R.E.D. WWII: Concepts & Suggestions

there's also a problem when reloading hotseat games.

well, seems to work now, please report if you've got problem with that.

As noted on the loading screen of hotseat session, to reload a hotseat saved game, you must first launch a new (hotseat) game from the scenario menu, then load the previous save from the in game menu.
 
Gedemon, regards the changes to sea movment/transport (and I see reference to convoys), what would you reccomend for now?

Is the convoy an feature that will becoming soon (so wait till then) or what, I notice an option o turn on/off the embarkation feature, but I have left it alone for now.
 
the convoy feature is available only on the europe 1939-1945 map ATM. It's just a matter of defining the routes before it will be available on the other maps.

the AI Embarkation and Harbor Embarkation are ON/OFF features. They are ON on the 1939 map (no AI embarkation, and units can only embark from harbor cities and nearby tiles), it can be changed in the DefinesEuro1940.lua file (change "true" to "false"), and they are off in the 1936 and 1942 map (meaning the AI and you can embark from everywhere).

My suggestion is to leave it as it is now, the only drawback with the option ON for the 1939 map is with UK unable to send troops on the continent and axis unable to invade UK. (human player can still embark/invade, but must embark from harbors)

About config files, note how it works :

RedRulesDefines.lua set the default values.

Those values can be overridden in the scenario files :

DefinesEuro1940.lua for Europe 1939-1945
DefinesAmericaEuro1936.lua for America/Europe 1936
Defines1942.lua for World 1942
 
Seems that there may be a WB bug that as made the civ entries for the 1936 map corrupted. Or something else. Fact is that when UK is searching a project on the 1936 map, it makes the game crash.

I'll remove the map from the next version until a fix is found, that makes me really sad 'cause the map has a fantastic potential. I'll do my best to find a way around quickly.
 
Keep up the good work m8. Brilliant!!

I have a question again if I can...what purpose does Money have in terms of upkeep.

IE, if I run out of cash, will I have a penalty, will units eed to disband etc?

PS, im going to run out of cash ;p
 
Hello Gedemon, I'm finally back to playing your scenario again. It's feels like something Firaxis made as a DLC addition, and yet it has elements that I think they would likely not attempt. Amazing work! The art looks gorgeous, and the work with lua you've done is brilliant.

The current game I have going is with Germany ~April of 1941 on Deity.

Even though I managed to take Paris on a fairly historical schedule, France put up a very good fight. It seriously set me back on materials for a good while as a result. The UK has basically dominated the air ever since for that reason. Their navy has kept me from attempting to get too far out of the Baltic for the same reason, so they have no worry about sending amphibious invaders across the channel into France. Fortunately for me it looks like you have disabled sea invasions for the AI in this version. So aside from having many cities getting bombed, the western front is safe.

Some things I have wondered about, and a couple suggestions:

-Does city healing cost materials? I don't think it does, but perhaps it could cost something of a combination of materials/personel. That would make getting bombed constantly by the UK be a real problem that needs to be addressed even if they are not actively invading with ground troops.

-The UK/Italy have yet to complete any projects, while USSR & myself have completed numerous. I probably just need to get further in the scenario, but I figured I would mention it anyways.

-The USSR has remained at war with Finland ever since the Winter War began. Perhaps until you are able to implement a detailed peace agreement script, you could simply force a cease fire to end the fighting in March of 1940. The only reason I mention this is because every time during the AI's turn it sends several bombers to bomb Lappeenranta & Joensuu. It forces the player to watch those animations, and ends up adding significant time (probably ~15-30 seconds) onto the AI turn time. The stalemate finally ended after a long time, so that did stop eventually.

-It took me a little digging around (used this thread) to figure out the military academy was required to start projects, so maybe a note about that could be added to its help text.

-If it's easy to do, maybe think about putting a limit on naval retaliations/turn at ~3.

-Any plans to add more of Danrell's units? Carriers might be useful for the UK in the Europe scenario from what I've seen. Specifically in areas like the Med, Norwegian coastline, or if attempting to enter the Baltic. Obviously things like his super heavy tanks, TDs, assault guns, and all his others would be fun to get too:cool:.

That's about all I've got. Again, great scenario. I like the added element of having to keep supply lines in mind when invading. It should make the Barbarossa campaign a big challenge. Also if you need an extra hand with something I'm able to do, let me know. I'd love to help get this scenario even better.
 
I have a question again if I can...what purpose does Money have in terms of upkeep.

IE, if I run out of cash, will I have a penalty, will units eed to disband etc?

PS, im going to run out of cash ;p
Same as vanilla game. Report if something strange happens :D

Hello Gedemon, I'm finally back to playing your scenario again. It's feels like something Firaxis made as a DLC addition, and yet it has elements that I think they would likely not attempt. Amazing work! The art looks gorgeous, and the work with lua you've done is brilliant.

The current game I have going is with Germany ~April of 1941 on Deity.

Even though I managed to take Paris on a fairly historical schedule, France put up a very good fight. It seriously set me back on materials for a good while as a result. The UK has basically dominated the air ever since for that reason. Their navy has kept me from attempting to get too far out of the Baltic for the same reason, so they have no worry about sending amphibious invaders across the channel into France. Fortunately for me it looks like you have disabled sea invasions for the AI in this version. So aside from having many cities getting bombed, the western front is safe.

Some things I have wondered about, and a couple suggestions:

-Does city healing cost materials? I don't think it does, but perhaps it could cost something of a combination of materials/personel. That would make getting bombed constantly by the UK be a real problem that needs to be addressed even if they are not actively invading with ground troops.

-The UK/Italy have yet to complete any projects, while USSR & myself have completed numerous. I probably just need to get further in the scenario, but I figured I would mention it anyways.

-The USSR has remained at war with Finland ever since the Winter War began. Perhaps until you are able to implement a detailed peace agreement script, you could simply force a cease fire to end the fighting in March of 1940. The only reason I mention this is because every time during the AI's turn it sends several bombers to bomb Lappeenranta & Joensuu. It forces the player to watch those animations, and ends up adding significant time (probably ~15-30 seconds) onto the AI turn time. The stalemate finally ended after a long time, so that did stop eventually.

-It took me a little digging around (used this thread) to figure out the military academy was required to start projects, so maybe a note about that could be added to its help text.

-If it's easy to do, maybe think about putting a limit on naval retaliations/turn at ~3.

-Any plans to add more of Danrell's units? Carriers might be useful for the UK in the Europe scenario from what I've seen. Specifically in areas like the Med, Norwegian coastline, or if attempting to enter the Baltic. Obviously things like his super heavy tanks, TDs, assault guns, and all his others would be fun to get too:cool:.

That's about all I've got. Again, great scenario. I like the added element of having to keep supply lines in mind when invading. It should make the Barbarossa campaign a big challenge. Also if you need an extra hand with something I'm able to do, let me know. I'd love to help get this scenario even better.
Thanks, those reports on game are always useful :)

Yes, AI can't embark on current version of the Europe map, that will change, but no ETA for the naval invasion coding.

City healing does not cost reinforcement, but I've got something else planned about air bombardment : nearby factory tiles will get pillaged once a damage threshold is reach and will auto-repair after 3-5 turns. And if doable, I'll like the cities do keep some minimal health under bombing, to be a bit harder to take with land units.

UK and Italy should build projects, Italy has maybe less than the others, but UK has a few tanks to research.

Never ending Winter War is a bug, I must have left the code out in one release, it will be re-added in next version, thanks.

I thought I had made that text for the academy, but obviously I hadn't !
I'll update academy's and barrack's help text accordingly, again, thanks.

What you mean with the limit on naval counter-attack ? 3 units may riposte each turn for each player ? that would encourage the human player to attack smaller unit first, no ?

About unit, I still plan to respect the table here : https://docs.google.com/spreadsheet/ccc?key=0AlyP3rZ7KU2JdEtGYXJiQ2stQzVqa0NueWNzbHRaemc#gid=0 ;)
But as you know there's a limit on the number of units type you can add to a mod before getting assertion error on loading a WB scenario. I wan't to try a few test about that before adding more units (there are 242 now and I believe the limit is at 256), and I hadn't the time to do those tests yet.

Helps always welcome, as I said reports on games are helpful, the coding part takes a lot of time, and I don't have time to play complete game often. I'm tring a game as Germany with v.19 right now, and I don't know if I'm going to reach the time of Operation Barbarossa before adding savegame's breaking new features... :D

edit : about you're current game, have you tried convoy hunting in the Atlantic ?
 
Same as vanilla game. Report if something strange happens :D

What you mean with the limit on naval counter-attack ? 3 units may riposte each turn for each player ? that would encourage the human player to attack smaller unit first, no ?

I think he means that one ship can counterattack only 3 times per turn
so that if 4 navys attack one ship at a turn, the last one will not get counterattacked....


256 is the limit? that is really...unfortunate......how can other tanks/engineers/paratroops/etc... added if there is no space.....

tho you could seperate the 1939 europe and make it into a seperate mod.....
my guess is it would take a lot of work....:(
 
I think he means that one ship can counterattack only 3 times per turn
so that if 4 navys attack one ship at a turn, the last one will not get counterattacked

Yep, that was indeed what I meant. I thought it would be more realistic, but it's not really a big deal compared to some of the other issues you're tackling atm. If you think it sounds good, then maybe it can be something for later.

Thanks, those reports on game are always useful :)

Yes, AI can't embark on current version of the Europe map, that will change, but no ETA for the naval invasion coding.

City healing does not cost reinforcement, but I've got something else planned about air bombardment : nearby factory tiles will get pillaged once a damage threshold is reach and will auto-repair after 3-5 turns. And if doable, I'll like the cities do keep some minimal health under bombing, to be a bit harder to take with land units.

That sounds great.

UK and Italy should build projects, Italy has maybe less than the others, but UK has a few tanks to research.

I played several more turns today, and did not see that the UK/Italy have completed any projects. I may have just not noticed the notification though.

About unit, I still plan to respect the table here : https://docs.google.com/spreadsheet/ccc?key=0AlyP3rZ7KU2JdEtGYXJiQ2stQzVqa0NueWNzbHRaemc#gid=0 ;)
But as you know there's a limit on the number of units type you can add to a mod before getting assertion error on loading a WB scenario. I wan't to try a few test about that before adding more units (there are 242 now and I believe the limit is at 256), and I hadn't the time to do those tests yet.

Ah right, I never fully understood what was causing that error. For the FEC scenario I split the >256 unit types off onto a separate file and set them as advanced units that are not needed to be preplaced on initial map loading.
A workaround to get past the assertion crash was to have people open the map in WB and either save over it, or create a new map file of their own. For whatever reason they are then able to start a game on the map using the very large unit table. That's a pretty cumbersome process though, so if there is a easier way to get that to go away that would be preferable.

Helps always welcome, as I said reports on games are helpful, the coding part takes a lot of time, and I don't have time to play complete game often. I'm tring a game as Germany with v.19 right now, and I don't know if I'm going to reach the time of Operation Barbarossa before adding savegame's breaking new features... :D

edit : about you're current game, have you tried convoy hunting in the Atlantic ?

That I should be able to do. I'll check in on the development thread and keep an eye out for test versions. I can post the lua logs of the game I've been playing also, since it sounds like that might be useful. Perhaps that will show whether the UK/Italy AI is progressing in projects.

As for the convoys, that was something I didn't understand until Finland started sending them to me from one of their Baltic ports. 250 materials per convoy, and IIRC they sent 3 of them over the course of a few turns. A very nice feature, as it gives me a good reason to send part of my navy into that section of the Baltic for escort. If I had known about them sooner though, I can see sending out subs to try and sink them as a pretty good strategy.
 
I get a runtime error running this mod and it crashes(may have misspelled CivilizationV_DX11). This also happens with the CivlizationV (directX 9 I believe). It also seems to happen inconisitently, like Ill play 2 turns then crash and then I'll try again and play for 6 turns untill it crashes.
I'm bad with computers so I have no idea what to do


Runtime Error!

Program: ...apps\common\sid meier's civilization v\CivilizationV_DX11.exe

This application has requested the runtime to terminate it in an unusual way.
Please contact the application's support team for more information.
 

Attachments

Seems that there may be a WB bug that as made the civ entries for the 1936 map corrupted. Or something else. Fact is that when UK is searching a project on the 1936 map, it makes the game crash.

I'll remove the map from the next version until a fix is found, that makes me really sad 'cause the map has a fantastic potential. I'll do my best to find a way around quickly.

The map really has amazing potential. That explains why it keeps crashing on me. Thanks!
 
When I play Germany in the 1939-1945 scenario, the naval units do not heal when in port. Is there some trick I dont understand or is that intentional to make it harder. Im playing it on Immortal level.
 
I get a runtime error running this mod and it crashes(may have misspelled CivilizationV_DX11). This also happens with the CivlizationV (directX 9 I believe). It also seems to happen inconisitently, like Ill play 2 turns then crash and then I'll try again and play for 6 turns untill it crashes.
I'm bad with computers so I have no idea what to do


Runtime Error!

Program: ...apps\common\sid meier's civilization v\CivilizationV_DX11.exe

This application has requested the runtime to terminate it in an unusual way.
Please contact the application's support team for more information.
Can you post your computer spec please ?

When I play Germany in the 1939-1945 scenario, the naval units do not heal when in port. Is there some trick I dont understand or is that intentional to make it harder. Im playing it on Immortal level.
Yes, I've also noted that bug, it'll be corrected in next release, thanx.
 
Can you post your computer spec please ?

As I said I'm bad with computers so I don't know what you mean by that or where to find that information, but I'm guessing it's something like my system information?

Processor: Pentium(R) Dual-Core COP E5200 @ 2.50GHz 2.50 GHz

Installed memory (RAM): 4.00 GB (3.50 GB usable)

System type: 32-bit Operating System

sorry for my lack of knowledge
 
Thanks.

Have you played normal civ5 games on huge map without problems in late game ?
 
If by huge map you mean something like Tera then yes but I've only played with standard amount of other civs.
 
I've noticed while playing on the 1936 map that England has no capital :S

Should be corrected in next version, thanx for the report.
 
V.19 is uploaded on the CFC database

A few options added to the setup screen...
Spoiler :
redww2v19a_21D.jpg


and the change log :

v.19 (Fev 27, 2012):

- Changed : recoding of the project registration, if bug free it should be transparent to the user, but now all is handled in the mod's Lua files, not by the game engine. The 1936 map should be playable now.
- Added : custom options on the Europe 1939-1945 setup screen.
- Bugfix : Winter War was not ending correctly.
- BugFix : an embarked unit forcing an enemy unit to retreat when landing should not forget to disembark.
- Bugfix : ships in city should heal.
- Bugfix : kill convoy units on "Fall of France" event
- Bugfix : London was not set as British capital on the 1936 map
- Balance : occupied cities produce only 15% of normal reinforcement. (you should build administrative center there)
- Balance : friendly CS give 30% of their reinforcement production to friends, and allied CS give 60%.
- Balance : change defense penalty for cruiser tanks to -25%. (was -50%)
- Balance : new convoy route for Germany. (if Narvick has been captured by Axis)
- Balance : liberating minor civ territory gives a diplo bonus.
 
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