R.E.D. WWII: Concepts & Suggestions

I've been gone from this mod for quite some time now, but just started playing again due to boredom with other games :)

What are the requirements for getting your unit upgraded (if you have reseached the upgraded version), I am wondering due to as Germany still having alot of BF110s and Panzer IVs around.

Otherwise, as always, great and awesome mod Gedemon, keep it up :D


(your mod is of such an quality that it should be included in the box just like some of the mods that came with my civ4) :)
 
To upgrade your units after have researched the version, I think you need some material, so if you are at 0 each turn, you can't upgrade your units :undecide: .

(your mod is of such an quality that it should be included in the box just like some of the mods that came with my civ4) :)

I agree with you :)
 
I am assuming the reason the hotseat mode workes for me (somewhat) is because with less ai doing things, the better it can run. The fact that I cant seem to play as germany is mysterious to me. Is there any way you can look into this?
 
Hello Gedemon, I have a suggestion concerning reinforcement for naval units : is it possible to reduce the cost in materiel to reinforce them and to increase the personnel cost?
Because for this moment, only infantry really needs personnel and all others units need materiel, so it's difficult to repair ships and more.
Moreover there were hundreds or thousands crew members in these ships so I think it would be nice if the cost in personnel was at least the same as the cost in materiel (10 personnel and 10 materiel).
 
Hello Gedemon, I have a suggestion concerning reinforcement for naval units : is it possible to reduce the cost in materiel to reinforce them and to increase the personnel cost?
Because for this moment, only infantry really needs personnel and all others units need materiel, so it's difficult to repair ships and more.
Moreover there were hundreds or thousands crew members in these ships so I think it would be nice if the cost in personnel was at least the same as the cost in materiel (10 personnel and 10 materiel).

It really depends on which faction your playing, if I'm paying as the Germans I'll never have enough material, if I'm paying as Japan, I'll never have enough personnel. Even if I build barracks in every city I'll still have issues. It's all about balancing out your economy and being able to predict what you are going to need.
 
As Germany I tend to focus on having loads of infantry and artillery guns (well, as much as your gold income allows), and then just rush the sovjets using panzers for mobbing out enemy units left behind. Once you have beaten them past stalingrad and moscow they dont pose a real threat anymore and you can focus on beating UK's navy (which is tricky due to its insane size)..

Only complaint I kinda have is that Italy in the hands of the AI seems totally rubbish, but I guess that kinda fits "Il Duce"'s lack of military skill hehe
 
Hello Gedemon, I have a suggestion concerning reinforcement for naval units : is it possible to reduce the cost in materiel to reinforce them and to increase the personnel cost?
Because for this moment, only infantry really needs personnel and all others units need materiel, so it's difficult to repair ships and more.
Moreover there were hundreds or thousands crew members in these ships so I think it would be nice if the cost in personnel was at least the same as the cost in materiel (10 personnel and 10 materiel).

It's possible (change MaterielRatio value in g_Unit_Classes in RedDefines.lua), but I prefer it this way, at least for capital ships (some damaged battleships were not repaired because of lack of materiel, not personnel). I may lower the ration a bit for destroyer / cruiser thus.

Next release is *soon*.

So here is a little teaser... :D


Now, You know what's coming next ?
 
v.24 : including Stalingrad map !


Here it is, I'm happy to announce that v.24 is uploaded and available on CFC file database :D

This is a major update, thanks to T_KCommanderbly for the units, icons and projects coding, I've also spend a lot of time to debug that one because of numerous changes, bugfix, balances and additions...

You'll be happy to test the new Stalingrad scenario in hotseat (beta version : the AI won't be a good partner for now, unless you like punching balls...)

And now the usual changelog:

v.24 (May 08, 2012):

- Added : Stalingrad scenario (beta version with dumb AI, to get feedback on the map or to play hotseat)
- Added : T_KCommanderbly icons for some unit classes
- Added : option to force historical calendar only (no early DoW)
- Added : option to turn off custom events ("fall of..") in the 1939-1945 map.
- Added : hotseat game mode for America/Europe 1936 and Earth 1942 map.
- Added : hotseat loading screen (no need to launch a new hotseat game to reload one...)
- Added : option for quick combat borrowed from Thalassicus' CiVUP/VEM (open and edit Option.sql in R.E.D. WII mod folder)
- Added : combat infos (unit class, combat strength, reinforcement needed...) in unitflag's tooltip, based on Hover Info by Adam Watkins.
- Added : units help text (global class description and usage) in production list.
- Added : setting to allow x2 moves on ocean tiles (default is "USE_FAST_OCEAN_MOVE = true", works with embarked units)
- Added : setting to allow +2 moves on all sea tiles (default is "USE_FAST_NAVAL_MOVE = false", doesn't work with embarked units)

- Bugfix : Free France colony reconquest was not triggered.
- Bugfix : convoy are considered at destination when they reach a plot adjacent to a city, not the city itself, this should reduce the occurence of convoy blocked because of another ship in the city.
- Bugfix : count free promotions when calculating reinforcement for a unit type (correct display of material for heavy units in production list)
- Bugfix : units retreat from a city when the city HP is predicted to go under 5 HP after an attack (was 0, leading to city captured without unit escaping when prediction was erroneous - there's a small random variation here)
- Bugfix : do not use bugged vanilla function unit:JumpToNearestValidPlot() (make the game crash if there's no valid plot on the map)

- Balance : number of resistance's turns for a captured city is halved.
- Balance : -25% for Battleships against air unit. ("Large Target" promotion also used on heavy tanks & assault guns)
- Balance : fortified unit get +25% defense each turn, with 6 turns max. (Fortified Infantry can now get 150% defensive bonus...)
- Balance : raise city defense from population.
- Balance : raise city defense from building (24 from military base, 16 from arsenal, 6 from barracks), add/raise upkeep cost to those buildings.
- Balance : lower crossing River Penalty to -33%, amphibious assault penalty to -50% (from -50%, -75% respectivly, vanilla is -25%)
- Balance : no bonus (units, buildings) for AI sided with a human player.
- Balance : raise cost of heavy units. (tanks, assault guns)
- Balance : movement cost on desert and snow x2, also added Thal's desert and snow promotions from CiVUP/VEM
- Changed : some units variable renamed for code consistency.

- Added : new Assault gun unit class, represented by the heavy KV-2. To use against cities and fortified units.
- Added : 20 more danrell's units (some much requested !) thanx to T_KCommanderbly
- Heavy Tanks : French ARL-44, German Panzer VI Tiger, Russian IS-1 & IS-2, American M-26 Pershing
- Cruiser Tanks : UK Valentine, Covenanter, Crusader & Crusader Mk III
- Tanks : German Panther, Russian T34-85, American Sherman IIIA, Sherman IV, Sherman Jumbo, Sherman Easy Eight
- Fighter : American P-36, Russian Yak-7, Italian Macchi C.202 Folgore
- Heavy Bomber : UK Lancaster, American B-24 Liberator



Due to the number of change, they can be more or less bugs hidden there, I count on you to report those, as I can't try all the combination of game mode (single, hotseat), scenario (4) and nations (how many now ? 7? 8?)

TIA and have fun ! :goodjob:
 
Ho, I forgot, a quick summary of the "rules" of the Stalingrad scenario :

- No project, no upgrade, no building constructed
- only 3 cities on each side can produce units (you should buy them, you got 10000 gold at start, and 250 gold per turn just for that). Don't lose them.
- No embark promotions, except for units starting on the Znamensk side of the Volga. Once crossed, the promotion is removed.
- Capture/hold Stalingrad

No victory condition set, no time limit (should be 30-50 turns), no operation Uranus/Little Saturn for this beta version. But more gameplay feature will come. :D
 
Damn that looks pretty sweet Gedemon :D I know awesome work takes time, but yours is so damn nice its very hard to wait :D

I guess the plan is to keep adding units (well atleast the most known ones I guess), but does that include a broader selection of arty guns ?


ps, not sure how relevant it is with a new version up, but in my current save game certain german tanks dont upgrade (my BF110s and 109s do just fine) even with loads of manpower and material..
 
ps, not sure how relevant it is with a new version up, but in my current save game certain german tanks dont upgrade (my BF110s and 109s do just fine) even with loads of manpower and material..

Depend of the tank, depend of the map... not all units have upgrades, by default, I've set few units with upgrades, see this table, only close models upgrade :

Spoiler :
Code:
g_UnitUpgrades = {
	[FR_R35] = FR_R40,
	[FR_H35] = FR_H39,
	[GE_PANZER_II] = GE_PANZER_II_L,
	[GE_PANZER_III] = GE_PANZER_III_J,
	[GE_PANZER_IV] = GE_PANZER_IV_G,
	[GE_PANZER_IV_G] = GE_PANZER_IV_H,
	[GE_BF109] = GE_BF109_F,
	[GE_BF109_F] = GE_BF109_G,
	[GE_BF110] = GE_BF110_F4,
	[UK_CRUISER_II] = UK_CRUISER_IV,
	[UK_CRUISER_III] = UK_CRUISER_IV,
	[UK_SPITFIRE] = UK_SPITFIRE_V,
	[UK_SPITFIRE_V] = UK_SPITFIRE_IX,
	[RU_T34] = RU_T34_76,
	[RU_T34_76] = RU_T34_85,
	[RU_LAGG3] = RU_LA5,
	[RU_LA5] = RU_LA5_V2,
	[RU_LA5_V2] = RU_LA7,
	[IT_M11_39] = IT_M13_40,
	[IT_M13_40] = IT_M14_41,
	[IT_M14_41] = IT_M15_42,
	[US_SHERMAN] = US_SHERMAN_IIA,
	[US_SHERMAN_IIA] = US_SHERMAN_III,
	[US_SHERMAN_III] = US_SHERMAN_IIIA,
	[US_SHERMAN_IIIA] = US_SHERMAN_JUMBO,
	[US_SHERMAN_JUMBO] = US_SHERMAN_EASYEIGHT,
}

In his scenario, T_KCommanderbly has set an extended table, example for the 1936 scenario :

Spoiler :
Code:
g_UnitUpgrades = {
	[FR_AMR35] = FR_R35,
	[FR_AMC35] = FR_R40,
	[FR_R35] = FR_R40,
	[FR_H35] = FR_H39,
	[GE_PANZER_I] = GE_PANZER_II,
	[GE_PANZER_35] = GE_PANZER_II,
	[GE_PANZER_II] = GE_PANZER_II_L,
	[GE_PANZER_III] = GE_PANZER_III_J,
	[GE_PANZER_II] = GE_PANZER_IV,
	[GE_PANZER_II_L] = GE_PANZER_IV,
	[GE_PANZER_IV] = GE_PANZER_IV_G,
	[GE_PANZER_III] = GE_PANZER_IV_G,
	[GE_PANZER_III_J] = GE_PANZER_IV_G,
	[GE_PANZER_IV_G] = GE_PANZER_IV_H,
	[GE_BF109] = GE_BF109_F,
	[GE_BF109_F] = GE_BF109_G,
	[GE_BF110] = GE_BF110_F4,
	[UK_CRUISER_I] = UK_CRUISER_II,
	[UK_CRUISER_II] = UK_CRUISER_IV,
	[UK_CRUISER_III] = UK_CRUISER_IV,
	[UK_CRUISER_IV] = UK_A15_CRUSADER,
	[UK_A13_COVENANTER] = UK_A15_CRUSADER,
	[UK_A15_CRUSADER] = UK_A15_CRUSADER_MKIII,
	[UK_VICKERS_MK6B] = UK_MATILDA_I,
	[UK_MATILDA_I] = UK_MATILDA_II,
	[UK_MATILDA_II] = UK_M4_FIREFLY,
	[UK_SPITFIRE] = UK_SPITFIRE_V,
	[UK_SPITFIRE_V] = UK_SPITFIRE_IX,
	[RU_T34] = RU_T34_76,
	[RU_T34_76] = RU_T34_85,
	[RU_I16] = RU_LAGG3,
	[RU_LAGG3] = RU_LA5,
	[RU_LA5] = RU_LA5_V2,
	[RU_LA5_V2] = RU_LA7,
	[RU_LA5] = RU_LA7,
	[RU_T26] = RU_T28,
	[RU_T28] = RU_T34_76,
	[RU_BT2] = RU_BT7,
	[RU_TB3] = RU_PE8,
	[RU_KV1] = RU_KV2,
	[IT_M11_39] = IT_M13_40,
	[IT_M13_40] = IT_M14_41,
	[IT_M14_41] = IT_M15_42,
	[IT_CR42] = IT_G50,
	[IT_G50] = IT_G55,
	[US_M3STUART] = US_M5STUART,
	[US_M3_GRANT] = US_SHERMAN_IIA,
	[US_SHERMAN] = US_SHERMAN_IIA,
	[US_SHERMAN_IIA] = US_SHERMAN_III,
	[US_SHERMAN_III] = US_SHERMAN_IIIA,
	[US_SHERMAN_IIIA] = US_SHERMAN_JUMBO,
	[US_SHERMAN_JUMBO] = US_SHERMAN_EASYEIGHT,
	[US_P36] = US_P40,
}


So, which Panzer, on which scenario is not updating ?


(edit : that make me note that I must update the table with the UK cruiser tanks...)
 
It's some of my Panzer IVs (stock model), some of them upgraded to the J model once I researched that. But now I even have the H version researched but I still have stock Panzer IVs around aswell as some J models, and planes upgrade just fine if I have excess material.

So I guess the issue came somewhere after researching the J model and having a few upgrades to that model happen..

Oh forgot which scenario, its the europe 1939-1945 one


Ps, is it by design that units cannot embark from dunkirk or amsterdam? In order to attack brittain as germany I have to use Brest (or whatever the most western french town is called hehe), or cities even futher away.
 
It's some of my Panzer IVs (stock model), some of them upgraded to the J model once I researched that. But now I even have the H version researched but I still have stock Panzer IVs around aswell as some J models, and planes upgrade just fine if I have excess material.

So I guess the issue came somewhere after researching the J model and having a few upgrades to that model happen..

Oh forgot which scenario, its the europe 1939-1945 one


Ps, is it by design that units cannot embark from dunkirk or amsterdam? In order to attack brittain as germany I have to use Brest (or whatever the most western french town is called hehe), or cities even futher away.
Thank you for the details, I'll investigate that.

On the 1939-45 map, units can embark only near a city with a harbor, can't remember if Dunkirk has one from start, but if not you can build/rush one there.
 
I think there is 10-20 unit slots available (is that correct Gedemon?).

If so what units would you guys like added?
Correct for the number of slot. Could raise it a bit maybe, buy not much.

If you ask me, with better defended cities, a few assault guns could help...
 
A bit of diversity for land based ranged units would be on my wish list, would be nice to have more than the stock artillery unit to choose from :P


@Gedemon, in my game I cannot embart from Dunkirk even with a harbor. Its a minor issue now since the assault on Brittain is well underway, but I'll check if I'll have the same issue in the new version once I complete this game. :)
 
Hello Gedemon, I tested the last version on the european scenario (39-45) with France and I detected a new bug : when convoys arrive to their destination, we receive bonuses twice, one on the tile next to the city, and one in the city (So I receive 600 gold and not 300, 2 curtiss hawk 75...) and this for all my convoys.
I didn't try with others civs so I don't know if it's specific to France or not...

Apart from that, improvements seem to be good, except for the new defensive bonuses for infantry, I'm skeptical. For the moment I just start the war against germans, and their bombers are not very effective against them, and infantry either, but I don't know yet against tanks.

But your mod is still so awesome, so please continue to improve it, because I love it!! :D
 
I'll look at the convoy bug, thank you for reporting it !

For the infantry, I've also lowered the penalty from crossing rivers, and there are the new heavy tanks on late war. We'll see how the overall balance is affected, but this update is pretty big on that point, so I want feedback like yours, yes.

And in my test games, the first attack remove the fortified bonus BTW (or is it a hotseat bug ?)
 
Great, great mod. The things this mod gets right are the most important things: Gameplay and aesthetics. The landscaping is exquisite both in terms of general accuracy and in terms of generating great game play (good use of terrain features). Reading Beevor's Stalingrad this week (which is why I searched for a CIV WWII mod in the first place) and I look forward to playing that beta as it matures. Have played USSR in 1936- and 1939-1945 and the Germans from 1939-1945.

The retreat feature also brings a whole new and welcome level of strategy to the game.

Some suggestions:
1. Resources. Resources. Resources. Much of the fighting was about getting or denying others resources, certainly the Romanian oil fields were desired by Hitler and even he noted that without the oil of the Caucuses, which drove part of the invasion of USSR, the Nazis could not win. Aluminum and others. Game would be better with resources.
2. Need different units types serving different functions. What this game has is essentially 6-7 variants of the same unit in a couple different weapons classes with only "strength" differentiating them. I get that is realistic, that there were all those various models and what not, and the research and skins are nice. But there are too few unit types doing different things. There is one fighter, one bomber, tank, etc., just at say 35, 40, 45, 48, and 50 strength. That is really pretty limiting, boring, and unrealistic in terms of modeling the dynamism of actual conflicts. New units could or should be:
a) anti-aircraft units. They were HUGE factors in Stalingrad and Operation Uranus in particular and the entire war in general and they don't even exist in this game. Should be expensive, slow, and relatively easy to kill with ground troops. Planes should not be the only defense to planes.
b) engineers. I like that this is a war-centered and not civ-building oriented scenario but there should be some engineer with say a limited number of engineering points that can be spent or earned and can be used to build some very limited number of roads and bridges. Just like in WWII! or any other war. Take a very close look at the two mountains opposite Strausburg across the river. Think the Nazi's would not have placed roads on both of them? Point generalizes. Should not be a free build, but limited functionality for war support kinds of purposes.
c) mining and sappers: mines were a key part of the conflict and crucial to controlling or slowing tank and mobile infantry. Clearing mines would be like cleaning fallout or maybe this is another task the engineer could do, and which would be risky.
2. subs appear to be visible to everyone and everything not just destroyer-class ships. That makes subs useless.
3. supply depots. love the reinforcement angle (though it is quite opaque) but another change would be to add supply depots that could be built and where the "cost" of using the supplies is a function of proximity, such that in some cases it would make sense to pay to build a supply depot closer to the front. Strategic placement would loom large as would the potential to steal depots. Again, just like WWII, especially in Stalingrad and region, it was a decisive issue. Could get real creative and support supply drops by bombers.

I make all these suggestions with zero understanding of their feasibility but with a love already for this scenario and a desire to see it get better and better. Thanks.
 
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