Civ 5 Red Mod

Civilization 5 - R.E.D. Formally known as Regiment and Ethnic Diversity, here's the civ 5 version of my modpack. Currently R.E.D. Is a mod about formation and rescaling of most units of the game. Civilization 5 - R.E.D. Formally known as Regiment and Ethnic Diversity, here's the civ 5 version of my modpack. Currently R.E.D. Is a mod about formation and rescaling of most units of the game. Boards Community Central The Vestibule I'm playing the RED WWII Mod for Civilization 5 as Nazi Germany I'm playing the RED WWII Mod for Civilization 5 as Nazi Germany.
I just recently downloaded the R.E.D. WWII complete overhaul of civ 5 and it's a blast to play. I've read about people having problems with it in the past, but there's an updated version out now which has worked fine for me and has clear install instructions, link here.
Basically, the mod overhauls the game to make it solely focused on combat. There is no happiness, culture, faith, etc. and the victory conditions of the scenario are to capture the key cities of the opposing side; if you're the Nazis/Japan, you have to capture D.C., Paris, Moscow, London, Nanking, and about 20 other critical allied cities. The map for the WWII scenario is massive, but there are also smaller scenarios such as the Battle of Stalingrad, or IIRC a Europe-only WWII map. While the mod page and posts on civfanatics can explain it better than myself, basically food=personnel and production=materiel, which then translate into supplies for infantry and armor/aircraft/ships, respectively. You use your cities to research and produce units, or focus on providing more personnel and materiel, like how you might use them to produce gold or science in the vanilla game. The AI is far better than the regular civ AI, i.e. it knows how to use planes and engage in naval warfare, and you have to act far more tactically in terms of what terrain you station yourself on and where/when you attack. Conquering your opponents doesn't function in the same way as normal civ games either, because territory becomes yours as you advance across it, and you can liberate territory that belongs to your allies (and since there is no happiness, there is never really a reason to not capture a city). I would highly suggest taking a look if you want to relive the history so to speak, as it includes scripted events that produce tons of units, such as the Fall of France or Japan's invasion of China, but it's also great if you love the military aspects of civ and don't want to have to worry about other features. Once I finish my current game, probably a week or two from now, I will do my best to post an imgur album to give a better idea of what it looks like.
Civ.5 Red Mods
Also, if anyone does play it (there are limited relevant results when I search the sub), any tips or fun anecdotes? I've been playing as Britain, and I am so far loving the fact that it roughly follows the course of WWII, but mine and the AI's actions bring slight variations--unfortunately for me, Japan conquered all of China before the war in Europe even began and is now sitting on the doorstep of British India and French Indochina, for example.
What's necessary to get mods to work in multiplayer? For instance, what must one modify to elimate (or extend) the turn count timer? (I can see what's in the mod but what does one need to change to make it 'native' to the game and work in multiplayer mode?
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I, too, thought you couldn't do it, but then I found this guide: https://steamcommunity.com/sharedfiles/filedetails/?id=233428613
The idea seems to be that since there are already 'official mods' (i.e. the expansions packs) that work in multiplayer, then you just have to make the game believe that those community mods of yours are official too. Apparently every player must have the exact same mods in use, which would make sense.
I haven't tried this method myself, but I'd be very interested to hear if you can make it work!
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this link has a complete guide for you. It was made by Biux's Guides
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- 98.122.163.132 wrote:
What's necessary to get mods to work in multiplayer? For instance, what must one modify to elimate (or extend) the turn count timer? (I can see what's in the mod but what does one need to change to make it 'native' to the game and work in multiplayer mode?go to /Applications/Civilization V Campaign Edition.app/Contents/Home/Assets/UI/FrontEnd/Modding and open ModsMenu.lua scroll to the bottom and set Controls.MultiPlayerButton:SetHide(true) to Controls.MultiPlayerButton:SetHide(false)
Loading editor - Creepy0000 wrote:98.122.163.132 wrote:go to /Applications/Civilization V Campaign Edition.app/Contents/Home/Assets/UI/FrontEnd/Modding and open ModsMenu.lua scroll to the bottom and set Controls.MultiPlayerButton:SetHide(true) to Controls.MultiPlayerButton:SetHide(false)
What's necessary to get mods to work in multiplayer? For instance, what must one modify to elimate (or extend) the turn count timer? (I can see what's in the mod but what does one need to change to make it 'native' to the game and work in multiplayer mode?Are there any other edits that need to be made? Following this edit I can see the Multiplayer button when loading mods, but nothing happens when it is clicked upon.
Loading editor It says that this cannot be used with other mods that add/modify civilizations...
Now of course im led to believe that the 'Elder Scrolls' mod would do both of those things, and therefore not work...
I'm pretty devastated about it since I wanted to play with my wife, and if there's any way to make it work I would really appreaciate it.
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so in 2018 we still have game so strictly coded you cant play with mod in multy with them. sad the codex mod was fun in solo i wanted to play with it with friends
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