default crappy graphics I guess :(
 
I'm getting exactly the same bug:

[41976.312] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_HITTITE_WARCHARIOT" does not exist in Units
[41976.312] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SUMERIAN_PHALANX" does not exist in Units

If I disable RED, the game doesn't crash, so it's definitely RED causing the above.
"hittite warchariot" and "sumerian phalanx" are not vanilla stuff I believe.

Too bad because it's pretty much the only mod I use beside Faster Aircraft Animations and I love it. :/
An unit in R.E.D. may cause your crash, but not the text above. Try without any mods, you'll see the same text.

But the game does not crash when RED is disabled on the same turn, which means RED must be causing the crash.

The bad news is that RED isn't savegame-retroactive so I can't just move 1 turn ahead with it disabled and then re-enable it.

I'll have to play with Civ V default crappy graphics I guess :(
You can deactivate/reactivate the mod anytime. But you'll have to load your game from the mods menu.


Ok, for people with reproducible crash, I'd like you to use this small test mod I've attached to the first post with R.E.D, and when it crashes, please post your lua.log here (before launching a new game, and using spoiler tags to keep the thread readable)

See "How to enable logging" here
 
Not a major bug, but when I get bombers to attack, I usually see their propellers are detached from the actual bomber. Is this a known bug with a fix for it? I mean, I played several games where I had this, and I can survive until stealth bombers, I'm just wondering if there's a fix to this abnormality.

EDIT: Here's an example from a game I had playing as Germany, Just Ethnic Diversity was on so the unit is larger. When zoomed in with Preview (I'm on a Mac), I noticed the propellers are in the middle of the wings, it may be hard to see without some software to zoom in clearly.

Spoiler :
attachment.php
 

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  • Luftwaffe Bomber Strike.jpg
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Bergerperson, I think the problem may be with J.E.D. in this case. I'll have to play with the viseffects.

EDIT: The problem is definitely with J.E.D. It looks like J.E.D.'s missing the viseffects reversion altogether.
 
And J.E.D. is?
 
And J.E.D. is?
Just Ethnic Diversity for R.E.D. Modpack. I maintain that modmod. Gedemon doesn't.

Gedemon, is it necessary to change the loose files entry in config.ini to get the viseffects file to work? (In which case, that should be made clear to R.E.D. users). Bergerperson, I'm not sure how being on Mac changes things in that regard.
 
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