The Last Modpack (R.E.D. BNW DLL including Revolutions & Cultural Diffusion)

Gedemon

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This is a list of mods that I use together, the source code of most of them was updated and posted on GitHUB but not compiled and posted here.

Some are independent components, but all were designed to be used together, the core component being a DLL mod, it is not compatible with the others DLL mods.

The previous Cultural Diffusion and Revolutions mods have been merged with the DLL mod (they are now much faster), and are available as options on any advanced setup screen. The old Cultural Diffusion and Revolutions mods are not required, and are blocked to prevent incompatibilities.

The other functions of the DLL are mostly related to Combats and Stacking, with a few other tweak available as options (by itself the DLL should not modify the gameplay)


Optional features of R.E.D. BNW DLL
Spoiler :


  • Open foreign cities : Your units can enter (and move through) any foreign city if you have an open border agreement.
  • Civilian move through : Civilian units can move through foreign units like any military unit.
  • Group Diplomatic AI contact : AI players will contact Human players for trade at the beginning of the turn, not during the AI turns.
  • City-States can enter Ally Territory : City-states units will be allowed to enter (and gain visibility on) their ally territory so they can help during wars.
  • Rebase in foreign city : Your aircraft can rebase in any foreign city if you have an open border agreement.
  • Use health to get the best defender : When stacking is allowed, the combat engine will pick the unit that will have the most Health left after the attack to defend the plot. If unchecked, the unit with the best fighting strength is used (even if it has only 1 HP left)
  • Allow offensive support fire : Units tagged "OffensiveSupportFire" by a mod will be able to perform a first strike ranged attack to support the attack of a nearby melee unit.
  • Allow defensive support fire : Units tagged "DefensiveSupportFire" by a mod will be able to perform a first strike ranged attack to counter the attack of a nearby enemy melee unit.
  • Allow counter fire : Units tagged "CounterFire" by a mod will be able to perform a counter fire ranged attack against the attack of a nearby enemy ranged unit.
  • Use Culture Diffusion : Activate Culture Diffusion, see CultureDefines.sql for configuration.
  • Use Revolutions : Activate Revolutions, see RevolutionDefines.sql for configuration.
  • Revolution can spawn new City-States : After a Revolution, a city can be transformed into a new city-State if not under the influence of another Civilization.
  • Revolution raging Rebels : The rate of Revolts (city resistance), Rebellions (rebels spawning) and Revolutions (city flipping) is greatly increased.


Features of Cultural Diffusion (included in R.E.D. BNW DLL)
Spoiler :

A Culture Value for each civilization is diffused from cities on surrounding tiles (except water), faster along roads and river, and slower on some terrains and features (crossing rivers, mountain, deserts, etc...)

The Culture Values can be used to acquire/flip tiles but also to check for influences in cities if the Revolutions component is also activated (Cultural Diffusion does not allows city flipping by itself)

In cities, a small percentage of foreign Culture Values are converted each turn to the city owner's Culture Value.

Forts can't flip from cultures, and Citadelles also prevent culture flipping for all tiles around.

By default Military units can capture tiles adjacent to their owner's territory starting in the renaissance era, reducing all other civilizations Culture Values on the plot and gaining some for the owner of the units. Conquered tiles are locked for a few turns (default = 10)

The maximum distance you can capture tiles from one of your city can be defined by eras (default = 10 for renaissance, then unlimited starting from industrial)

Some Policies (Tradition opener/finisher, Socialist Realism, Media Culture and Nationalism) and some Buildings (Library, University, Public School) raise the conversion rate in cities

Improvements and Units that yield/provide Culture can convert each turn Culture Values on a tile to the improvement or unit owner's Culture Value.

The file CultureDefines.sql found in in "..\Documents\my games\Sid Meier's Civilization 5\MODS\R.E.D. DLL (v 8)\Cultural Diffusion\SQL" is used to change options/values (when an option says false/true use 0 for "false" and 1 for "true"), all can be changed directly in the file (but any update of the mod will restore default values) or using a modmod that use this one as reference (the value are stored in the game's Defines table)



Features of Revolutions (included in R.E.D. BNW DLL)
Spoiler :

Each Culture Group (individual Culture Values from the Cultural Diffusion component) that are present in at least one city of a Civilization have a Relation Value with that Civilization which is updated every turn.

A Separatist culture group can spawn in a Civilization if it has cities that are too far from the Capital (the values change with each eras and are also affected by the presence of roads or harbors), by default the Separatist culture group changes it's Relation Value with the hosting Civilization by -15 points each turns.

Foreign
Culture Groups have a base change value of -5 points

The Relation Value is affected by the global Happiness (directly added), some diplomatic conditions (declaration of friendship = +10, denounce = -10, war = -20) and Policies (Liberty Opener = +2 for Separatist, Liberty Finisher = +3 for Separatist, Citizenship = +2 for all foreign groups, Representation = +1 for every group)

Based on the Culture and Relation Value of all Culture Groups in a city, the Revolutions component calculate a Stability Value for that city.

When the Stability Value is very low, the city can fall in Revolt (Strike stopping production), produce Rebels (enemy units spawning around the city) or launch a Revolution (city flipping to a rebel group)
Placing military units around a city help to prevent any of those (the closer to the city, the better), but any unit in the city can take some damage in the process.

Cities can not Rebel until they are at least of size 3 and Revolutions can't start in cities under size 6.

Puppet Cities are more stable, occupied cities have a stability malus.

After a Revolution, the rebel group may decide to join another Civilization (based on the Culture Values in the city and their affinity with the new Civilization) or declare independence as a new City-State.

Sadly most of the code is still written in Lua for the Revolutions component, so the settings can be changed by editing the RevolutionDefines.sql file in "..\Documents\my games\Sid Meier's Civilization 5\MODS\R.E.D. DLL (v 8)\Revolutions\" and the RevolutionDefines.lua in "..\Documents\my games\Sid Meier's Civilization 5\MODS\R.E.D. DLL (v 8)\Revolutions\Lua\"


Features of Combat and Stacking Overhaul (v.3)

Spoiler :
The mod set different Stack Classes for units, 2 units of the same class can stack on a tile, and units of different classes can share the same tile.

There are 9 Stack Classes, excluding Air units:
  • Default : Almost all melee units from Warriors to Tanks
  • Recon : The Scouts and all the Recon tree from R.E.D. Xtended
  • Support : All ranged and special units (Archer units, Siege units, Anti-Aircraft units, Machine Guns, ...)
  • Helicopter
  • Naval: All naval surface units (ranged or not)
  • Submarine
  • Missiles
  • Great People
  • Workers

For exemple you can have 2 default and 2 support units on a tile, but you can't have 3 default.

The stacking rules are also applied in cities (with a starting limit of 3 aircraft), but some buildings can raise the limit:
  • Barracks : +1 land unit
  • Castle : +1 land unit
  • Himeji Castle : +1 land unit
  • Red Fort : +1 land unit
  • Military Base : +3 land units, +3 air units, +2 sea units
  • Airport : +5 air units
  • Harbor : +1 sea unit
  • Sea Port : +1 sea unit
Some units are "support fire" only and can't launch normal ranged attacks:
  • Volley Guns
  • Gatling Guns
  • Machine Guns
  • Bazooka
Some units can provide offensive support fire (preparation)
  • All siege units
  • All ranged naval units
  • Bazooka
Some units can provide defensive support fire (counter-preparation)
  • All ranged units except Anti-Aircraft units
Some units can provide counter-fire:
  • All siege units
  • All naval ranged units
  • "Archers" units (normal, bowman, longbow, crossbow), but only against other "Archers"

Other rules:
  • Unlimited stacking for Great People and Missiles
  • All ranged units (and cities) can fire only on adjacent tiles (except Missile Destroyers, Missile Cruisers, Rocket Artillery and Mobile Sam that keep a range of 2 tiles). There is no range promotions for Land or Sea units.
  • Only Siege units can attack ships from the land
  • All Land Combat Unit build cost has been halved (as we can have 4 to 6 units on each tiles)
  • The Healing promotion also apply on units in the same tile
  • Heal rate slightly lowered
  • Combat damage lowered
  • Anti-Aircraft units are defensive only
  • Ocean tiles allows double movement
  • Submarines can move after attack
  • Counter-Fire can't be used against Submarines
  • Retreat: when receiving heavy casualties, a land unit will be routed and will try retreat from the plot they are. If no free retreating position is found, the unit take extra damages.


Features of R.E.D Xtended (v.1) (requires R.E.D. Modpack)
Spoiler :

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 units 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)



As CFC Downloads are still down, the updated mods are on steam only at the moment, check this collection: http://steamcommunity.com/sharedfiles/filedetails/?id=774006811
 
I think CSO have problem.. I'm only use RED.dll+CSO+UIstacking

check only CSO option and test FireTuner autoplay, Sadly Still break Game :(
 
How does it break exactly ?

I'm in the middle of a game (22 civs on huge map) with no problem so far.
 
This is..
 

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Thank you !

If you try to load the last autosave, does it crashes at the same moment in the log ?

If it does, could you upload the savegame please ?
 
Here!

CSO is one of the most great mod CIVV

Thx Gedemon:) (cso v.2 + red.dll v7 work fine)
 

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Thank you for the save, but I'm at turn 46 now and no crashes so far.

that saves was crashing your game at turn 32 every time ?
 
But I now have a doubt about the DLL version included in the mod, can you try to replace CvGameCore_Expansion2.dll in "..\Documents\my games\Sid Meier's Civilization 5\MODS\R.E.D. DLL for BNW (include Revolutions and Cultural Diffusion) (v 8)" with the DLL in the attachment ?
 

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Ah Now Work ture!

Steam verify integrity + Redownload your Mod and play my self . no crashe!!

fully enjoy this mod before CIV6 :D Thanks Help
 
Hi Gedemon, welcome back :)

I had compiled and played the version you left on Github (version 8 I think) rather extensively. It was quite good and notably faster than the LUA based versions, as you say. There was one outstanding bug involving a lockup when manipulating the UI during AI turn processing. Will take a look and see if that's still present.
 
Brilliant, purely brilliant! Was waiting for fast culturial diffusion during all Civ5 gaming years ago! With such great mods you can close eyes on 1 min waiting time between turns ©Firaxis.
 
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