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 : Recon Units Spoiler : Light Ranged Spoiler : Siege Spoiler : Melee Units Spoiler : Mobile Units Spoiler : Naval Ranged Spoiler : Naval Melee Spoiler : I don't know why, but a branch is missing here: Trireme -> Quinquereme -> Frigate -> Armored Cruiser ... Submarines & Carriers Spoiler : Aircraft Spoiler : (thanks whoward69 for the UI - Upgrade Tree mod used for the screenshots) List of new classes: Column 1 Column 2 Column 3 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 Morlark (Smarter TechTree Pipes)
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.
Nop, I think it's a conversion by Wolfdog for Hulfgar's modpack. 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?