R.E.D. WWII: Concepts & Suggestions

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.



Yay Update!! Been waiting this....for...i dunno, ever since v14 i think....
why couldn't you post for the past.....whatever period? A lot of us were confused because you didn't post anything....

but whatever...you're back now!!

oh. a question: is it compatible with simple mods like fastmove? I think using it would help reduce the lags when processing ai's turn......but if it isn't compatible, oh well.

and...are there new units to the original factions? I think last time you said kv2s were only graphical and not yet implemented...that is why I am asking.

P.S. I didn't play civ5(instead played ffh2 lol) for a long time, but now I gotta start again!
 
oh. a question: is it compatible with simple mods like fastmove? I think using it would help reduce the lags when processing ai's turn......but if it isn't compatible, oh well.

and...are there new units to the original factions?
Do you have a link tout the fastmove mode?

No new unis to original civs, most work was the inclusion of Greece, and cleaning of the code after a few months away...
have u put the fix of the flag and the rest in this version or u will do it later?

Later :)
 
Do you have a link tout the fastmove mode?

No new unis to original civs, most work was the inclusion of Greece, and cleaning of the code after a few months away...



Here, I have the mod....I got it from civ5 mod browser, and I don't think I can find any forum page or such. So I'm uploading it.

Btw, another question. Is there a problem if it is run with dx9 instead of 11? I haven't played dx9 very much but it may be useful for saving time even further:D So I'm considering the pros and cons.
 

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I don't know for Dx9 vs Dx11 performances, the relative gain may depend of the machine the game is played on...

about the fast move mod, should be compatible, but I don't plan to allow other mods to be activated at the same time of this mod, to prevent bug reports that may be caused by incompatibilities. (and keeping a list of authorized mods, like this small one, would be time consuming)

but I can show you how to use it with R.E.D. :

find NewRules.xml in your R.E.D. WWII Edition mod folder, open it in any text editor, it will look like that :

Spoiler :
Code:
<?xml version="1.0" encoding="utf-8"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Ed Beach (Firaxis Games) -->
<!-- Created by ModBuddy on 1/20/2011 9:24:48 AM -->
<GameData>
	<DeleteMissingReferences table="Units" column="Type"/>
	<DeleteMissingReferences table="Improvements" column="CivilizationType"/>
	<DeleteMissingReferences table="UnitClasses" column="Type"/>
	<DeleteMissingReferences table="Unit_AITypes" column="UnitType"/>
	<DeleteMissingReferences table="Unit_FreePromotions" column="UnitType"/>
	<DeleteMissingReferences table="Unit_Flavors" column="UnitType"/>
	<DeleteMissingReferences table="Unit_UniqueNames" column="UnitType"/>
	<DeleteMissingReferences table="UnitGameplay2DScripts" column="UnitType"/>
</GameData>

Add the Fastmove code near the end like that :

Spoiler :
Code:
<?xml version="1.0" encoding="utf-8"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Ed Beach (Firaxis Games) -->
<!-- Created by ModBuddy on 1/20/2011 9:24:48 AM -->
<GameData>
	<DeleteMissingReferences table="Units" column="Type"/>
	<DeleteMissingReferences table="Improvements" column="CivilizationType"/>
	<DeleteMissingReferences table="UnitClasses" column="Type"/>
	<DeleteMissingReferences table="Unit_AITypes" column="UnitType"/>
	<DeleteMissingReferences table="Unit_FreePromotions" column="UnitType"/>
	<DeleteMissingReferences table="Unit_Flavors" column="UnitType"/>
	<DeleteMissingReferences table="Unit_UniqueNames" column="UnitType"/>
	<DeleteMissingReferences table="UnitGameplay2DScripts" column="UnitType"/>

	<MovementRates>
		<Update>
			<Set TotalTime="0.2"/>
		</Update>
	</MovementRates>
</GameData>

save the file, et voilà, launch game.
 
Is there a version past v.3 for the R.E.D. WWII Data Files?
And by update do you mean deleting the previous version or adding merging the two folders? Do I need to have merged v.15 with v.14 before updating to v.16 or is v.16 the full version?
 
Is there a version past v.3 for the R.E.D. WWII Data Files?
And by update do you mean deleting the previous version or adding merging the two folders? Do I need to have merged v.15 with v.14 before updating to v.16 or is v.16 the full version?

Sorry I didn't read the readme before posting
 
And what does it mean when it says like Germany's capital is calling reserve troops? Does it mean theyre producing units or using the "your country needs YOU" option or just preparing for war?
 
And what does it mean when it says like Germany's capital is calling reserve troops? Does it mean theyre producing units or using the "your country needs YOU" option or just preparing for war?


I wondered about the same thing before.....
This is just for the AI, and it's basically a way of giving units to the AI. I think Gedemon said Germany would receive reserve troops for the first 5 turns or so.

And the way I know it, if the AI's units are less than a certain number(I think it was 15....probably wrong,tho) they get reserve troops in their capital.
 
Glad this thread is alive!

I noticed one more mistake on the map.
Vilnius should be Polish city at the start of 1939-1945 game. And it became Baltic again only after Fall of Poland.
http://www.fsmitha.com/h2/map10eu.htm

And one question about units.
Is it possible to add special unit for USSR?
I mean marines.
Actually, a lot of sailors were sent to Army after USSR lost navy bases. And they were used as special infantry.
60+ divisions were made from that sailors during the War, if my memory serves my right.
I can provide with photos and descriptions.

One issue about infantry.
Infantry stats are stable.
Players and AI get more and more powerful tanks and other units.
Infantry may become too weak and useless one turn.
 
I am getting a runtime error. I tried all the bug fixes, but it keeps kicking me off at the end of the 2nd turn right after Churchill talks to me about my expansion of lands.

I have attached the lua.txt file.

PLEASE HELP!

:mad:
 

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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'm having the same problem...did you get it to work properly & if so, how? Thanks!
 
Glad this thread is alive!

I noticed one more mistake on the map.
Vilnius should be Polish city at the start of 1939-1945 game. And it became Baltic again only after Fall of Poland.
http://www.fsmitha.com/h2/map10eu.htm

And one question about units.
Is it possible to add special unit for USSR?
I mean marines.
Actually, a lot of sailors were sent to Army after USSR lost navy bases. And they were used as special infantry.
60+ divisions were made from that sailors during the War, if my memory serves my right.
I can provide with photos and descriptions.

One issue about infantry.
Infantry stats are stable.
Players and AI get more and more powerful tanks and other units.
Infantry may become too weak and useless one turn.
Thanks for reporting the Vilnius case, it's in the to do now.

There's only one graphic model for USSR infantry, and we may be close of a hard limit for the number of unit type (242/256), but that's a possibility, if the unit is made.

Where they considered special forces or "normal" infantry division ?

And projects to raise infantry defense against tank is also in the to do list :)

I am getting a runtime error. I tried all the bug fixes, but it keeps kicking me off at the end of the 2nd turn right after Churchill talks to me about my expansion of lands.

I have attached the lua.txt file.

PLEASE HELP!

:mad:
the 1936 scenario is a W.I.P., do you have the same problem with the 1939 and 1942 maps ?
 
There's only one graphic model for USSR infantry, and we may be close of a hard limit for the number of unit type (242/256), but that's a possibility, if the unit is made.

Well........I have kinda bashed a reskin for Soviet Naval Infantry for my Eastern Front scenario. I could PM the dds file to you but I don't feel it is good enough for uploading.

I based it on the Chinese Communist infantry which had roughly the same proportions. I unfortunately don't know how to create units from scratch so all my 'customs' are just reskins.

EDIT: As for 60+ divisions....that figure is a bit inflated and in my view probably not the best choice for UU status. If anything the Katyusha is a more iconic unit along the T-34 which is already in the game.

Here is some additional info on the Naval units involved on the Eastern Front
http://www.balagan.org.uk/war/ww2/snippet/russian-naval-infantry.htm
 
Gedemon,

Here's the Naval Infantry re-skin as promised.

Sorry for no screenshot.

If someone wants, they can re-wrap this and upload it to the Units section of the DB. Full credit to Danrell of course for creating the unit in the first place and making it possible for us to enjoy WWII scenarios :goodjob:
 
There's only one graphic model for USSR infantry, and we may be close of a hard limit for the number of unit type (242/256), but that's a possibility, if the unit is made.

Where they considered special forces or "normal" infantry division ?
There were two types for distribution of sailors:
1. About 1/4 of infantry division - marines
2. Marines divisions witch were used both as infantry (like during battle for Moscow or Stalingrad) and as special force (mostly for landings from sea - about 25 operations only in 1941).
General Staff tend to think that marines were more stable, loyal and courage. So these divisions used to have better equipment.
 
BTW photos are below

Spoiler :

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Yes, I have tried all 3 maps and I only get to the 2nd turn & at the end, it kicks me off.
I'll have to make a smaller scenario to see if this is related to the map size... And thanks for the report, but I've not seen anything in the lua to explain a crash here.

Gedemon,

Here's the Naval Infantry re-skin as promised.

Sorry for no screenshot.

If someone wants, they can re-wrap this and upload it to the Units section of the DB. Full credit to Danrell of course for creating the unit in the first place and making it possible for us to enjoy WWII scenarios :goodjob:
Thank you ! I just looked at the skin and it looks pretty good, I like it :goodjob:


There were two types for distribution of sailors:
1. About 1/4 of infantry division - marines
2. Marines divisions witch were used both as infantry (like during battle for Moscow or Stalingrad) and as special force (mostly for landings from sea - about 25 operations only in 1941).
General Staff tend to think that marines were more stable, loyal and courage. So these divisions used to have better equipment.
They were used for air assault (paradrop) operation too ?

I think I'll use ww2commander's unit reskin (very close to your pictures, you'll like it ;) ) for the special force regiments for USSR.
 
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