R.E.D. Xtended

Gedemon

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Super Moderator
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This is an extension for R.E.D. Modpack, with 30+ new unit classes and reworked Technology & Upgrade Trees to correct some gaps and incoherence in unit's placement.

Unique Units have been removed, some are now the default unit for a new classe, the others will be re-added as ethnic units.

Tech Tree
Spoiler :
attachment.php


Recon Units
Spoiler :
attachment.php


Light Ranged
Spoiler :
attachment.php


Siege
Spoiler :
attachment.php


Melee Units
Spoiler :
attachment.php


Mobile Units
Spoiler :
attachment.php


Naval Ranged
Spoiler :
attachment.php


Naval Melee
Spoiler :
I don't know why, but a branch is missing here:
Trireme -> Quinquereme -> Frigate -> Armored Cruiser ...
attachment.php


Submarines & Carriers
Spoiler :
attachment.php


Aircraft
Spoiler :
attachment.php


(thanks whoward69 for the UI - Upgrade Tree mod used for the screenshots)

List of new classes:
War Galley | Naval Melee | early recon
Quinquereme |Naval Melee
Chariot | Mounted
Battering Ram | Siege
Ballista | Siege | better against units than cities
Siege Tower | Siege
Explorer | Recon
Culverin | Ranged
Bombard | Siege
Galeon | Naval Ranged
Volley Gun | Ranged
Line Infantry | Gun Melee
Rifled Cannon | Siege
Cavalry Scout | Recon
Ship of the Line | Naval Ranged
Armored Cruiser | Naval Melee
Dreadnough | Naval Ranged
Armored Recon | Recon
Motorized Infantry | Gun Melee
Field Guns | Siege | bonus vs Armor
Attack Aircraft | Bomber
Strategic Bomber | Bomber
Jet Fighter | Fighter | 1st-2nd gen. jet fighter
Jet Bomber | Bomber
Main Battle Tank | Armor | cold war era
Attack Submarine | Submarine
Missile Destroyer | Naval Ranged
Nuclear Submarine | Submarine
Close Air Support | Bomber | jet attack aircraft
Strike Fighter | Fighter | 3rd-4th gen jet fighter
Advanced Jet Fighter | Fighter |4th-5th gen jet fighter

Download:
CFC Database

Requirement:
- R.E.D. Modpack
- Brave New World

Credits:
All units maker :goodjob:
Morlark (Smarter TechTree Pipes)
 

Attachments

  • Recon.png
    Recon.png
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  • LightRanged.png
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  • Siege.jpg
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  • Melee.jpg
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  • Mobile.jpg
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  • NavalRanged.png
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  • NavalMelee.png
    NavalMelee.png
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  • Naval.png
    Naval.png
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  • Aircraft.png
    Aircraft.png
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  • XtendedTechTree.jpg
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New/Re-used models
Spoiler :
air_YkN.jpg


land_DK6.jpg


sea_72f.jpg

 
Ooh, exciting! So what have you done for the civs for which you've taken away their UU's?
Nothing yet.

I've made my mods available as components, but they are part of a big picture.

Here I've removed UU, in my balance mod for Historical Spawn Dates I've removed UA, and in my future economy overhaul I'll remove UB.

Then I'll restore some variations between Civilizations in one of those components (or another one), but differently. The balance for HSD already give different bonuses for Civilizations, but I'll work on something to give really different gameplay for each culture group (Or I'll just make JFD's "Cultural Diversity" a requirement)


BTW, I've re-uploaded the Tech Tree screenshot, thanks Murphy613 for pointing that :)
 
This mod is fantastic!

Are you planning to add UUs back? Been playing a game as Russia - EVERYONE had Roman Ballistas, haha.

Also, just a heads up - this mod does weird things when paired with R.E.D. Modpack...at least when I'm using 17 custom civilizations. The Timurids (mod civilization, of course) were meandering Central Asia with their warriors...their warriors appeared as the Zulu UU, black-skinned with shield and all. Actually I think warriors all over the map looked like that, regardless of civilization, but I can't remember.

I normally stay away from mods that affect gameplay, but too much here was exactly what I was yearning for - more specific kinds of ships, aircraft, tanks, etc. Having a difference between carrier and nuclear supercarrier is awesome too!
 
Failed to play it unfortunately. In the list of civilizations only Greeks are available (and random of course). When trying to start new game with random civilization game crushes in the end of starting screen. But the R.E.D. Modpack (v 27) itself works fine. That is probably because of russian localized repack version of the game.
 
very nice expansion!
have you converted the panavia tornado by yourself?
Nop, I think it's a conversion by Wolfdog for Hulfgar's modpack.

This mod is fantastic!

Are you planning to add UUs back? Been playing a game as Russia - EVERYONE had Roman Ballistas, haha.

Also, just a heads up - this mod does weird things when paired with R.E.D. Modpack...at least when I'm using 17 custom civilizations. The Timurids (mod civilization, of course) were meandering Central Asia with their warriors...their warriors appeared as the Zulu UU, black-skinned with shield and all. Actually I think warriors all over the map looked like that, regardless of civilization, but I can't remember.

I normally stay away from mods that affect gameplay, but too much here was exactly what I was yearning for - more specific kinds of ships, aircraft, tanks, etc. Having a difference between carrier and nuclear supercarrier is awesome too!

I'll add ethnic units to the new classes :)
 
This is obviously a lot of good work, and indeed the tech tree balancing and new units promise a different gaming experience that I was hoping for a long time now. (haven't played the mod yet)

I have two important questions though:

1) I kind of like the unique units of each civ. Is there a way I can tweak the files so they can be included again?

2) Have you altered the AI to be able to compete given the changes (new tech tree, no unique units, etc.)? Sometimes changes like that cripple the AI's potential to be competitive. For example, how is Rome going to behave without Ballistas and Legions?


Many thanks!
 
is this mod dead? when i try to use it my game freezes up once i set up a game. vanilla works just fine.
just to double check i loaded up a game first with in game editor, then city limits, then RED modpack and all those games loaded up fine. when i added RED xtended it froze right up. i am pretty sure i have played this mod with the other mods before so i dont know what happened that has killed this mod for me.
 
I looked through the .sql but didn't notice any changes to the <Unit_AITypes> for the units being reclassified from melee to ranged and visa-versa. Is this normal? Do these units actually know that they're ranged now?
 
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