R.E.D. WWII: Concepts & Suggestions

I've noted that too, and I'm not sure if those bugs could be corrected until Civ5 officially supports mods in MP.

The aircraft icon will appears correctly after rebase, but the submarine bug is a bit annoying, invisibility is good, but we'll like to see our own submarines before selecting them... Special forces (aka only foreign legion ATM) are also affected.

The rest (fight, scripts, etc...) should be ok, I had a 60 turns game without problems in that mode.
 
Another bugfix incoming, the combat function where not initialized on starting a new game, only when reloading a game. The retreat feature, naval counter-attack, AI override for fighters/destroyers weren't working until reloading.
 
Here it is...


v.23 (Mar 10, 2012):
- Rebuild mod in ModBuddy after HDD crash
- Bugfix : combat functions (retreat, naval counter-attack, ...) where not initialized on new game, only when reloading.
 
Bonjour Gedemon,

It has been quite a while since I last played your beautiful scenario. When I returned recently I was so surprised to see some excellent development. Great job on a great scenario!

I have a small question for you. I tried searching but had no luck so I figure I ask here. Please forgive my ignorance, but how does one start a hotseat game using your scenario?
 
As it's not officially supported, it's not really intuitive yet.

You still launch the mod normally, you don't go to the multiplayer section, and on the Europe 1939-1945 setup screen, you change the game type from "Single Player" to "HotSeat" and then you select which civs will be human or computer.

that's the setup screen I'm talking about :

Spoiler :
redww2v19a_21D.jpg


The other scenarios are not yet playable in hotseat, I'll have to make some change to them first.
 
If it's possible could you increase the damage ships do to eachother? since it's a single or a couple of ships
 
Hey Atchkizz... later in the game when you start get get some pretty extreme naval promotions, ships do a ton of damage. From an experienced player, my advice is to leave the ship damage as-is.

I have a battleship right now that can almost completely destroy an undamaged destroyer in one round. My promotion-rich destroyers can take out an un-promoted destroyer 1 on 1 (barely) after several rounds.

One thing I *did* notice is that Embarked artillery seems to be more resilient to air attacks than embarked armour or infantry. I think it's getting a 'vs. domain' bonus against air. On the flip side, my ships just maul embarked artillery. One-shot, every time.

I suppose this is less of a problem on current versions. I'm still trying to finish my v.17 game!!!
 
In my to do list is a "critical hit" feature, some capital ships will have a kind of promotion that give a chance to inflict twice damage and the target will gain a promotion that will reduce it's movement and strength. With an equivalent torpedoes promotion for aircraft.

Single figure units only will receive critical hits, as destroyers, convoy and embarked units are already weak enough against battleships.

about the embarked artillery, that's a vanilla bug with land units keeping their land attack/defense value on sea, with the difference of strength applied to sea units... I've tried to reduce it's effect on other embarked units, but the ranged units use another internal mechanism to calculate their embarked strength.
 
Not a huge concern. They're tough vs air, but I send my air against far more valuable targets and my navy can focus on the artillery (or it can get butchered when it lands)

I love the idea about critical hits. It's what lead to the sinking of the hood, bismark, and more than a few other ships after all! Consider using the same feature to reduce the number of aircraft deployable to a carrier by 1?

As far as torpedoes on aircraft... that'd be a great way to make the navy game a lot ore interesting.

EDIT: I did some research, sub v sub warfare was indeed effective, far moreso than I would have thought and that's due in large to some very crafty submarine skippers and crews. I retract my following:

Spoiler :

Are you concerned about sub vs. sub effectiveness? Contrary to what hollywood thinks, submerged submarine vs submarine warfare has only ever resulted in one submarine being destroyed and was really the exception rather than the rule. There were a small number of surface sub v. sub conflicts that ended up in a victory for one side or the other but it seems that using subs to kill subs is far too effective.
 
I plan to allow only real world embarked aircraft on carrier, once the units are added.

About sub vs sub, yes it should be ineffective, but I'm also concerned by the AI. Right now it already spends too much ineffective aircraft attacks on sub... I'm almost sure it will still try sub vs sub even if it results on 1HP lost only... And reducing the effectiveness of subs against sub attacks also result in reducing the defense ability of a sub attacked by another sub...
 
I have finished my superb v17 game atm and deciding if I should wait a little if newer versions are just roudn the corner?

I havnt played 'normal' Civ since I discovered your great mod ;]
 
Working on a revolution/colonies add-on to cultural diffusion, so next version is not "round the corner". I'd like to have some feedback on the convoy and AI troops transport too before going to next step.
 
Looks like the download link for the Data Files v3 is down :sad:
Is there anywhere else besides mediafire where I can get the mod?
 
Working on a revolution/colonies add-on to cultural diffusion, so next version is not "round the corner". I'd like to have some feedback on the convoy and AI troops transport too before going to next step.
Just got back into your fine mod after a break (read: I had played every variation I could think of) Gedemon and am having a blast with the new changes.

The convoys are a bit puzzling. I am playing France, and Germany declared war early because I attacked Spain (the idea being to get an airbase so I could steal my air force to North Africa just before the Fall of France....not sure if I lose them anyway, and that was before I realized you've increased the rebase range to three time normal range, but I digress). I doubt attacking Spain changed anything, but I mention it just in case.

I began getting convoys that moved themselves and seemed to work as planned (though I didn't check the matereil/personnel count). I made an effort to be near them with my navy, but it seemed German and Italian navies did not attack the convoys directly, though they both had the chance.

One convoy was suppose to deliver Curtis Hawk fighters but didn't seem to do so and wasn't sunk. It may have been one of the non-directed convoys, about which more here:

The thing I found most odd was that I started getting quite a few convoys from North Africa which didn't move themselves. I tried docking them in Tangiers or Barcelona (which I had captured but were in rebellion) and nothing happened. When I docked one in Marseilles (which seemed to be destination that was announced for convoys but which none moved to on their own), nothing happened. The next turn, I looked for menu options for 'other actions' but all I saw was that disbanding would net me $80, which isn't too shabby, but I'd prefer two fighters, or some industrial materiel, if that's what the convoy was supposed to have delivered.

Great work...
 
strange, the convoy may be "lost" one turn (this happens when the destination plot is occupied by another naval unit) but should give the content (unit, gold, etc...) if you manually move them to destination. And they should start auto-move again the next turn if you free the destination plot.

I'll have to tweak that so you can keep a naval unit in town for healing without messing the convoy movement...
 
It is true: I did have a submarine in Marseilles at the time they stopped auto-moving, but they didn't star up again when I cleared it. Do they give the content on their own or do you have to ask it to disband? Is that $80 bit they same for all convoys or is it the intended content of that particular one?

i wonder if some North African convoys are headed to the west coast in stead of Marseilles. I do notice that some convoys just appear without any announcement tor that 'yellow bloom' highlight that the other ones get. The auto-moving, highlighted ones (just HL'td when they come into existence) also seem to say where they are going and what they carry.
 
disembarking the content is automatic, and you should get a notification on the right side of the screen. I'd like to see the lua log of a game where the convoy stop auto-moving and didn't restart when the destination is clear of units (note: sometime it appears clear but was reported as occupied to the convoys if another convoy has reached that destination the same turn)

edit about content and destinations : they are set in ScriptEuro1940.lua, for France there are 3 convoys set :

- from North Atlantic (US) to La Rochelle or St Nazaire transporting 250 materiel or 150 personnel or one Hawk75 or 300 gold
- from North Africa to Marseilles transporting 150 personnel
- from Suez (if owned by the allied) to Marseilles transporting 250 materiel or 350 personnel or one infantry unit or 300 gold

Health of the transported unit or final value of materiel, personnel gold are relative to the convoy health on arrival.
 
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