R.E.D. WWII: Concepts & Suggestions

To be short and sweet Modification is simply great. I downloaded it today, and have been playing all day - it has amazing mods, rules, units, tactics, detailed map (with strategic resources to fight over and historic accuracy) strategic timed events that happened in history and most importantly hours of fun.

I just want to thank the creator/s for this mod, simply put you have restored my faith in what the civilization series should be.

Things I love about this mod:

-The tactical map, when fighting with units. It is great to actually change your countries borders because you physically capture the land with ground troops.
-Advanced Tactics, like fast attack tanks to cut off units/armies (by territory cap, therefore cutting off the units supplies of ammo/food) and they heal much slower, and take more damage, due to being cut off. Simply brilliant.
-Wide range of units, Light/Medium/Heavy of every class, from tanks to planes, guns, troops, ships.
-Actual Country Supply for your armies - you must actually have cities making your munitions and food for your armies.
-Events happen on a historical timeline - from the attack on poland, to the german invasion of the Balkans, with the addition of unit discoveries as the happened in the historical timeline (like the Soviet Union discovering the IL2 and T34 in late 1940 - therefore preventing their production before that time.)
-With research given through the timeline instead of via resources, it allows for the 'armaments/munitions' resource - which allows for even greater tactics when heavy bombing industry and cutting off major resources such as oil/metals. Also allowing for a attrition victory, with eventual enemy complete obilitoration due to lack of resources to build military.

And the most import part - this mod allows for unit survivability. Its great that a unit (a simple hex unit) now feels as if it is an actual division of troops - that takes several battles, even when being attacked by overwhelming force, which allows for great tactics like a true 'battlefront/frontline' and allows for the building of army groups, small fast raiding units and simply being able to take a battered unit off the frontline for some R&R to heal.

Plus the fact, every unit gets a real distinction - such as your very first tank unit build it titled '1st (Light/Med/Hvy) Tank Division' or '13th T34 Division"

Simply Awesome.

Back to my buildup of Soviet forces, before the inevitable Nazi Invasion!
 
I've been playing this mod for the last three days straight, I absoultely love it, but can anyone help me understand the reinforcement 'unit scale' in the mod?

I understand it has something to do with your army size, as the more units you have the less +reinforcements per turn you recieve. I understand there are certain buildings that help the +per turn reinforcement as I try to build as many as I can -

I am playing the russian campaign and it just seems when I get more than a decent force ---- like :
8-9 tank divisions (Divisions = single unit)
6-8 infantry divisions
3-5 fighter sqaudrons (squadrons = single unit)
3-4 bomber squadrons
and 2-4 ship units...

I seem to be out of reinforcemnt per turn units (like -89 per turn, out of a storage of 4,000, which isnt much - but..) which seems to hurt my armys ability to fight a sustained war.

I just want to understand the reinforcement points (NOT THE PERSONNEL, i HAVE PLENTY OF THOSE!) I am just hoping someone can help me understand exactly what these points do, and how I can increase them to keep a balance to my war effort.

and BTW I FRIGGIN LOVE THIS MOD!!! This mod is the reason why I bought the Civilization series, I love refighting world war 2.
 
you have to wait until next turn to know your reinforcement
with germany i have every city building war bonds to keep up
 
So is there no unit capable of upgrading tiles? I noticed there was an "engineer" listed in a linked unit chart, but I don't see any mention of it in game.
 
I seem to be out of reinforcemnt per turn units (like -89 per turn, out of a storage of 4,000, which isnt much - but..) which seems to hurt my armys ability to fight a sustained war.

That is exactly the way the system is supposed to work. Playing anyone some turns you will need more reinforcement points then you make, so you get a negative number. If you keep fighting hard that number will be negative for some time. Once your units are back to full strength then you should see a positive number again. You can look when you build a unit at the requirements of that unit on both personnel and material. Each combat point you need to repair/replace costs some personnel and/or material.

If you keep fighting all the time you will eventually run out of saved points and then can only repair as much as you make. This is the most awesome part of this mod.:)
 
Will this work with version 1.0.1.551? The mod workes fine untill I get to the loading screen before the game and then it crashes,
forgot to mention that I did reinstall several times
 
i still have the problem with the loading .the date when i load the game is 2100aC ,the choose prduction does nothing and when i click to purchase buildings vanilia buildings are showed
here is the lua

[30447.666] Initializing Lua 5.1.4
[30815.891] InstalledPanel: Refreshing Mods
[30815.907] InstalledPanel: ModID IN ('d565342c-f7b5-495e-9c1d-c05c2d55c8a3', '544d699d-1c84-4606-b22f-a1b009af9471', '580c14eb-9799-4d31-8b14-c2a78931de89')
[30815.907] InstalledPanel: Refreshing Mods
[30815.953] InstalledPanel: Refreshing Mods
[30817.747] InstalledPanel: Refreshing Mods
[30817.919] InstalledPanel: true
[30818.839] InstalledPanel: true
[30820.540] InstalledPanel: Refreshing Mods
[30820.977] InstalledPanel: Refreshing Mods
[30890.834] CivilopediaScreen: SetSelectedCategory(12)
[30890.834] CivilopediaScreen: CivilopediaCategory[CategoryTerrain].DisplayList
[30890.849] CivilopediaScreen: SetSelectedCategory(1)
[30890.849] CivilopediaScreen: CivilopediaCategory[CategoryHomePage].DisplayList
[30892.534] Runtime Error: [string "Assets\Tutorial\lua\Tutorial_MainGame.lua"]:3: attempt to index global 'GlobalTutorialInfo' (a nil value)
[30892.550] Runtime Error: [string "Assets\Tutorial\lua\TutorialEngine.lua"]:39: bad argument #1 to 'count' (table expected, got nil)
[30893.205] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmImprovementR ebuildPopup.lua
[30893.205] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\CityPlotManagementP opup.lua
[30893.205] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCommandPopup .lua
[30893.205] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivEnterTerrit oryPopup.lua
[30893.205] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\LiberateMinorPopup. lua
[30893.205] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ReturnCivilianPopup .lua
[30893.205] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\AnnexCityPopup.lua
[30893.205] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarMovePopup .lua
[30893.205] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\BarbarianRansomPopu p.lua
[30893.205] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmGiftPopup.lu a
[30893.205] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCityTaskPopu p.lua
[30893.205] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[30893.205] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarRangeStri kePopup.lua
[30893.205] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmPolicyBranch Popup.lua
[30893.205] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivGoldPopup.l ua
[30895.389] Runtime Error: [string "Assets/UI/InGame/TopPanel.lua"]:273: attempt to index global 'g_Calendar' (a nil value)
[30895.389] Runtime Error: Error loading Assets/UI/InGame/TopPanel.lua.
[30895.654] RedMain: -------------------------------------
[30895.654] RedMain: R.E.D. World War II script started
[30895.654] RedMain: -------------------------------------
[30896.544] TechTree: AdvisorControl could not be found
[30896.544] Demographics: Dequeuing demographics
[30896.559] Demographics: Dequeuing demographics
[31366.497] Runtime Error: [string "Assets/UI/InGame/TopPanel.lua"]:273: attempt to index global 'g_Calendar' (a nil value)
[31370.927] Runtime Error: [string "C:\Users\Παύλος\Documents\My Games\Si..."]:260: attempt to index global 'g_Unit_Classes' (a nil value)

any help apreciated
 
I've turned the graphics down as far as I can and lowered the resolution but the game still has problems handling it. Is there anything else I can do to get it to run better? Should I use directX 9 or 10/11 when it asks? The game now crashes when I end the second turn.
 
I've turned the graphics down as far as I can and lowered the resolution but the game still has problems handling it. Is there anything else I can do to get it to run better? Should I use directX 9 or 10/11 when it asks? The game now crashes when I end the second turn.

Seems direct X 10/11 works better then 9.
 
next update will be posted soon, a small teaser with the changelog, and the link to the new datafile v.3 (80mb) that will be need : http://www.mediafire.com/download.php?xqfidww6jb7hw2o

just launching a few test games, and if all seems good, the main file will follow...


v.15 (Fev 05, 2012):
- Changed : cleaning of common and scenario files, removing a lot of unnecessary replicated chunks of code...
- Bugfix : some Dawn of Man and Diplo screens were not loaded on world map.
- Bugfix : wounded paratrooper won't break the reinforcement system anymore.
- Added : paratrooper data definition (can use paradrop from cities only)
- ExploitFix : cities selling disabled.
- Added : cities hexes always revealed (allow long range bombing) (optional, must set "REVEAL_ALL_CITIES = true" in scenario define file)
- Added : Greece as playable nation on Europe 1939-1945 scenario.
- Added : Greek units
--- Land : Infantry, Vickers Mk E, Vickers Mk II
--- Air : Fairey Battle, Bristol Blenheim, PZL.24, Spitfire
--- Sea : Pisa Class, Katsonis Class, Vasilefs Georgios Class
 
V.15 is uploaded, go and grab it here :D

Remember that you must update the data file too.

There's a new map/scenario included, but it's a W.I.P. by T_KCommanderbly and it's not meant to be playable yet.
 
oups, small fix needed, I've made to much code cleaning, something important was missing...

please update to R.E.D. WWII Edition (v 16) if you have downloaded v.15

v.16 (Fev 05, 2012):
- Bugfix : pre-placed units were not initialized correctly, breaking some of the mod features (reinforcement, auto-update) on the 1942 world map.
 
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