R.E.D. WWII: Concepts & Suggestions

Hallo Gedemon, hier meine LUA:
[3130.503] Initializing Lua 5.1.4
[3160.330] InstalledPanel: Refreshing Mods
[3160.330] InstalledPanel: ModID IN ('02453135-2694-47f8-9690-29cca6cce199', 'd565342c-f7b5-495e-9c1d-c05c2d55c8a3', 'a028d675-1f4d-45b5-bd6e-869b77079405', '544d699d-1c84-4606-b22f-a1b009af9471', '580c14eb-9799-4d31-8b14-c2a78931de89')
[3160.330] InstalledPanel: Refreshing Mods
[3160.361] InstalledPanel: Refreshing Mods
[3162.031] InstalledPanel: Refreshing Mods
[3181.749] RedEuro1940Setup: -------------------------------------
[3181.749] RedEuro1940Setup: R.E.D WW2 - Europe 1940 setup screen
[3181.749] RedEuro1940Setup: game version : 1.0.1.383 (237603)
[3181.749] RedEuro1940Setup: -------------------------------------
[3181.749] RedEuro1940Setup: Enabled mods :
[3181.749] RedEuro1940Setup: - R.E.D. WWII Data Files (v.2)
[3181.749] RedEuro1940Setup: - R.E.D. WWII Edition (v.14)
[3181.749] RedEuro1940Setup: -------------------------------------
[3206.600] CivilopediaScreen: SetSelectedCategory(12)
[3206.600] CivilopediaScreen: CivilopediaCategory[CategoryTerrain].DisplayList
[3206.631] CivilopediaScreen: SetSelectedCategory(1)
[3206.631] CivilopediaScreen: CivilopediaCategory[CategoryHomePage].DisplayList
[3206.647] PlotHelpManager: Loading Europe 1940 Defines...
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[3207.146] CityBannerManager: Loading Europe 1940 Defines...
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[3207.162] NewTurn: Loading Europe 1940 Defines...
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[3207.193] PlotHelpText: Loading Europe 1940 Defines...
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[3207.458] Runtime Error: [string "Assets\Tutorial\lua\Tutorial_MainGame.lua"]:3: attempt to index global 'GlobalTutorialInfo' (a nil value)
[3207.474] Runtime Error: [string "Assets\Tutorial\lua\TutorialEngine.lua"]:39: bad argument #1 to 'count' (table expected, got nil)
[3207.739] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
[3207.739] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\CityPlotManagementPopup.lua
[3207.739] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCommandPopup.lua
[3207.739] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivEnterTerritoryPopup.lua
[3207.739] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\LiberateMinorPopup.lua
[3207.739] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ReturnCivilianPopup.lua
[3207.739] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\AnnexCityPopup.lua
[3207.739] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[3207.739] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\BarbarianRansomPopup.lua
[3207.739] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmGiftPopup.lua
[3207.739] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCityTaskPopup.lua
[3207.739] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[3207.739] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
[3207.739] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmPolicyBranchPopup.lua
[3207.739] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivGoldPopup.lua
[3208.285] ProductionPopup: Loading Europe 1940 Defines...
[3208.285] ProductionPopup: -------------------------------------
[3208.300] TopPanel: Loading Europe 1940 Defines...
[3208.316] TopPanel: -------------------------------------
[3208.441] RedMain: -------------------------------------
[3208.441] RedMain: R.E.D. World War II script started
[3208.441] RedMain: -------------------------------------
[3208.456] RedMain: Loading Europe 1940 Defines...
[3208.456] RedMain: -------------------------------------
[3208.456] RedMain: Loading Europe 1940 Scenario...
[3208.472] Runtime Error: [string "Resource\Common\R.E.D. WWII Edition (v 14)\..."]:32: attempt to index field 'BackButton' (a nil value)
[3208.472] RedMain: -------------------------------------
[3208.690] TechTree: AdvisorControl could not be found
[3208.690] Demographics: Dequeuing demographics
[3208.690] Demographics: Dequeuing demographics
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[3244.758] -------------------------------------
[3244.758] CALLING AI UNIT CONTROL - active turn for Deutschland
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[3244.758] Clearing Interceptors table...
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[3244.758] Interceptors table :
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[3247.862] Runtime Error: [string "Resource\Common\R.E.D. WWII Edition (v 14)\..."]:260: attempt to index field '?' (a nil value)
[3254.461] CityView: AdvisorControl could not be found
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[3254.461] CityView: AdvisorControl could not be found
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please i have at least 3 weaks i uploaded my lua about the loading save game problem.i have two thing that may have the problem.loading the mods files(top panel,calendral)or when saving it doesnt save some data.please can someone upload a save WITHOUT any dlc(except mongol)to help me find out what's the proble?
 
A couple of other AI issues that I've noticed, which I'm not sure if there's anything that could be done about them:

- Germany seems to have a real problem with invading Copenhagen. In my current game on turn 129, Germany has about 13 units all positioned around Copenhagen and has had at least 3 there the entire game, always doing nothing. This is tying up a ton of resources.

- Germany (and probably other AI nations as well) has units just sitting in their cities doing nothing. I count 6 tanks, 6 artillery, and 3 infantry. That combined with the previous bug means that Germany's got this big army that's not doing much...
 
Hi Gedemon, can you help me? looking my last Posting, Brausemaus from Oct 18.2011, with the LUA File. whot can i doing?:(
The MOD 1942 is correct for playing, the Paratroopers can not jumping, the Game is just frosting.:eek:
sorry for my bad english. :undecide:
 
Thanks for making this Gedemon. It's a lot of fun. I'm currently playing the French on Deity and have just taken Berlin on turn 152. A few things that I've noticed: The Germans haven't built any Panzer IVs and just a few Panzer IIIs throughout the entire game. I've been able to build a bunch of Char B1s and just devastate their armor units. Is it possible to force the AI to produce heavier tank units? The Panzer IIs don't stand a chance. The same goes with the Soviet units, I haven't seen any T-34s, just BT-7s and T-26s. For some reason the AI disfavors the heavier units.

I was able to hold off the Germans drive into France because they got tangled up taking Strasbourg and Metz. Anyway to make the AI drive through Brussels and Reims and just ignore Strasbourg and Metz?

The other issue I've noticed is that the AI will embark units when it makes no sense to do so, embarking right next to my own destroyers. It seems that if the AI encounters a tough defensive position, or if there are too many units in the area, it tries to go around the problem instead of through it or waiting for a space to open up.

One other thought I had was to make the Italian infantry weaker when compared to the other warring nations. That way it would account for the poor showing of the Italian troops in France, Greece, and Africa during WWII.

thanks again!
 
jyinbrooklyn i dont think that making italians worse could be a good idea firstly because is was their bad fighting but the good fighting of their enemies and secontly it will ruin balance by making a nation with vital position weak
 
If you agree that the other nations fought better, wouldn't making the Italian infantry a weaker force be the same as making its enemies stronger?

I don't know if that would unbalance the game. After all the Italians didnt have many victories in WWII. I think it would make it more realistic.
 
Yes, but making them weaker may carry the risk that win with Italy becomes impossible.
If we make France and Britain more powerful, and we play as e.g. the Soviet Union, Italy would be destroyed in 20 turns. It would ruin the balance of powers, and the chance of all nations to victory.
 
italians soldiers were weaker,they had bad command but even when their command was excelent(attack to greece from the whole line with combined infarty artillery airforce tanks against only infarty which was just standing and greeks lost 1 division and italians lost 5 div infarty and 1 tank div)
 
While playing as Italy, after the fall of France, I lost ALL the french cities and colonies I conquered. I spend a crapload of time rounding up all of Africa, and it's all just been for nothing...
 
While playing as Italy, after the fall of France, I lost ALL the french cities and colonies I conquered. I spend a crapload of time rounding up all of Africa, and it's all just been for nothing...

Not really, think of all the experience your units have gained.:) Now you will be that much stronger when your units next fight.

The Vichy colonies is WAD (Works as designed).
 
But I should still keep what I have conquered, no? That kind of limits your conquests as Italy to only non-french cities and colonies.
 
But I should still keep what I have conquered, no? That kind of limits your conquests as Italy to only non-french cities and colonies.

Yes, I thought that too, but then reconsidered. The Italians in history only joined the war for a few weeks before the end of France so had no opportunity to take Africa from France. Having said that you do get NICE for free if you wait to enter the war. Otherwise use the attack on the colonies for experience and capturing the one french city. That one you get to keep. Not much of a city but you can bomb Gibraltar from there and then take Gibraltar.

Maybe future releases will change this but I am now over the "WTH" happened moment when I took all but Morocco before Paris fell and lost everything, except NICE!

In stead I use it as training for my drive through west Africa and getting the last French city in the middle east. Then it is on to Greece and Yugo. Then the Soviet Union (Might be earlier if they attack Germany first).

Italy is by far the most fun to play and the most challenging.
 
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