R.E.D. modpack

Love the update :D just out of curiosity since my current game doesn't have the civ.. Is Polynesia appointed a certain continent for ethnic units?
Asia, until there are enough units for a full Oceania set :)

For some reason, the Russian Mi-8 isn't appearing in game for me, its just the default helicopter. I fully removed v.25 to install v.26, Ran 3 tests with no other mods running at all. Washington AH-64 worked fine, Babylon Mi-8 worked fine, but Russia's Mi-8 didn't? The mechanized infantry update worked fine for Russia though, so its just the helicopter. Any tips?

My bad, I've finally kept the Mi-24 for Russia, but forgot to edit the release note.

The model is still here and can be (relatively) easily added.

Open 4-Russia.sql in your "\Documents\My Games\Sid Meier's Civilization 5\MODS\R.E.D. Modpack (v 26)\SQL" folder. (notepad will do, I'd suggest Notepad++ if you are willing to do some mod editing...)

Find the line

Code:
--SELECT	'RUSSIA',		'RUSSIA',			'unit_model_name',				'ART_DEF_UNIT_HELICOPTER_GUNSHIP',	'ART_DEF_UNIT_MEMBER_HELICOPTERGUNSHIP',			0,				NULL,			0		UNION ALL

and replace it with this line

Code:
SELECT	'RUSSIA',		'RUSSIA',			'Mi8Russia.fxsxml',				'ART_DEF_UNIT_HELICOPTER_GUNSHIP',	'ART_DEF_UNIT_MEMBER_HELICOPTERGUNSHIP',			0,				NULL,			0		UNION ALL

Save the file, reload your current game, should be there.
 
I'm having problems with your mod, I can play all the dlc mods just fine but when ever I try to play your mod the game simply stops working (civ5 has stopped working error).
I have 1.01.705 version and I have tried almost every version of your mod to get it working.
v4 + v31beta,v32,v33,v34,v35,v36 and v37 but they all fail. what could cause this?

EDIT: And I just noticed this wasnt even about the ww2 mod. lol.
Anyway I hope you can still help me with my problem.
 
try Stalingrad, if it works then it's a memory issue with larger map, nothing I can do.

else post your Lua.log on the WWII debug thread. (instruction on how to get the log in first post there)
 
Crash is in dll, at map initialization stage. Null pointer from nowhere. Map size doesn't matter.
With mod Civ use 400MB more memory, (and this is generally not right with downsclaed units).
So, this looks like memory issue on WinXP 32bit. Does anybody sucessfully use this mod on XP?

Without units folder mod runs ok, so may be good idea to find some batch dds compressor
About *.fxsxml *.gr2 - unclear if they can be batch optimized for small units scale at all.

P.S. 500kb masks, 4mb tank! It can be optimized even for giant 7hex scale :)
P.P.S. And may be crash connected to lack of Vanilla-G&K dll improvements
 
Gargoyle575 has posted a modmod here with compressed textures. Though it hasn't been updated for a while, it includes most of the units.
Here he has done so with the the base game's units.

Note he has done the same for improvements as well (CFC or Steam), but you'll need to activate whoward69's Farm Replacement to prevent the farm crash bug that occurs with any improvement-related mod.
 
Nutty, thx for info, little update too:

Good batch dds compressor is XnView. Any quality\size with just pair clicks.
But they aren't crash problem(.

UPD: No way, any dds compress is useless here. It's gr2 problem.
UPD2: Good batch gr2 compressor is smth unimaginable :). We may only hope to use textures and scale separetely from mod.
Found this currently unavaliable program http://www.subsim.com/radioroom/showthread.php?t=188290.
 
Yep, I know the other Ethnic Units mod does not work if R.E.D. doesn't, the problem is either the number of units in those mods, or in some of the unit's models, not the code itself.

It may be a graphic memory problem, if there was a mod to change the animated 3D leaders in 2D still image, will you use it ?

And to activate logging, see here: http://forums.civfanatics.com/showthread.php?t=487482


Thank you, with the actual initialization mechanism it should still be compatible, I'll test your new version anyway and update if needed :)

Yep, I'm back!

I've enabled logging, but my "logs" folder has 12 different files in it... So I'm not sure if I should just package them all up, or if there are specific ones you need... Either way, I'll provide both 'base' and 'modded' files for you to review.

But aside from that, here is a quick (re) run-down of my system specs:

AMD Athlon X2 5600+ (dual 2.81)
3gb DDR2 (not sure of 'clock speed', but it is Corsair "Value Select" brand)
Gigabyte GA-M52S-S3P Mobo
Asus Gforce GTX 550ti (1gb GDDR5 onboard)
500gb Western Digital Sata2 HDD
700w PSU (Thermaltake)

Running Windows 8 in 32bit mode, with full Dx11 included, and Dx11/win8 compliant Nvidia 310.xx drivers.


I'll have the 'logs' up for you to access in the next 24 hours (all of them unless you specify otherwise).

Thanks in advance for your time and continued patience ^^;

~JD
 
yes, zip and post the whole logs folder please :)
 
thanks, those are the logs from just after the crash ?
 
"base" are just the game itself, without any mods even installed. "Modded" is after I have 'subscribed' to the latest steam version of RED, and the RED 'hotfix' (only the base mod itself was activated, but both were installed).

~JD
 
Do you know how to use the firetuner ?
Does it crash exactly at the same time when you reload your last save or auto-save ?
 
The "Diplomacy Screen" crash is repeatable (so far as I can tell anyway, the diplo screen itself never actually comes up).

Sometimes, when I first 'start' a new game (with the faction screen and the Narrator and all that) It'll crash then, usually heralded by audio-skipping, usually after the talking is done and it would 'finish' and do the 'click to start' bit... But that crash is far more random.


In hardware terms, I was concerned that it might be some kind of 'RAM overload' or something, so I went and got an extra 2gb stick, only to hit the 4gb hard-limit (because of my Windows 8 being installed in 32bit mode - because of the lack of RAM oddly enough). So no I have a usable 3.5 (out of 5 total), and have noticed a difference in some other games, but not Civ5.

~JD
 
did you try with low graphic settings for Leaders ?
 
I set leader (diplo sceen) to minimum, and it seems to be working (for now anyway - no annimation at all). I *did* lower a few other setting at the same time though... I'll try re-setting everything but the 'leaders' but up to the highest level they have worked at before, run a few more 'test games'. But here's hoping that this has 'fixed' the issue.

Any idea why your mod could effect the diplo/leader screens this way? Or is it just the extra 'pressure' of the various graphics taxing my system?

~JD
 
How stable is this mod? I've started a game with it and already got two crashes. My first had no reason in Database.log, and the second had an error of Euro Warrior texture.

I'm playing on the Mac App Store latest update version.

EDIT: Also, I'm nearly 400 turns in, so if this mod keeps on crashing, I might have to abandon this mod. True shame though, I am liking the diversity of the graphics.
 
Rock stable for me.

But the number of units may cause problem on some computer systems, so I'd suggest to lower the leader graphic details first to see if it's a video memory issue.

I'll release a "lite" version some day, with only "continental" ArtStyles.
 
I'm curious about this, why is the carrier for the English the Illustrious Class and not the Queen Elizabeth Class super carrier?
 
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