R.E.D. modpack

Just a small point as to when a mod is "ticked" as not being save game dependant, or something like that, does that mean you should be able to disable it and continue a game without issue...?
It means that the mod's maker THINK you could be able to enable/disable it in the middle of a game and continue without issue. But the mod's maker can be wrong (rarely, but it happens :D)

Here I think there won't be any problems, but I always suggest to be safe and try it on a duplicated save first.

The problem with loading save is that previous version of R.E.D. (v14, 13, etc..) were not flagged like that and thus can't be loaded with v.15 (and following versions)

If it does mean that then the Xtreme one isn't doing it as I thought that I would disable it to test the difference etc in unit heights and when loaded the game had a faulty corrupted tech tree and no build menus within the city. Putting it back and the game continues fine.
Yes, it should not cause issues, but as said, better to do a double save of your current game, so that you can go back from it if needed.
 
[to_xp]Gekko;11798349 said:
Nutty has a smaller landmarks for R.E.D. modmod that IIRC also changes feature graphics to fit with the new unit scale, maybe you could check that out and see if there's something to add to the Xtreme addon ;)

It's already done for all animal resource in the beta version posted a few post back :D

do you there are other landmarks that will need to be rescaled ?
 
Well, I would tweak those that would look giant next to a human figure. Are the mine so big for example ? or the barbarian camp ?
 
[to_xp]Gekko;11798616 said:
seems like Nutty's also rescales fallout, the barbarian camps and ALL resources. not sure what else would need tweaking :)

[to_xp]Gekko;11799349 said:
I think it's more for consistency than a real need for it :)

The barbarian camp is actually reset back to 1.0 (i.e., that's the only "resource" that's not resized--it looks really weird otherwise). Yes, the other changes to the non-animal resources are for consistency, but also to diminish Gedemon's "feature" mentioned wherein your units are mostly hidden, e.g., in the wheatfields. I also kind of like the fact that, as a bonus, the resources are a bit more discrete, i.e., not running to the edges of the hexes and overlapping with the foliage of the next hex.

It used to have a lot of manual tweaking in it, but the post-G+K version of Smaller Landmarks is only 3 lines, but should only be 1:
Spoiler code :
Code:
UPDATE 'ArtDefine_Landmarks' SET Scale = Scale * 0.75 WHERE (ResourceType LIKE 'ART_DEF_RESOURCE_%' OR ResourceType = 'ART_DEF_FEATURE_FALLOUT') AND NOT (ImprovementType = 'ART_DEF_IMPROVEMENT_BARBARIAN_CAMP');
 
When I'll have repaired all the damage done by patch .674 to R.E.D. WWII Edition I'll update this one. A shame Firaxis had never answered to Thalassicus, Spatzimaus or me on the subject, it could have saved 2 months of mod's developments for me :/
 
When I'll have repaired all the damage done by patch .674 to R.E.D. WWII Edition I'll update this one. A shame Firaxis had never answered to Thalassicus, Spatzimaus or me on the subject, it could have saved 2 months of mod's developments for me :/


Ouch! :backstab:
 
When I'll have repaired all the damage done by patch .674 to R.E.D. WWII Edition I'll update this one. A shame Firaxis had never answered to Thalassicus, Spatzimaus or me on the subject, it could have saved 2 months of mod's developments for me :/

firaxis used to be modder friendly, it sounds very strange they did such a thing
 
I suppose/hope that all their human resources are working on their next title and that we'll get news after it's released.
 
Will be looking to download this as the game is on ordered. Good thing Steam hasn`t completely ruined modding.
 
Hello Gedemon,
I noticed in my current game that the Russian Chariot Archers don't seem to have any combat animations. Could this be caused by your mod? I remember before G&K, resp. the latest patch those units didn't have any animations, but Firaxis fixed it.
 
When will be new version of the mod?
*soon*

Meaning counts in days, not weeks.

Hello Gedemon,
I noticed in my current game that the Russian Chariot Archers don't seem to have any combat animations. Could this be caused by your mod? I remember before G&K, resp. the latest patch those units didn't have any animations, but Firaxis fixed it.

Are you using Thal's VEM/GEM/CivUP mods ?
 
that's caused by civup I think, it adds mounted archers unitclass which can't have combat animations due to modding tools being limited.
 
i dont know if its something u can but pls fix the greek composite bowman(when guarded the arrow flies out of the body)

yes, it's something I can do :D

fix for fighter propeller and archer arrows position (optional) :
- copy the civ5artdefines_viseffects.xml file from "..\My Documents\My Games\Sid Meier's Civilization 5\MODS\R.E.D. modpack\copy to Assets\" folder to the "..\Steam\steamapps\common\sid meier's civilization v\Assets\" folder
 
[to_xp]Gekko;11806170 said:
that's caused by civup I think, it adds mounted archers unitclass which can't have combat animations due to modding tools being limited.

I see. That kinda sucks. I was thrilled when I saw they finally had animations... :c5unhappy:
 
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