R.E.D. World War II development thread

which version of the game do you use (vanilla, G+K, BNW ?)

actually patched to .144 ?
 
i usually play with .70 bnw version, i have .144 too but not in virtual machine lol
 
Hello Gedemon

i tried with a fresh install of windows plus a fresh install of the game (.144 version) just to be sure that it's not anything in my environment that's causing the problem. i still got same errors on lua log and scripted events didn't load

it seems to be that RedMain loads RedEuro1940Setup.lua instead of RedEuro1940.lua after scripts, after i renamed RedEuro1940Setup.lua to Euro1940Setup.lua (and made the fixes to get that load on its place) everything worked. I'm sure i'm not the only one having that problem after the mod goes out to public, i guess this line

include ("Red" .. g_Scenario_Name)

loads a file that begins with that name but it doesn't need to be exactly that name to be loaded (RedEuro1940Setup.lua vs RedEuro1940.lua)
 
I have been playing the beta 4 edition Europe 1939-45 as Germany. This mod is awesome! Thank you. I did notice that the Pnzr III upgradeto auf-j makes it have a strength of 60 while the Pnzr IV auf g is only at 62. I think the Pnzr III auf J should be less? maybe 54-56?
 
Hello Gedemon, I have downloded the version at github and it compiled perfectly. I played until the German launched operation Weserubung, then the game crashed. I will retry at the save point.
 
Hello Gedemon

i tried with a fresh install of windows plus a fresh install of the game (.144 version) just to be sure that it's not anything in my environment that's causing the problem. i still got same errors on lua log and scripted events didn't load

it seems to be that RedMain loads RedEuro1940Setup.lua instead of RedEuro1940.lua after scripts, after i renamed RedEuro1940Setup.lua to Euro1940Setup.lua (and made the fixes to get that load on its place) everything worked. I'm sure i'm not the only one having that problem after the mod goes out to public, i guess this line

include ("Red" .. g_Scenario_Name)

loads a file that begins with that name but it doesn't need to be exactly that name to be loaded (RedEuro1940Setup.lua vs RedEuro1940.lua)
check in R.E.D. WWII Edition (v 39).modinfo that import="0" at the GameSetup/RedEuro1940Setup.lua line.

if it's the case, check that you don't have older versions of the mod still in your mod's folder.

IIRC there is a bug with file having 8 letters in the same order (start or end), but as RedEuro1940Setup.lua shouldnot be loaded in the file system, the bug should not occur.

But I'll rename the files anyway to be safe, thanks for reporting.

I have been playing the beta 4 edition Europe 1939-45 as Germany. This mod is awesome! Thank you. I did notice that the Pnzr III upgradeto auf-j makes it have a strength of 60 while the Pnzr IV auf g is only at 62. I think the Pnzr III auf J should be less? maybe 54-56?
the Panzer IV still have an upgrade (to ausf H) at 65 :c5strength:

Ok, I reloaded and this time the Operation was done without crash so its something else.
random crash, hard to track :(
 
Thanks Gedemon, there wasn't that import=0 on setup file's line on modinfo, i guess it does the trick :)

corrected a couple of bugs on earth1936 map, convoys from Luleå started on dry land advanced to Narvik and german Africa corps landed on coast of China. Not sure if 36 maps are on development longer but anyway
 
thanks !

I'm still unsure about the '36 Earth map, I want to use a more recent version of the Giant Earth for the base map, but that would be a huge work to start from scratch.

There are also some ideas in the T_Commanderbly branch that I'd like to implement in a way or another.
 
Any chance for a guide to add new Military Operations into the mod? Attempting to add new projects to a scenario seems to break it. Is there anywhere else you have to define the project in? Other than the ScriptAmericaEuro1936.lua & RedDefinesProjects.lua?
 
Yes, you need to define the project in 99- NewProjects.xml

Spoiler :
Code:
	<!-- Operation Weserübung (Norway / Denmark invasion) -->
	<Projects>
		<Row>
			<Type>OPERATION_WESERUBUNG</Type>
			<Description>TXT_KEY_OPERATION_WESERUBUNG</Description>
			<Help>TXT_KEY_OPERATION_WESERUBUNG_DESC</Help>
			<Civilopedia>TXT_KEY_OPERATION_WESERUBUNG_DESC</Civilopedia>
			<Strategy>TXT_KEY_OPERATION_WESERUBUNG_DESC</Strategy>
			<MaxGlobalInstances>-1</MaxGlobalInstances>
			<MaxTeamInstances>1</MaxTeamInstances>
			<Cost>465</Cost>
			<IconAtlas>BW_ATLAS_1</IconAtlas>
			<PortraitIndex>10</PortraitIndex>
		</Row>
	</Projects>
	<Project_Flavors>
		<Row>
			<ProjectType>OPERATION_WESERUBUNG</ProjectType>
			<FlavorType>FLAVOR_DEFENSE</FlavorType>
			<Flavor>10</Flavor>
		</Row>
		<Row>
			<ProjectType>OPERATION_WESERUBUNG</ProjectType>
			<FlavorType>FLAVOR_OFFENSE</FlavorType>
			<Flavor>75</Flavor>
		</Row>
	</Project_Flavors>

Then the entries in RedDefinesProjects.lua set the project ID...
Spoiler :
Code:
OPERATION_WESERUBUNG		= GameInfo.Projects.OPERATION_WESERUBUNG.ID
... and who can create the operation (in g_Major_Projects) ...
Spoiler :
Code:
	[GERMANY] = {
		PROJECT_PANZER_II_L, PROJECT_PANZER_III, PROJECT_PANZER_III_J, PROJECT_PANZER_IV, PROJECT_PANZER_IV_G, PROJECT_PANZER_IV_H,
		PROJECT_PANZER_V, PROJECT_PANZER_VI, PROJECT_PANZER_VIB, PROJECT_PANZER_VIII,
		PROJECT_MARDER_II, PROJECT_MARDER_II_D, PROJECT_MARDER_III, PROJECT_MARDER_III_H, PROJECT_MARDER_III_M,
		PROJECT_HETZER, PROJECT_NASHORN, PROJECT_PZJ_IV, PROJECT_PZJ_IV_L70, PROJECT_JAGDPANTHER, PROJECT_FERDINAND, PROJECT_JAGDTIGER,
		PROJECT_STUG_III, PROJECT_STUG_III_F, PROJECT_STUG_III_G, PROJECT_STUG_IV, PROJECT_BRUMMBAR, PROJECT_STURMTIGER,
		PROJECT_FLK_PZI, PROJECT_FLK_PZ38, PROJECT_MOBELWAGEN, PROJECT_WIRBELWIND, PROJECT_OSTWIND, PROJECT_KUGELBLITZ, PROJECT_COELIAN,
		PROJECT_BF109F, PROJECT_BF109G, PROJECT_FW190, PROJECT_ME262, PROJECT_BF110, PROJECT_BF110F4, PROJECT_HE219, -- PROJECT_BF109T, 
		PROJECT_JU88C, PROJECT_HE177, PROJECT_AR234, PROJECT_HO229, -- PROJECT_JU87T, 
		[B]OPERATION_WESERUBUNG[/B], OPERATION_SEELOWE, OPERATION_NORWAY, OPERATION_FALLGELB, OPERATION_SONNENBLUME, OPERATION_TWENTYFIVE, OPERATION_MARITA, },
... and when it can be created (in g_ProjectsTable) ...
Spoiler :
Code:
	[OPERATION_WESERUBUNG] =  {
		Buildings = {BASE},	
		Scenarios = {"Euro1940", },	
		Trigger = {Type = TRIGGER_DATE, Date = 19400101, ProbPerTurn = 33},
		TopSecret = true,
	},
... and finally when it can be launched (in g_Military_Project in Script[ScenarioName].lua) with it's OOB
Spoiler :
Code:
	------------------------------------------------------------------------------------
	[GERMANY] = {
	------------------------------------------------------------------------------------
		[OPERATION_WESERUBUNG] =  { -- projectID as index !
			Name = "TXT_KEY_OPERATION_WESERUBUNG",
			OrderOfBattle = {
				{	Name = "Para Group 1", X = 44, Y = 52, Domain = "Land", CivID = GERMANY, -- spawn NW of Berlin
					Group = {		GE_PARATROOPER,	GE_PARATROOPER, GE_PARATROOPER,	},
					UnitsXP = {		10,				15,	}, 
					InitialObjective = "51,85", -- Narvik
					LaunchType = "ParaDrop",
					LaunchX = 51, -- Destination plot
					LaunchY = 83, -- (51,83) = Near Narvik
					LaunchImprecision = 3, -- landing area
				},
				{	Name = "Para Group 2", X = 42, Y = 52, Domain = "Land", CivID = GERMANY, AI = true, -- spawn NW of Berlin
					Group = {		GE_PARATROOPER,	GE_PARATROOPER,	},
					UnitsXP = {		10,				15,				}, 
					InitialObjective = "43,72", -- Trondheim
					LaunchType = "ParaDrop",
					LaunchX = 44, -- Destination plot
					LaunchY = 74, -- (44,74) = Near Trondheim
					LaunchImprecision = 3, -- landing area
				},
				{	Name = "Para Group 3", X = 40, Y = 52, Domain = "Land", CivID = GERMANY, AI = true, -- spawn NW of Berlin
					Group = {		GE_PARATROOPER,	GE_PARATROOPER,	},
					UnitsXP = {		25,				30,				}, 
					InitialObjective = "43,72", -- Trondheim
					LaunchType = "ParaDrop",
					LaunchX = 45, -- Destination plot
					LaunchY = 76, -- (45,76) = Near Trondheim
					LaunchImprecision = 3, -- landing area
				},
			},			
			Condition = IsGermanyAtWarWithNorway, -- Must refer to a function, remove this line to use the default condition (always true)
		},

note that any condition function like the following must be declared BEFORE g_Military_Project
Spoiler :
Code:
function IsGermanyAtWarWithNorway()
	local bDebug = false
	if not AreAtWar( GetPlayerIDFromCivID(GERMANY, false), GetPlayerIDFromCivID(NORWAY, true)) then
		Dprint("      - Germany is not at war with Norway...", bDebug)
		return false
	end
	return true
end
 
Some screenshot of the UI for the Oil resource in the development version:

-The top panel shows the planned variation and the tooltip shows the previous turn usage.
Spoiler :

civilizationv_dx11_2014_05_10_20_30_52_351_original.jpg


-The unit's tooltip show the per turn consumption, as well as the build list tooltip
Spoiler :

civilizationv_dx11_2014_05_10_20_29_04_083_original.jpg


civilizationv_dx11_2014_05_10_20_32_27_756_original.jpg


- The synthetic fuel plant can be constructed by Germany only, in cities close to coal mines. The oil refinery (build by anyone) raise the maximum value for the oil reserve.
Spoiler :

civilizationv_dx11_2014_05_10_20_31_18_907_original.jpg



- When the fuel reserve goes under a fixed amount, a penalty is applied to all the mechanized units. There are 3 level of rationing with increased penalties. When rationing, all units use less oil, scaled with the level.
Spoiler :
civilizationv_dx11_2014_05_10_20_33_04_619_original.jpg
 
this is really exciting. thank you for your hard work, Gede, i know its been a long time in the making. I'm eager to start Beta testing for balance once it finishes Alpha. I know it'll take a while to balance the .dll preferences for how and how intensely the AI pursues new resources (mainly Germany, and the need to take the Caucuses/Middle East for more oil.

But looking good!
 
Where are reinforcement routes specified, again?

I think i've mentioned this before, but there must be a way to improve AI's trickle of 1's and 2's units crossing the channel to attack versus sending the whole farm all at once.

I want to start tinkering with the code a bit to see what happens, just point me in the right direction!
 
This looks very good so far. When do you think it will be in beta?
no beta until all new features are added.

but the code for the development version is available on GitHUb (see first post) and can be build with modbuddy.

Where are reinforcement routes specified, again?

I think i've mentioned this before, but there must be a way to improve AI's trickle of 1's and 2's units crossing the channel to attack versus sending the whole farm all at once.

I want to start tinkering with the code a bit to see what happens, just point me in the right direction!
the routes defines are in g_TroopsRoutes in the scenario script file.

the function itself is SendTroops(playerID) in RedAI_Global.lua
 
A bit of a side question:

Would the 'unit spawns on the calender' that the 1940 NA/Europe modders have implemented (Afrika Korps, Operation Compass, Finland units and the Barbarosa and Smolensk Counter offensive, etc) - would these types of unit spawns also work in the 1939-1945 Europe map?

I'd like to try to transpose some of the code from their map to the 1939-1945 Europe map, especially the stuff for Russia but also for North Africa. Having plain old 'operations' were the units spawn is good, but this is a bit of a more elegant way to keep things rolling on the traditional calender.


Also, is the stormgurentz (spelling? by the regiment stacking city-armor assault gun) is that not in the v.39 1939-1945 europe map? The panzerjager and mobile flak's are, and they work, but i was wonder why it isn't in it. It's a touch overpowered because its basically a tank that can attack a city multiple times, but i think its an excellent addition to the game.
 
Most units are in the development version, including the Sturmgeschütz.

For "on date" spawning, see the Stalingrad reinforcements.


edit:

There are 4 tables for unit spawning that can be used in a scenario defines file: OOB on initialization, reinforcements, operations, OOB for CS on DoW.

And of course if that's not enough you can code custom spawning in the scenario script file.
 
I think i managed to correct that bug in naval counter-attack code that made units with logistics promotion to attack 3 times. sent a pull request on git

i agree, it would be much more fun to have a more recent version of earth map to play with but yes, i can think it's a lots of work

tried some scripting on earth 36 map, it's playable if start year is '39 instead of '36... with some modifications to defines and stuff

i'm wondering if it's possible to declare a war dynamically, was thinking to make a function for USA that it checks if England is safe and if not it declares war to Hitler and makes landing on England

it's basically just producing lots of units without doing anything so i been using modified versions of your troops sending functions to make it to send some troops to Africa and Italy, thinking to make some for Japan and islands there too. And d-day of course but it doesn't work before England isn't conquered before that. Some likes unit spawns better but i like more to just send troops that has been produced to different locations where they can be useful and your functions are useful on that
 
thanks for the fix (now I need to implement the "critical hit" promotion/penalty for faster naval combat)

dynamic war is possible, yes, and something I'd like to implement instead of fixed calendar (and is one of the reason of the delay for the "free mode", I'd like to have a "dynamic mode" too)
 
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