R.E.D. Xtended

Discussion in 'Civ5 - Mod Components' started by Gedemon, Apr 13, 2014.

  1. Gedemon

    Gedemon Modder 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 :


    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 :goodjob:
    Morlark (Smarter TechTree Pipes)
     

    Attached Files:

  2. Gedemon

    Gedemon Modder Super Moderator

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    New/Re-used models
    Spoiler :





     
  3. Nutty

    Nutty Deity

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  4. Gedemon

    Gedemon Modder Super Moderator

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    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 :)
     
  5. taube87

    taube87 duck and cover!

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    very nice expansion!
    have you converted the panavia tornado by yourself?
     
  6. PR0927

    PR0927 Warlord

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    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!
     
  7. Efril

    Efril Chieftain

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    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.
     
  8. Gedemon

    Gedemon Modder Super Moderator

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    Nop, I think it's a conversion by Wolfdog for Hulfgar's modpack.

    I'll add ethnic units to the new classes :)
     
  9. volisas

    volisas Chieftain

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    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!
     
  10. DrwHem

    DrwHem Prince

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    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.
     
  11. Netheriel

    Netheriel Chieftain

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    Amazing mod.. Any new development about ethnic units for these new classes?
     
  12. Ymir9

    Ymir9 Warlord

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    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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