R.E.D. WWII: Concepts & Suggestions

Doesn't affect me, I'm either England or Greece (maybe France if I have a deathwish!)
 
I mean to intercept German convoys, wait for winter, they start from Narvik then if Germany have captured the city.
 
I noticed something strange with convoys : I can only see the cargo of german convoys coming from Narvik and their destination, but not for british and french convoys (in the 1939 Europe scenario).
 
I tried the giant Earth map because I want all nations involved, but the problem with that is.. I like normal combat (not quick combat) but to see Russia and Germany etc do every turn.. It takes so long that I just practically have to wait 10 minutes and then it crashes usually too. Any way to skip the combat of other players but my own?


Edit: Any way to decrease the beta map from crashing as much? The crash in itself isn't so bad, but the long loading and having to re-enable the mod each time can stretch out time.


Edit2: Is there no button to go to main menu instead of exit to windows? xP


Edit3, a day later: I have to say it's a fun mod, but when playing as Greece for example and having to wait about ten minutes for your allies to take actions.. It gets boring real fast. That's a big flaw that you have to see your friendly units. I had show all cities turned off, but.. Guess can't disable the seeing of allies.
 
I think Stalin should be more aggressive I Europe 1939 against Poland and Finland.

In the early versions of the mod Stalin was quite random, sometimes very aggressive (eg taking alot of Finland/Poland) but in other games he did not do much. I'm not quite sure if Gedemon changed something on purpose with the Sovjet AI, but it does indeed seem that they have become quite passive in the latest versions :)
 
Nothing changed, maybe an effect of the latest civilizations patches, if they've made Catherine less aggressive, so will be Stalin. Does anyone know the defines that control this behavior ?
 
Interesting, isn't there a way you can change that? I modded a bit with Civ 4, but not civ 5 so I don't know the differences, but isn't there a variable for that?
 
I suppose, you "just" need to find the right variable and experiment with it.
 
Nothing changed, maybe an effect of the latest civilizations patches, if they've made Catherine less aggressive, so will be Stalin. Does anyone know the defines that control this behavior ?

May I ask you to reply to my previous post aswell?
 
viewing only player combats is planned, but there is no option to allow that in the base game, so it will require some DLL coding.

the way to correct beta maps crashing is to correct them. I can't work on them while there are bugs in the core code, and I'm using the Stalingrad and Europe 39 maps to correct the core code, that's faster. T_KCommanderbly is working on those, they'll be more stable, and will be flagged so when it's done. Note that giant maps can't be completely crash-proof because of their size, the game engine is not made for such size.

there is no main menu button because of a bug with the base game: civ5 doesn't unload some of the files that are overridden using the VFS property to true, so going back to the main menu and launching another mod could have strange effects.
 
Ah, thank you my man! It's a great mod and you should be proud, all who worked on it should be proud.

I can't wait untill players-only combat :)
 
Really awesome mod man, played quite a few rounds as several nations and overall I like the realism, units and the mechanics of the mod. Best WWII mod for CiV I have seen in ages!

The only thing I have to agree with others is that infantry and perhaps artillery too are too expensive in comparrison to tanks. I would love to use infantry and artillery more but tanks seems to be a safer bet, especially in the beginning of the game. I do realise you have already reduced the cost of infantry quite a bit since earlier versions of the mod (which I didn't play unfortunately) .

But as I said, overall a fantastic mod, it seems the AI is quite smart, smarter then I am used to in a vanilla CiV 5 game, so good job on that (I did only play on Deity difficulty as suggested in this thread/steam)

All in all keep up the good work, I am looking forward to more improvements to the mod :-D
 
Great job Gedemon. I have made it into operation barbarossa in the Europe map, and I'm having a blast. This mod you've made is more fun to play than any other ww2 game I've played.

I thought of a minor suggestion if you ever plan on implementing the intelligence game into your mod, or perhaps just to improve the demographics screen. Displaying material stockpile and man power numbers would be useful information. It would let the player know how the war of attrition is going.

As I mentioned this could simply be an addition to the demographics screen, or more interestingly some sort of intel feature where you can station spies in enemy cities to find out approximate supply level. I suppose that begs for the addition of a full blown spy game akin to Gods & Kings too, so perhaps this is something you've already been over.

Thanks for the awesome mod regardless.:goodjob:
 
Suggestions:

Aerial Reconnaissance which would remove the fog of war in a certain number of hexes for a turn.

Concealment promotion branching off to the rough terrain promotion tree which would hide infantry in forest from aerial reconnaissance. Alternatively it could be a paratroop promotion only.
 
@all: thanks for the comments :D

The only thing I have to agree with others is that infantry and perhaps artillery too are too expensive in comparrison to tanks. I would love to use infantry and artillery more but tanks seems to be a safer bet, especially in the beginning of the game. I do realise you have already reduced the cost of infantry quite a bit since earlier versions of the mod (which I didn't play unfortunately) .
using more tanks than infantry will quickly cripple your reinforcements economy, and artillery units are a good weapon in the war of attrition you're playing...

I thought of a minor suggestion if you ever plan on implementing the intelligence game into your mod, or perhaps just to improve the demographics screen. Displaying material stockpile and man power numbers would be useful information. It would let the player know how the war of attrition is going.
that's a good idea :goodjob:

I won't go for a complete spy system, but some basic information on the attrition war should be available to the player, you're right.

Suggestions:

Aerial Reconnaissance which would remove the fog of war in a certain number of hexes for a turn.

Concealment promotion branching off to the rough terrain promotion tree which would hide infantry in forest from aerial reconnaissance. Alternatively it could be a paratroop promotion only.
Recon is planned. "Hiding" promotion in forest is a good idea, but I'll go for radio transmission detection / enigma mechanism first.

(BTW special forces already have a sort of hide in forest/jungle promotion - ok, there is no special forces unit in game ATM, but the mechanism is there)
 
perhaps infantry units could do extra ambush damage if attacking from a hidden position?
 
Its doesn't look like personal is being detracted correctly unless I am not understanding how it works.
At the end of turn 104 you see I should be losing 1528 personal next turn from my personal pool.
Civ5Screen0008_zps4d7eee3a.jpg


The start of the next turn I still have max personal.
Civ5Screen0009_zps01c4786e.jpg
 
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