R.E.D. World War II development thread

Greece was the first new nation added for a very simple reason: I just had to include it, all the required component were made by others.

Finland is a WIP, I hope that someone will made Poland, and if you want to add Yugoslavia, the list of required component is on the first page:

- Other nations (Hungary, Poland, Finland, Netherlands, ...)
- Units models (see Danrell's threads in the forum unit section for the available ones)
- material to make good DoM and diplo screen (including at least 8-9 WW2 poster related to that nation)
- mp3 speech of the leader
- introduction texts like for the other nation in the mod​

The most complete scenario is Stalingrad with working objectives, but, by definition, it is restricted to a small time frame, so no projects are available to upgrade your units there.

So yes, the "flagship" is the 39-45 large Europe.

Avoid the Giant Earth maps, unless you want to try to debug them. The 1942 version will work but is obsolete (it lacks the units/project added since it's creation)
 
Ok. Some questions about the map.

I assume you have created map with the cities yourself. What was your main guideline in adding particular city and determining the size? Can you show me the link of the original map you were working with?

Why is Tallinn size 1, for example? (And many other important cities like Rostov and Pskov).

Why is the useless Switzerland represented with 3(!) cities, slowing up the game, I assume. And other examples like this.

Do we really need all those little cities for NE Russia? You can spread culture as far as you like with your changes.

On the other hand one would expect to see the capitals of USSR republics, at least. Kishinev and Yerevan are missing. Kishinev is particularly important because after the fall of France, a guarantor of Romania's borders, Soviets peacefully annexed Bessarabia, which can only be represented by modern Chişinău. Also all the Russian Hero cities should probably make a cut.

Whats up with all the African/Middle Eastern colonies starting as city-states? Except for Libya of course. If Russia can handle all those many cities has to be a way to accomodate France and UK while still keeping them playable.

Is there any way to represent USA with bases (like Suez currently for British)? This civ could operate under special rules requiring no support, for example.

Gorky was name of Nizhny Novgorod, Soviet Union from 1932 to 1990. The map has it as Novgorod now, which is even more confusing (without Nizhny) because there is an original Novgorod in the different location (around Pskov).

Kaiser-Wilhelm-Kanal is an essential feature which is currently missing. Just move Kiel 1 tile NW please!

In July 1939 Albania has no business being an independent city-state so Tirana needs to be just another Italian city.

Germany without Hamburg? Is it even possible? Even when they have room for 2 cities modders are going to put Berlin and Hamburg. I understand that you want to deny Germany any port in Northern Sea, but it is simply inaccurate. Bremen can disappear instead.
 
Thanks for the comments, I've copied your post in the scenario thread for reference when I'll do the next update on the map.

I've used meanly google map + wiki for lack of a good detailed European map of 1939, and of course I was afraid of the possible change in cities names, seems that I've missed some.

3 cities for Switzerland was required to prevent French Italian and German units moving through neutral land, and wasn't removed when I found a way to do it without hacking the code.

Another design element not required anymore was a lot of small cities placement to prevent a big chunk of territory to switch on a city capture (all plots belonged to a city then, now on capture only the city plot change owner)

City states are needed (at least for French colonies), so they can be liberated independently by allied forces after the "Fall of France" event.

There is a lot of code already related to colony as City-States (for example declaring war on a colony triggers war with the colony's owner), and there will be more for CS in general

The USA will be added at some point, maybe not as a playable nation, but at least as an allied AI, and in that case maybe with some units placed under command of the English or French player.
 
Hey, i decided to help a bit. I added all the units currently listed and their corresponding projects. Plus some of the most obvious upgrades. Wasn't sure how to make it work with NULL nationality so i changed a couple of units to america, namely Priest, Sexton and Achilles. Not sure how accurate the dates are but i saw on FW 190 project date was a couple of month before it began on service so i did that with all the projects

Haven't tested with all nations but there is no LUA errors anyway


Not sure if it has been found out already but it looks like the embarkation bug occurs when division and regiment sized unit embarks on same tile. Looks like as long as they are on land to begin with they can embark on same water tile but that causes crash immediately.

Thanks for making a great mod, hope this helps a bit:)
 

Attachments

Thanks, yes that helps :D

I'll merge it and post a new beta ASAP, because I've changed the projects table's structure, and there are still some units to add. But I'd also like to work a bit more on the oil consumption to have something more to test.
 
I've merged your file with the dev branch on GitHub (download link)

Seems good, but there are some British tanks that still lack projects, try a new game with U.K. in 1939 for example, build a land factory, and enjoy late-war cruiser tanks... :D
 
I've merged your file with the dev branch on GitHub (download link)

Seems good, but there are some British tanks that still lack projects, try a new game with U.K. in 1939 for example, build a land factory, and enjoy late-war cruiser tanks... :D

yes i saw it... i found a new europe/north-america scenario and merged those projects on that, there was some units that were not included in original mod. should those be there too? because i added them there, also missing british tanks. but i will take a look... also, some xp-based upgrades are not good, i think there is too many xp to gain before it triggers update project
 
We'll do a review of all projects, and the code now allows project with both date and/or XP.

About upgrade, there will be 2 tables, one for the "light" upgrade (T-34 to T-34/76 for example) and one for "heavy" upgrade (Panzer IV to Panther for example)
 
Hey, i changed the file in github, added missing british tanks to projects, also made Yak-9 available to russians and changed some xp requirements for some german units i added last time
 
thanks again, now merged and updated for the new syntax for projects.

I've removed the Ju-87T and Bf-109T from the build list, I plan to have the aircraft carrier automatically filled with air squadron.
 
thanks again, now merged and updated for the new syntax for projects.

I've removed the Ju-87T and Bf-109T from the build list, I plan to have the aircraft carrier automatically filled with air squadron.



Very welcome, i like to play with lots of available units too

I'm working on adding new units that were added on git hub, found dated already and made projects, testing now if everything works. but there is some weirdness, like su-122 was actually introduced after au-152 but the latter is stronger so i swapped dates. can be with some other units too, also i don't know how accurate ProbPerTurn is, i mostly just copied other unit's project and let it be the same

also i made a project for original Japanese zero, i saw there was none

ok sounds cool with pre-filled carrier :)
 
I'm working on adding new units that were added on git hub, found dated already and made projects, testing now if everything works. but there is some weirdness, like su-122 was actually introduced after au-152 but the latter is stronger so i swapped dates. can be with some other units too, also i don't know how accurate ProbPerTurn is, i mostly just copied other unit's project and let it be the same

You can made a project depend of another project, to be sure that they are sequential even with the use of random number each turn.

For example, the Joffre, french aircraft carrier that will have (in the mod) navalized version of the D-520 and Breguet 690:
Code:
	[PROJECT_JOFFRE] = {
		Buildings = {SHIPYARD},
		Projects = {PROJECT_D520, PROJECT_BR690},	
		Trigger = {Type = TRIGGER_DATE, Date = 19390101, ProbPerTurn = 25},
	},
that way it won't be available before both aircraft project are researched, even if the trigger date is reach.

when PROJECT_D520 and PROJECT_BR690 are done, if the date is > to 1939/01/01 then each turn it will have 25% prob to be made available.
 
You can made a project depend of another project, to be sure that they are sequential even with the use of random number each turn.

For example, the Joffre, french aircraft carrier that will have (in the mod) navalized version of the D-520 and Breguet 690:
Code:
	[PROJECT_JOFFRE] = {
		Buildings = {SHIPYARD},
		Projects = {PROJECT_D520, PROJECT_BR690},	
		Trigger = {Type = TRIGGER_DATE, Date = 19390101, ProbPerTurn = 25},
	},
that way it won't be available before both aircraft project are researched, even if the trigger date is reach.

when PROJECT_D520 and PROJECT_BR690 are done, if the date is > to 1939/01/01 then each turn it will have 25% prob to be made available.

Yes i know that, just not sure if it's more important that the game play is the best or historical accuracy. because some units like those soviet SU's are so that weaker model came after the stronger model but in game it doesn't make sense to make a project that you can produce weaker vehicle than you already have. i will take a look at those after i have made all projects working without lua errors :)
 
Added some units again :D

also i have a suggestion, just don't know how hard it is to implement
when making that fuel consumption project, could it be possible that it's action based rather than purely unit based? was thinking that if units fuel consumption is used as a multiplier and then actions has an another multiplier and when an action happens it's added to total fuel consumption for that turn. just thought it would be as realistic as personnel and materiel is now since idling units would not consume fuel.... it would still be possible to have a large army with fuel-consuming units with few resources, just not possible to do much with them
 
Thanks for the new update :goodjob:

I've just removed the M3 Grant from the UK build list, as I want it to be a from-convoy-only unit.

About your suggestion, that's logical and realist, but I think it would penalize the AI, so maybe as an option, later (would make sense to use that in MP).
 
has something changed in civ5 game basic or the mod code itself recently? all of a sudden, fall of france event is not working at all. i reinstalled civ5 and fresh downloaded versions of the vanilla mod, and still it doesnt work.
 
Thanks for the new update :goodjob:

I've just removed the M3 Grant from the UK build list, as I want it to be a from-convoy-only unit.

About your suggestion, that's logical and realist, but I think it would penalize the AI, so maybe as an option, later (would make sense to use that in MP).

very welcome :D i think only some who was introduced before 39 are left now, not sure if they ever needs projects?

i was about to mvd it back to USA too since i saw it caused a problem with some scenarios but saw you already had done it, thank you

yes you are right, hard to make logic to AI that it doesn't use all the units all the time, didn't think about that
 
I will not release new beta version until v.39 is finished, instead I'll try to update as much as possible the project on gitHub, for those wanting to test the latest versions you just need to download the project and build it with Modbuddy.
 
Ya, seriously bummed, i just reinstalled everything again and vanilla r.e.d. .38 isn't working. i'll be eager to take a lick at the debugged .39, but .38 is CTD every time on the fall of france trigger.
 
has something changed in civ5 game basic or the mod code itself recently? all of a sudden, fall of france event is not working at all. i reinstalled civ5 and fresh downloaded versions of the vanilla mod, and still it doesnt work.

nothing changed around that, and I still can't reproduce the crash.
 
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