R.E.D. modpack

Hello Gedemon,

I'd hate to be a pain, but I'd like to ask you for a little help with adding things to R.E.D. There are three things I would need guidelines on so I could do it myself.

1. I applied the fix for Industrial/Modern Great General, but the icon when he's selected is still ancient/medieval. How to apply the icon from the scenario?

2. I am using quite a few mods that add new civilizations with their own unique units - some of them rescale properly (like infantry or cavalry replacements, but not all), while some don't (like ships). I'd like to ask, where the rescaling thing is handled and how do I assign new formations to those units?

3. Some custom civs that are assigned to Middle Eastern art style (like Timurids, Khazars, Vandals), have their units replaced by African art style. How do I revert them to default?

Thank you for help in advance and sorry for truble. If it will be inconvenient here, you could respond via pm.
 
Hi, janboruta. I think I can help.

1. I applied the fix for Industrial/Modern Great General, but the icon when he's selected is still ancient/medieval. How to apply the icon from the scenario?
If you replace Gedemon's fix with the following, it should work:
Code:
INSERT INTO ArtDefine_UnitInfos (Type,DamageStates,Formation,IconAtlas,PortraitIndex) VALUES ('ART_DEF_UNIT_GENERAL_INDUSTRIAL', 1, 'UnFormed', 'CIVIL_WAR_GREATGENERAL_ATLAS', 0);	
UPDATE ArtDefine_UnitInfos SET Type ='ART_DEF_UNIT_GENERAL_POSTMODERN' WHERE Type = 'ART_DEF_UNIT_GENERAL_LATE';
INSERT INTO ArtDefine_UnitInfoMemberInfos (UnitInfoType,UnitMemberInfoType,NumMembers) VALUES ('ART_DEF_UNIT_GENERAL_INDUSTRIAL', 'ART_DEF_UNIT_MEMBER_UNION_GREAT_GENERAL', 1);
UPDATE ArtDefine_UnitInfoMemberInfos SET UnitInfoType ='ART_DEF_UNIT_GENERAL_POSTMODERN' WHERE UnitInfoType = 'ART_DEF_UNIT_GENERAL_LATE';
EDIT: Fixed the code.

I'll [EDIT: Gedemon will] deal with your mod compatibility questions in the next post.
 
Hello Gedemon,

I'd hate to be a pain, but I'd like to ask you for a little help with adding things to R.E.D. There are three things I would need guidelines on so I could do it myself.

1. I applied the fix for Industrial/Modern Great General, but the icon when he's selected is still ancient/medieval. How to apply the icon from the scenario?

2. I am using quite a few mods that add new civilizations with their own unique units - some of them rescale properly (like infantry or cavalry replacements, but not all), while some don't (like ships). I'd like to ask, where the rescaling thing is handled and how do I assign new formations to those units?

3. Some custom civs that are assigned to Middle Eastern art style (like Timurids, Khazars, Vandals), have their units replaced by African art style. How do I revert them to default?

Thank you for help in advance and sorry for truble. If it will be inconvenient here, you could respond via pm.

1/ using BNW ?



2/ it's in 0-DefaultUnits.sql.

For example, the Knight re-size is done here:
Code:
UPDATE ArtDefine_UnitMemberInfos SET Scale = 0.085 WHERE Type = 'ART_DEF_UNIT_MEMBER_KNIGHT';
And the number of figure in the unit is set in the next line
Code:
UPDATE ArtDefine_UnitInfoMemberInfos SET NumMembers = 7 WHERE UnitMemberInfoType = 'ART_DEF_UNIT_MEMBER_KNIGHT';

You'll have to find the "ART_DEF_UNIT_MEMBER_*" name in the other mods and add the 2 corresponding lines in R.E.D.

You also need the mods ID to set the reference so that R.E.D. is loaded last.

Note that I'm interested in providing compatibility with other mods, if you manage to get me a list of ART_DEF_UNIT_MEMBER_* that should be added in R.E.D., it will be useful. Corresponding mod's IDs too. :)



3/ Middle-east civs use the African artstyle suffix (_AFRI). I've added a new suffix (_MIDEAST) with a new set of ethnic units.

You can assign it to those civilization by following the Assyria example from 3-CivilizationArtStyle.sql:
Code:
-- ASSYRIA
UPDATE Civilizations SET ArtStyleSuffix = "_ASSYRIA" WHERE Type = 'CIVILIZATION_ASSYRIA';
INSERT INTO "ArtDefine_UnitInfos" ('Type','DamageStates','Formation')
	SELECT	REPLACE("Type", '_MIDEAST', '_ASSYRIA'), "DamageStates", "Formation"
	FROM "ArtDefine_UnitInfos" WHERE Type LIKE '%_MIDEAST';
INSERT INTO "ArtDefine_UnitInfoMemberInfos" ('UnitInfoType','UnitMemberInfoType','NumMembers')
	SELECT	REPLACE("UnitInfoType", '_MIDEAST', '_ASSYRIA'), "UnitMemberInfoType", "NumMembers"
	FROM "ArtDefine_UnitInfoMemberInfos" WHERE UnitInfoType LIKE '%_MIDEAST';

But as for the units, the reference must be set to make sure R.E.D is loaded last.

And as for units, I'm interested in providing support to custom civs. The type name (like "CIVILIZATION_ASSYRIA") and the mods IDs is just what I need (and the continental artstyle they should use)


And I really prefer to have such question publicly asked in the mod's thread as you've done, they are interesting for anyone wanting to edit the mod for their use. :D


edit: and you can get help from multiple people this way when I'm a bit late in answering ;)
 
Hey Gedemon,
Either way, you'd still have to fill up your mod's References section to ensure it applies, but let me remind you of my MoveRate solution. Obviously there are exceptions, but if you apply it before DefaultUnits, none of the work you've done by hand would even be affected.
For example:
Code:
UPDATE ArtDefine_UnitInfoMemberInfos SET NumMembers = 18 WHERE UnitInfoType IN
	(SELECT UnitArtInfo FROM Units WHERE MoveRate = 'BIPED');
UPDATE ArtDefine_UnitMemberInfos SET Scale = 0.09 WHERE Type IN (SELECT UnitMemberInfoType FROM ArtDefine_UnitInfoMemberInfos WHERE UnitInfoType IN
	(SELECT UnitArtInfo FROM Units WHERE MoveRate = 'BIPED'));
...and similar for the other 9 MoveRate types.

janboruta:
An addition to Gedemon's post: Note that infantry are comprised of 15-20 members (usually 18), and usually at 0.09 scale. Cavalry are comprised of 7 members, usually at 0.085 scale. Ships are typically comprised of 2 members, but unfortunately, they vary in scale quite a bit (0.10 is a good place to start). Since you're going to be using more than the 1 member in the base game, you want to also add a formation, e.g.:
Code:
UPDATE ArtDefine_UnitInfos SET Formation = 'Flotilla' WHERE Type = 'ART_DEF_UNIT_U_SPANISH_GALLEON';
 
Thank you for all the information, I'll put it in use as soon as I have some time :) Also I will try to provide mod IDs and unit tags I am currently using, though this list is ever expanding... but I guess once I learn how to do it, it'll be easy to just copy-paste appropriate lines.


@Nutty - your version of the Great General fix doesn't work for me at all - replaced Gedemon's lines with yours. I don't know why, really.
 
@Nutty - your version of the Great General fix doesn't work for me at all - replaced Gedemon's lines with yours. I don't know why, really.
Fixed. (Sorry 'bout that!) :blush:

Yeah, I should actually test before sending something out like that. There was a sloppy error, and then I was getting some weird error about the UnitFlagAtlas column not existing. I just took out the reference, since it's not being changed.
 
hey gademon, I'm getting some corrupted textures in the set up game screen and can't launch the game. Any ideas?
I tested it, just the modpack and with nutty's JED
 
Quick question; I was wanting to change Caravans and Cargo Ships so they became modern in the Modern era, instead of Atomic. Camels in the modern era just don't fit right. If I were to take a guess, it needs to be done in 0-DefaultUnits.sql, but since I don't see any codes to alter, I figure I have to add one? Any help would be appreciated. ^^
 
Quick question; I was wanting to change Caravans and Cargo Ships so they became modern in the Modern era, instead of Atomic. Camels in the modern era just don't fit right. If I were to take a guess, it needs to be done in 0-DefaultUnits.sql, but since I don't see any codes to alter, I figure I have to add one? Any help would be appreciated. ^^

This would be nice, I agree.

@Gedemon - here is mod ID, ART_DEF_UNIT_MEMBER and CIVILIZATION_TYPE info you asked me to provide. Those are the mods I'm currently using, but some are either upcoming, or are going to be updated to BNW - but as I said, when I learn how to do it, will be no problem for me to update R.E.D on my own. :) There are some screens attached. I also included info for mods that were correctly rescaled - if you wanted to include them anyway.
 

Attachments

Hey Gedemon,
Either way, you'd still have to fill up your mod's References section to ensure it applies, but let me remind you of my MoveRate solution. Obviously there are exceptions, but if you apply it before DefaultUnits, none of the work you've done by hand would even be affected.
For example:
Code:
UPDATE ArtDefine_UnitInfoMemberInfos SET NumMembers = 18 WHERE UnitInfoType IN
	(SELECT UnitArtInfo FROM Units WHERE MoveRate = 'BIPED');
UPDATE ArtDefine_UnitMemberInfos SET Scale = 0.09 WHERE Type IN (SELECT UnitMemberInfoType FROM ArtDefine_UnitInfoMemberInfos WHERE UnitInfoType IN
	(SELECT UnitArtInfo FROM Units WHERE MoveRate = 'BIPED'));
...and similar for the other 9 MoveRate types.
Thanks, will use it this time :o

hey gademon, I'm getting some corrupted textures in the set up game screen and can't launch the game. Any ideas?
I tested it, just the modpack and with nutty's JED
Which version of the game ?

Is there a way do get rid of the diversity units and just have all the default civilization 5 units in reduced size?
Yep, delete everything except 0-DefaultUnits.sql in the SQL folder of the mod.

Quick question; I was wanting to change Caravans and Cargo Ships so they became modern in the Modern era, instead of Atomic. Camels in the modern era just don't fit right. If I were to take a guess, it needs to be done in 0-DefaultUnits.sql, but since I don't see any codes to alter, I figure I have to add one? Any help would be appreciated. ^^
You'll have to add a bit of code similar to what is done for the Great General, to change the era suffix of the Caravan/ Cargo Ship.

This would be nice, I agree.

@Gedemon - here is mod ID, ART_DEF_UNIT_MEMBER and CIVILIZATION_TYPE info you asked me to provide. Those are the mods I'm currently using, but some are either upcoming, or are going to be updated to BNW - but as I said, when I learn how to do it, will be no problem for me to update R.E.D on my own. :) There are some screens attached. I also included info for mods that were correctly rescaled - if you wanted to include them anyway.
Thank you :goodjob:
 
I forgot about ID for the Kingdom of Norway, which is needed to rescale Danish Longboat (replacement for Ski Infantry). Here is an amended file with summary at the end.

I succeeded in rescaling my units, so thank you both for information. :) But apparently, after specifying only "necessary" references, some units lost their rescaling (like Italian Carabinieri). So I guess it will be safe to include as many references as possible :P
 

Attachments

Is there a way do get rid of the diversity units and just have all the default civilization 5 units in reduced size?
Yep, delete everything except 0-DefaultUnits.sql in the SQL folder of the mod.
I think you need to keep XML\unitformations.xml too.
 
Hey Gedemon, while deleting a few mods, I accidentally deleted this one as well. I went to redownload, and make the changes that you listed above, but when I went into the file to add the modified text, the entire thing looked COMPLETELY different.

This is what I saw in the text:
Spoiler :
7z¼¯' x4Õ]`À ' Õ|É8 Š}F•¹êÑOÙ†* >ÙÜvQ*žôéÚÃ]V†¸=ƒ‡‘8ùqë¸
ù ÀɍÍ86"6Ž€¡FÙ¡º‘þq¹Àƒ1žU«öYÉVÿml™øÉš¹ZΑ˜58!l‹âµ^Jl —µ-
!&#352;0¾z/cáÍeÆòùXzsÂyÇèô;3²ù§Rê¨&#8240;\ì&#8249;E!§É}'&#402;Ü &#352;æè`&#8230;MÇ®ã&#8220;3&#402;É)3&#8222;uÄeñÌSíH 2R[`jÍÈ.1^5Ä{æõgÞÃ"¢ôâ-A&#8240;ÔHy{ÜUkË l«ºIBä<ý³®&#8221;"¢ÄÒ_ÿëBÃYäpÀÒjõù<R&#402;ã&#382;Ø|!E?ìëSñÐb ´Ç&#710;]&#8220;(y&#402;hTeuá
³býø:&#8249;~8$¾øµ&#352;é&#381;ÞÜ
°Ì


I only took the first chunk of that too lol.. there were like a million more lines of this stuff. Gonna delete this and try to redownload, but any other tips? None of this was in the code the first time I input your fix. Also, the download is 44mb this time, is that correct?
 
Hey Gedemon, while deleting a few mods, I accidentally deleted this one as well. I went to redownload, and make the changes that you listed above, but when I went into the file to add the modified text, the entire thing looked COMPLETELY different.

This is what I saw in the text:
Spoiler :
7z¼¯' x4Õ]`À ' Õ|É8 Š}F•¹êÑOن* >ÙÜvQ*žôéÚÃ]V†¸=ƒ‡‘8ùqë¸
ù ÀɍÍ86"6Ž€¡FÙ¡º‘þq¹Àƒ1žU«öYÉVÿml™øɚ¹ZΑ˜58!l‹âµ^Jl —µ-
!Š0¾z/cáÍeÆòùXzsÂyÇèô;3²ù§Rꨉ\ì‹E!§É}'ƒÜ Šæè`…MÇ®ã“3ƒÉ)3„uÄeñÌSíH 2R[`jÍÈ.1^5Ä{æõgÞÃ"¢ôâ-A‰ÔHy{ÜUkË l«ºIBä<ý³®”"¢ÄÒ_ÿëBÃYäpÀÒjõù<RƒãžØ|!E?ìëSñÐb ´Çˆ]“(yƒhTeuá
³býø:‹~8$¾øµŠéŽÞÜ
°Ì


I only took the first chunk of that too lol.. there were like a million more lines of this stuff. Gonna delete this and try to redownload, but any other tips? None of this was in the code the first time I input your fix. Also, the download is 44mb this time, is that correct?
around 44mb is the size, yes.

but which file are you editing ?

the mod is installed and running ?
 
I was trying to edit the R.E.D file v27 that you have posted on the first page, but instead of the normal stuff that's supposed to be there, whenever I click on the file to edit it, instead I got a million lines like the one in the spoiler. It doesn't matter for me anymore though, because I was able to recover the R.E.D v27 file that I had originally downloaded. May still wanna check the file in case others who download it from now on have the same issue I did though.
 
I was trying to edit the R.E.D file v27 that you have posted on the first page, but instead of the normal stuff that's supposed to be there, whenever I click on the file to edit it, instead I got a million lines like the one in the spoiler. It doesn't matter for me anymore though, because I was able to recover the R.E.D v27 file that I had originally downloaded. May still wanna check the file in case others who download it from now on have the same issue I did though.
You were trying to edit the compressed civ5mod file ????

You must install the mod before trying to edit the files in it. :D

The current version, 1.0.3.18
Try to check the game's file integrity on steam.
 
Quick question; I was wanting to change Caravans and Cargo Ships so they became modern in the Modern era, instead of Atomic. Camels in the modern era just don't fit right. If I were to take a guess, it needs to be done in 0-DefaultUnits.sql, but since I don't see any codes to alter, I figure I have to add one? Any help would be appreciated. ^^

You'll have to add a bit of code similar to what is done for the Great General, to change the era suffix of the Caravan/ Cargo Ship.

Yeah, I actually have no idea how to write code... :blush: If I tried I think I might break my game. xD If anyone can help with that, would super appreciate it!
 
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