R.E.D. modpack

Thanks to Danrell you're getting v.22 way before I planned it :D

Uploaded on Civfanatics and Steam Workshop (upload in progress, wait a few minuts)


v.22 (Oct 23, 2012):
- Add 10 Aztec, 9 Inca and 8 Maya ethnic units thanks to Danrell


R.E.D. Xtreme is also updated to v.22, as usual install after R.E.D. Modpack
:bowdown:

And Danrell :bowdown:
 
Someone please do more Carthage units?

I would just LOVE to see Carthaginian themed riflemen and knights :D
 
Hi all,

I've been playing Civ-5 for two years, mostly using CivUP and VEM/GEM by Thallasicus, plus various additional tweak mods.

Am now looking to try something different, and am intrigued with the R.E.D. series of mods, but don't know much about them.

As far as I can tell, there are three different sets of R.E.D files: (1) the R.E.D. Modpack, (2) the combo set of R.E.D. WWII files, and (3) R.E.D. Extreme.

Question 1: Are any of the R.E.D. mods compatible with CivUP? (I've encountered some problems using them together, but that could have been caused by some of the other misc mods I was also using.)

Question 2: Are there any other mods that are known to be compatible with the R.E.D. Modpack?

Questiion 3: What exactly is the R.E.D. Extreme mod?

Question 4: What precise install steps should I follow to make sure that R.E.D. Modpack gets installed BEFORE R.E.D. Extreme?

Thanks in advance.
 
there are 2 sets of mods, those related to R.E.D. Modpack (a visual mod with no change to gameplay), listed in this thread, and those related to R.E.D. WWII (a WWII wargame total conversion), which have it's own subforum.

R.E.D. Xtreme is a version that push the concept of R.E.D scaling and formation to the limit of the game engine: more and smaller models for each units. There is a Xtreme version for R.E.D. Modpack and another for the WWII edition.

R.E.D. Modpack (and the related Xtreme version) should be compatible with any mods that does not add new units models to the game.

For the install steps, subscribe to R.E.D. Modpack first, go in game in the mod section, wait for it to be installed, and after that subscribe to the Xtreme version.

When the mods are updated, update R.E.D. Modpack first, wait for the update to be finished then update the Xtreme version.
 
Hi all,
Questiion 3: What exactly is the R.E.D. Extreme mod?


Thanks in advance.

Just from a Player`s viewpoint.

To me, the R.E.D. Extreme mod makes soldiers look more like an army than just a few men. The tiny sizes almost makes them look more realistic when compared to other units like aircraft.

I have changed the settings in the preferences file of the game so I can zoom really close if I want to see how my men look and fight as well.
 
Is there anyway to make Ethiopia's unique unit the Mehal Sefari a Great War infantry and the Oromo Warrior a rifleman?

The Ormo warrior was a unit in the late 1800's and the Mehal Sefari was active from 1850 to 1936 but the civ 5 version is from the WWI time period.

If not, thats cool. But if possible that would be fantastic!!
 

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I had already suggested to replace the WWI infantry models with Riflemen and add Line Infantry (read Napoleonic Wars) models to replace the Riflemen, but one of the "rule" of this Modpack is to have absolutly no gameplay change, even just unit names.

Now I still plan an "Xtended" edition with more unit classes and some other (more or less) minor gameplay change, and what you suggest could surely be done in it.
 
I had already suggested to replace the WWI infantry models with Riflemen and add Line Infantry (read Napoleonic Wars) models to replace the Riflemen, but one of the "rule" of this Modpack is to have absolutly no gameplay change, even just unit names.

Now I still plan an "Xtended" edition with more unit classes and some other (more or less) minor gameplay change, and what you suggest could surely be done in it.

Awesome!!! More unit classes would be great.

I was thinking of a mercenary/ally class since every civ has used them. Would it be possible to have a unit class that could be used in different time periods like modern mercenaries for the Americans and ancient Italian allies for Rome? Or would the new unit class have to be used for all civs in the same time period?
 
I don't see a problem in having some unique classes added. I mean not simply a UU replacing the normal unit, but a completely different class that would be available only for one civ.

I also need to redo my Mercenaries mod, having unique classes or unique units linked with "regional" City-States would be great (I don't like the current military CS system).

And some of the units you've already made would fit perfectly in such a mod.
 
I don't see a problem in having some unique classes added. I mean not simply a UU replacing the normal unit, but a completely different class that would be available only for one civ.

I also need to redo my Mercenaries mod, having unique classes or unique units linked with "regional" City-States would be great (I don't like the current military CS system).

And some of the units you've already made would fit perfectly in such a mod.

Now I am really excited. :woohoo:

I really hope this project comes through. I will definitely contribute units for this.

Last question. Is it possible to make the barbarians culturally diverse like asian, african, european, exc. and have them in the correct areas for YNAEMP?
 
Last question. Is it possible to make the barbarians culturally diverse like asian, african, european, exc. and have them in the correct areas for YNAEMP?

Yes :D

I've not started to code it yet, but that's also in my plans (and Rhye have already set something like that in the development version of RFC for civ5, spawning existing unique units as barbarians in some defined areas)

But it's not as easy as defining ethnic units like in R.E.D., the complete barbarian spawning system must be deactivated and re-coded in Lua and each barbarian ethnic unit have to be defined as unique (by class) if we want only the barbarians to use them (but existing or added units unique or not, used by other civs could be used too for barbarians), which could lead to another problem: there is a total of 256 unit type limit to be able to create a game using a WB map. Maybe the patch or the DLL will allow us to fix that limit problem.
 
This is good news :D

I hope the unit limit gets changed in the near future. That looks like the only thing preventing a totally culturally diverse civ5.

Thanks Gedemon :thanx:
 
Is this compatible with the latest patch? (the fall patch)

Also, great mod!
 
Its working ok for me so far.
 
Update: I was getting a repeated Crash with the new Patch using the Extreme part of the Mod. When I took the extreme part of the Mod off and just let the standard RED modpack run (no extra small units) the game did not crash.

Might need looking into.
 
crashing randomly or during combat ?
 
crashing randomly or during combat ?

No combat. I can`t say for sure what triggers it. But I have some settlers in ships near a coast. A bunch of barbarians rush to the coast, then everything freezes and goes black. It happened several times there.

I took the Extreme Mod off and played a few games then put it back and it seems ok now.
 
When can we expect an update of R.E.D now there have been several new unit models posted in the "Unit Graphics" sub-forum?
 
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