In the year 1923, war erupts across Calradia and Balion once more, bringing life to a new age of mechanization, revolution and nationalism, and a fourth era of technology that will forever shape the face of warfare.

If you are experiencing any issues, bugs or glitches, hop on over to the Troubleshooting & Known Bugfixes article to see if your issue is listed. This list only includes bugs that can be fixed by the player rather than the developers. The issues presented in the post are not relevant for everyone, as not everyone may experience them. Bugs with scripts and other in-game features will be handled by the team and don't have direct solutions.

The mod is being remade, and most of the current information will be outdated on the new release.

There is currently no estimated release date for the new version, but the previous ones are still playable.


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Greetings, everyone, and welcome to our sixth blog! This will be a very short update to announce the opening of our Discord server! On it you will find some new RWII content, get announcements, and get to talk with the devs, it will also host Age of Sword & Sorcery content, and a few mystery side projects I myself have been working on, so definitely join if you’re interested in RWII and AoS&S.


We’ve been noticeably quiet as of late, unfortunately Reus and myself have been a little busy; We have been developing RWII in small increments, but things are going very slowly at the moment so here’s what I have been thinking: Since we’re busy, we will need some fresh blood to help develop the mod. We need sceners, especially. We’ll also take on coders, and writers, so if you’re interested send me a DM on ModDB, or join our Discord server and tell us you’re interested in helping us out.


A sneak peak at something I’ve been working on

Czenik

Uniforms of the Czesnik forces; From left to right: Volksgarde, Officer, Infantry



This has been Archie Duke, and I hope to be talking to you fellows again in the foreseeable future, so stay tuned!

Regards,

The Red Wars II Team

Development Blog #5 - Sargoth Republic

Development Blog #5 - Sargoth Republic

News 13 comments

In this development blog we'll be talking about the Sargoth Republic from the upcoming Red Wars II.

Development Blog #4 - People’s Republic of the Khergits

Development Blog #4 - People’s Republic of the Khergits

News 20 comments

In this development blog we'll be talking about the People’s Republic of the Khergits from the upcoming Red Wars II.

Development Blog #3 - United Federation of the Vaegirs

Development Blog #3 - United Federation of the Vaegirs

News 28 comments

In this development blog we'll be talking about one of the most important factions of Red Wars, the United Federation of the Vaegirs.

Development Blog #2 - Swadian Reich

Development Blog #2 - Swadian Reich

News 28 comments

In this development blog we'll be talking about arguably the most notorious faction of Red Wars, the Swadian Reich.

RSS Files
Smoki's The Red Wars 1.6

Smoki's The Red Wars 1.6

Full Version 92 comments

Made by Sssssmoki! "Its The Red Wars 1.6 with a few changes to make it a bit more stable and playable until The Red Wars 2 is released. So far the changes...

The Red Wars 1.6

The Red Wars 1.6

Full Version 133 comments

Alright, the thanksgiving special is finally here, the Red Wars 1.6 beta! Enjoy!

The Red Wars 1.9

The Red Wars 1.9

Full Version 226 comments

More fixes, a few additions. See the article for more information.

The Red Wars 1.8.5

The Red Wars 1.8.5

Full Version 30 comments

fixed some things, added a few things

The Red Wars 1.7.5

The Red Wars 1.7.5

Full Version 30 comments

adds multiplayer for all 10 factions, some troops could use a few more items, some factions need more balancing yet most guns adjusted so they are held...

The Red Wars 1.7 (Source Code)

The Red Wars 1.7 (Source Code)

Other 10 comments

Source code for the unfinished 1.7 beta, non Blood and Steel version. For some reason the build module bat gets tagged as malware. Don't worry, it's not.

Post comment Comments  (60 - 70 of 2,779)
theseeker53001
theseeker53001 - - 102 comments

please stop the "if my character dies we auto resolve loss" ending to battles its ********

Reply Good karma Bad karma+2 votes
Guest
Guest - - 693,826 comments

hoping they just did it the way Parabellum did and let you control units or simply just allow you to spectate while the battle still continue

Reply Good karma Bad karma+3 votes
Maimbot6000
Maimbot6000 - - 1,748 comments

any news?

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Sistro
Sistro - - 182 comments

Will Red Wars 2 feature any kind of artillery, planes or armored vehicles?

Reply Good karma Bad karma+8 votes
Guest
Guest - - 693,826 comments

Hello good people. I have a small question, which version do I install? I know there is a remake on the way but I want to play the original first and on this which version do I play, Red Version 1.9 or Smoki's Red Wars 1.6? Or do I play an entirely different version and what are the differences between them.

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Archie_Duke Creator
Archie_Duke - - 857 comments

1.9: More stuff
Smoki's 1.6: Less bugs

Reply Good karma+4 votes
Guest
Guest - - 693,826 comments

OK thanks man.

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Amoosia
Amoosia - - 22 comments

I understand that the mod is going to have a lot of changes in combat for the 2nd version but what im going to talk about right now is one the most important things that must happen to this mod,you see in the timeline of this mod the aspects of a medieval society are no more present and the mod must adapt and change for it,the interactions,dialogues and the whole political system must change,im not expecting you to bring somethings like parliment or political parties modern government mechanics(lol)but some interaction overhauls to make it more resonable are truly needed for this mod,for example this whole ideology thing,say you create a character and set its ideology to communism,and then select shariz for the start locatio,then after the start if you want to start a communism revolution you must have some flavour for it,like vaegir contacts providing you support or active communist organisations to work with or even having the unique troop tree for the communist version of that faction,or any other ideology in general,idk man if this and some other story,character and flavour mechanics happen your mod gonna break record so it better happens,by the way i think it would be really good if you replace the whole horse thing with actuall vehicle like bikes,armors and cars and there should really be a change to the campaign movement mehanics for example there should be a road system where you can travel and offroad areas should have much reduced speed and sight(this one is for rebels to hide or estabilish based)speaking of rebels i think there should be more than just deserters or bandits,there should be groups fighting for ideaology like guerilla communist revolutionaries,anti occupation partisans would be a good idea too,for example when you are from different culture(if you bring the faction culture mechanic)and you conquer a city,then some partisan groups would spawn and start to harass and fight the occupation,anyway i wish whatever path this mod takes something good comes out of it,best regards

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UnonOkamiBlood
UnonOkamiBlood - - 7 comments

Does anyone else see there mouse when they play, this is a good mod and I really wanna play it without any drawbacks

Reply Good karma Bad karma+2 votes
Guest
Guest - - 693,826 comments

That usually happens if you alt tab out and back into the game. At least that's what happens with me. If that doesn't help try playing in Fullscreen or if you are, play in Windowed and see what works.

Reply Good karma Bad karma+1 vote
Operculenazy28
Operculenazy28 - - 1 comments

I do have the same problem, and nothing works

Reply Good karma Bad karma+1 vote
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