R.E.D. modpack

since v.12 the ethnic units are not in the pedia anyway. To do a quick test, start a new game with Askia, you should get a zulu warrior instead of normal warrior.
 
The UU are functioning. They're in the pedia, and I spotted montezuma using Jags.

No, he's saying that R.E.D. no longer uses the UU system to add ethnic units, so you will no longer see additional 'pedia entries for the added units.
 
Ah, got it. Similar to Ethnic Diversity (Van, War) for CIV, they used the UU system to add the ethnics, but when it turned into Varietas Delectact (BtS+some other things), they dropped that.
 
I love this mod... but the current version (0.13beta - via Steam Workshop - I posted this 'bug report' there too) has stability issues... I keep getting 'random crashes' (Seems to be whenever the game is trying to load specific graphics/textures). I can start a new game fine, but the crashes occur more and more often the further you get into the game, eventually reaching the point of (effective) un-playability... I know its this mod because I can play the game completely un-modded with NO issues (This mod is one of only two that I am currently using - and I have tested with just this mod alone - its definitely the cause).

Anyway, I hope you can figure out the problem(s) and get a properly working version up, Civ5 isn't the same without it!

~JD
 
thanks for the report/test, but I'll need a bit more details...

do you have random crash or constant crash ?

by "constant" I mean if you have a save from turn 99 it crash at turn 100 every time, by random I mean you can go to turn 101 then crash at 102, reload then crash at 103, etc...

also does it happens during AI turn or your turn (scrolling the map for example) ?

knowing that the mod is pretty popular, I suppose it happens in some specific condition only (combination of civs/units maybe), else there would have been more crash reports (your's is the second AFAIK)
 
I'd call it a 'semi-constant' crash... It seems to be caused by similar things every time, just not always at the SAME time (same turn).

How to describe it...

For starters, it doesn't happen on AI 'turns' - only when a limited set of 'manipulations' occur during my own turn...

Well, Here is an example: the 'leader/diplomacy' screens, without the mod they work fine, all images, all animations. But with the mod activated, the screen is bugged, either failing to animate (frozen image, but functional), or the image wont appear at all, being replaced by a screen full of red/white 'checks' (again, all the buttons still work). Sometimes, I'll have a similar issue when I go into the city-view screen and try to re-assign my workers - 'yield' info tool-tips that are fine normally, now are replaced by a small block of the red/white checks... Also, when a great-person is spawned, sometimes their icon wont appear in the pop-up...

All these glitches seem likely to be manifestations of the same things that are causing the crashes... I wish I could give you more info, but I don't get 'error messages' when the game crashes... Just BAM! back to desktop...

I *did* get an error-box ONCE, but it was only visible for a moment before I reverted to desktop, so I wasn't able to read it (let alone take a screen-shot)... All I got was something about a 'texture' file not being found...

SCREENSHOTS:
Leader screen (worst case): http://imageshack.us/photo/my-images/16/leaderscreenbug.jpg/ ((When I hit the screen-capture button, it caused the game to crash INSTANTLY))

~JD

PS: I doubt it matters, but I am running the dx9 version of the game...

___________________________________________________________________________________________________________________________________________________________________

UPDATE:
I've been able to narrow down the area of issue significantly through some testing... I can't say these results are 100% conclusive, but pretty close... I 'turned off' the G&K DLC, and started a new game (with the mod still) - The only 'error' that remained was that the leader/diplo screens weren't animated. EVERYTHING else worked fine, didn't crash at all. I also tested the game with the DLC 'on' but with NO mods active - The game worked perfectly (even the leader/diplo screen). This makes it is quite obviously something to do with the interaction between the G&G DLC and the Mod.

I have, with my saved game (both G&K and Mod running), run into a repeatable crash trigger as well. Basically, as soon as I load up my latest save, I have a 'pop-up' telling me that i can "purchase with faith", but when I try to open the 'purchase' list in *any* city screen, the game crashes immediately. This is more iffy than the above tests, but it does *suggest* that (at least one of) the crash trigger is due to a conflict between the faith/religion mechanic of G&K and RED (the mod).

I will follow this up later, testing weather the 'faith purchase' crash prevents me from ending the turn, and if it persist into following turns. This will hopefully pin down whether the crash is *directly* linked to the faith mechanic, or if that connection is coincidental and the cause is actually different...

~JD
 
thank you for those info, that'll help.

if it's not constant, then it's probably not a problem of unit's definitions for 3D models.

then it could be a graphical memory problem, new units come with new textures, new textures need more memory...

do you play on large map ? number of civs in game ? also, what are your computer specs, especially the GPU and size of video RAM ?

If the problem is memory, I suppose that making a "lite" version with smaller textures could fix it.

And when back home, I'll check if it's related to faith or religious units.
 
My 'bugged' save is on a max-size map with 11 other players and 24 city-states. I am playing as the Dutch this time (For the record, the same issues occur when not playing a Civ added by G&K - Tried with both England and Germany).

My specs are:
(64 bit) Athlon X2 5600+ (dual 2.8)
Gigabyte GA-M52S-S3P mobo
3gb system RAM (DDR2 - not sure of exact type beyond that)
(Asus) Nvidia GTX550 Ti (1gb GDDR5)
500gb Western Digital sata2 HDD
500w Power Supply (pushing it I know - but everything functions, so it not an 'emergency' upgrade - yet)

I think that is everything that could be relevant...

Sure, Civ5 'recommends' a quad-core, but I was actually able to get it run (slow but playable) on my old single-core system, with the old Graphics card (a 9500gt with 1gb GDDR3). I also run Skyrim on this system at near-max settings, so honestly I doubt that the problem is that my system can't cope...

But you asked for specs, so I shared!

~JD
 
well, I have almost everything needed, thank you again :D

1 Gb of graphic memory, looks like this is not a memory problem finally, else almost everyone (including me) would experiment it.

If you could keep the saved game on a file hosting server (like mediafire), I'd like to test it when I'll be able to.
 
Had the same problem myself with CIV Varietas Delectat. It's a graphics problem. For some reason, your computer is unable to handle the memory requirements. Why is another question. With 3 gb RAM & 1 gb graphics, it should be fine (I was playing on a 1.7gb :blush:. Like you said, G&K + the mod must be causing a graphics overload. Advice:Turn down your graphics settings; Play on a smaller map; Play with less civilizations (city-states don't seem to affect the graphics as much). I'm playing Van with the mod on that 1.7 gb comp and getting away with it ;), but I'm limited to a tiny map with no more than 5-7 civs. But, if it's what you gotta do, it's what you gotta do.
 
I didn't even have a Mediafire account before now... ^^;

But anyway: http://www.mediafire.com/?koauwh2ad3p3eh4

Hopefully that is what you were after, its the 'most recent' save in the effected game, when you test it, you should be able to instantly load it up and go into the city-screen, click on the 'purchase' button at the lower left and get the same horrible result as me...

~JD

Thank you, but no problem so far with that save, city screen ok (including buying screen), China 3D diplo screen ok, no crash after 10 turns, no graphical corruption...

Have you tried to check your game file integrity on steam ?

Are you using recent or beta driver for your CG, I've read some thread title on cfc/2kg forums pointing that direction for bug/crash (but haven't read the thread themselves, using old ati driver here)
 
when i turn off G&K expansion and then try to launch mod ant start the game when game have to go to loading screen it crashes :/
and i play it without turning off anything texts are messed as hell and
 
When are you going to add the new units that danrell made ? Looking really forward to it :)
 
That's my next task ;)

I've uploaded a new intermediate version, with industrial units I hadn't already added and to add those available for G&K new civilizations and unit classes.

The result is available on Steam workshop (it's 12MB now, I'll see how to post it here too later)

v.14 (Jul 06, 2012):
- bugfix : with G&K splitting infantry unit in "great war" and "WWII" models, the ethnic models wasn't correctly defined, now ethnic infantries are restored (for late model)
- replace generics infantry, paratrooper, destroyer, battleship, submarines and aircraft carrier by danrell's WWII models to keep coherence in graphical style
- update Spanish bomber (change Ju-88 to He-111)
- tweak submarines scale (slightly bigger)
- tweak bombers scale (slightly smaller)
- add 75 industrial/modern ethnic units :
infantry for Netherlands
infantry for Sweden
infantry for Huns (Hungary)
infantry for Austria (Germany)
paratrooper for America
paratrooper for Germany
paratrooper for Austria (Germany)
paratrooper for China
paratrooper for Netherlands
paratrooper for France
paratrooper for Greece
paratrooper for Huns (Hungary)
paratrooper for Rome (Italy)
paratrooper for Japan
paratrooper for England
paratrooper for Sweden
paratrooper for Spain
paratrooper for Russia
early fighter Fokker_Dr.1 for Germany
early fighter Ansaldo SVA-5 for Rome (Italy)
early fighter Albatross D.III for Austria
early fighter Fokker_Dr.1 for Huns (Hungary)
early fighter Spad S.XIII for America
early fighter Sopwith Camel for England
early fighter Nieuport 17 for France
early fighter Kawasaki KI-10 for Japan
early fighter Polikarpov I-15 for China
early fighter Polikarpov Po-2 for Russia
bomber Fokker T.V for Netherlands
bomber Saab B-18 for Sweden
bomber Ju-88 for Huns (Hungary)
bomber Ju-88 for Austria (Germany)
fighter Fokker D.XXI for Netherlands
fighter FFVS J-22 for Sweden
fighter BF-109 for Huns (Hungary)
fighter BF-109 for Austria (Germany)
aircraft carrier Joffre class for France
aircraft carrier Aquila class for Rome (Italy)
aircraft carrier Implacable class for Sweden
aircraft carrier Graf Zeppelin class for Germany
aircraft carrier Kaga class for Japan
aircraft carrier Illustrious class for England
aircraft carrier Essex class for America
aircraft carrier Project71 class for Russia
destroyer Admiralen class for Netherlands
destroyer Fantasque class for France
destroyer Z23 class for Germany
destroyer Vasilefs Georgios class for Greece
destroyer Soldati class for Rome (Italy)
destroyer Goteborg class for Sweden
destroyer Fletcher class for America
destroyer Triba class for England
destroyer Kagero class for Japan
destroyer Gnevny class for Russia
early tank A7V for Germany
early tank Renault FT-17 for France
early tank Renault FT-17 for Spain
early tank Renault FT-17 for Greece
early tank Fiat 3000 for Rome (Italy)
early tank Strv M-21 for Sweden
early tank LK II for Huns (Hungary)
early tank LK II for Austria (Hungary)
early tank Renault FT-17 for Russia
early tank Renault FT-17 for China
early tank Type79 for Japan
early tank MK A Whippet for England
early tank M1917 for America
tank MTSL-1GI4 for Netherlands
tank Strv M-41 for Sweden
tank 41M Turan II for Huns (Hungary)
tank Panzer IV for Austria (Germany)
tank M4A4 for China
submarine O-19 class for Netherlands
submarine Katsonis class for Greece
submarine Sjolejonet class for Sweden
submarine U-20 for Austria
submarine U-20 for Huns (Hungary)​


Now, next update will be with the ancient era units...
 
I assume these new units will apply to Van RED as well? (The ones that fit, anyway).

Also......... DARN YOU gedemon! I finally get the mod working, get a good game going, AND YOU HAVE TO UPDATE THE MOD :cry:.


Why do you have to make such an fundamentally fun mod we have to go and restart whenever it changes? Do you realize how much WORK that is?
 
With the new way of adding ethnic units without using the unique unit system, v.14 should be compatible with savegames made with v.13. Should...

That means before trying I suggest you to make a backup of v.13 folder first. Just in case. :D

And BTW, as a reminder, never leave two version of R.E.D. Modpack in the mod folder, even deactivated it cause incompatibilities.
 
Well it should be compatible, but it won't let you load it... I'll uncheck "affect savegame" from the mod property for v.15 and following version, so v.16, 17, etc could be used with savegame starting from v.15
 
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