Post news Report RSS Development Blog #1 - Red Wars 2

In this development blog we'll be talking about the current state of the mod, our progress on the 2.0 version, and more.

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The Red Wars Logo 2 Metallic


Greetings, everyone, and welcome to our first development blog for the new Red Wars 2. This blog is long overdue, but we are glad to finally present it. In this blog we would like to share information about the current state of the mod, our progress so far, what's next, as well as show some nice previews. With this blog our goal is to be more transparent and let you all know what's going on behind the curtains.

Let's kick it off by discussing the current state of the mod and the progress that has been made so far. Not everyone may be aware of this, but the old code and source was scrapped, and work started over from the beginning a few months ago. We found it easier to start over with a fresh source code instead of learning the ins and outs of the code that others had written. We have, however, reused resources from the current version. "Starting from scratch" may sound intimidating, but don't be afraid; the mod is quite far along. The factions are coming together one by one, and several of them are already finished regarding troops and equipment. Many weapons and uniforms have been added - as well as buildings, vehicles, and different types of objects and covers. The focus will steadily shift over to other areas, such as scenes and balancing, but we still have more items to add along the way. At this point it's sort of difficult to determine a certain percentage as to how far along the mod is, but we can say that it is already in a playable state. There are just some crucial elements that we are yet to implement.

The future development blogs will discuss more specific areas of the mod. As an example, we'll be showcasing the Swadian Reich in the next blog, sharing their lore, troops, equipment, and more.

2 0weapons

Rifles, submachineguns, and pistols.



Combat & Battlefields

In Red Wars 2 we want to put a bigger focus on the battles themselves. In order to do that, we will put a lot of work into creating interesting battle- and siege scenes relevant to the theme and era of the mod. No more plain battlefields. Prepare to fight in trenches, hills, villages, and various different locations inspired by real life scenarios such as the Battle of the Bulge and Hamburger Hill among others. We will be showcasing these scenes in a future blog when they are ready for show.

Besides scenes, we will of course try to make the combat varied, giving the player different options regarding army composition, battlefield tactics, and weapons. Recruit light cavalry to hit the flanks of your enemy's infantry, take control of the trenches to gain a defensive advantage, and equip your rifle with a bayonet to stand a chance in close combat. If you want to stand a chance in the war, you will want to make use of every advantage possible. This is where the choice of mixed themes steps in. In World War 2 you may not see a lot of cavalry and swords, but with the added World War 1 theme you'll see an interesting mix of combat.

Troops will also be balanced and different from each other, making each troop good for certain tasks and purposes. Recruit troops with rocket launchers or grenades to take out larger groups of enemies at once, or recruit a handful of cheap infantry units and use them as cannon fodder in order to defend your machine gunners and snipers. Bring riflemen and snipers to open battlefields and take your submachine gunners to the close quarter combat in the siege of a key town. All of these are factors to take in mind when building your army in Red Wars.

2 0swords

A bunch of swords.



Red Wars 2 Multiplayer

Recently we have been discussing the possibility of a stable Red Wars multiplayer version. Unfortunately this would take time to implement, and we are already drained of time. Our focus lies on singleplayer which means that to be able to release a multiplayer state, we will need your help. If you happen to have experience with Mount & Blade multiplayer modding, please do let us know. We would love to put something together.

2 0commando

The uniform of the Swadian Kommando troop.



Mod of the Year Award

On another note, ModDB is currently hosting its annual Mod of the Year award, and thanks to all of you beautiful people we have made it into this year's Top 100 mods. In approximately 9 days they will crown a winner, and with your help we may be able to make it to the very top. Don't forget to vote. Go to the Mount & Blade: Warband tab and vote for The Red Wars!

That will conclude the first entry in our development blog series. As mentioned earlier, next time we will be showcasing the Swadian Reich faction.

Regards,
the Red Wars team.

Post comment Comments
Notorious_Boris
Notorious_Boris - - 81 comments

That p38 and Mp40 has me excited. Is there anything else we could ask for? I think not!

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komihama
komihama - - 5 comments

Well done, best of luck with the work!

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retwe2
retwe2 - - 42 comments

And just like that my hype is at full mast.

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Morglay
Morglay - - 37 comments

Moar masks!!

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Guest
Guest - - 689,352 comments

Wow its truly astonishing how much you guys have come along with this mod over the last couple of months

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mr_scroundel
mr_scroundel - - 512 comments

Dear developers!
Would you be so kindly to provide the next answers?
1. What are the prospects of introducing gas mask combos with service caps/helmets?

2. What about heavy ordnance like mortars and artillery and poison gas? And hand weapons like revolvers, shotguns and flamethrowers?

3. Will you introduce more expendable resources like booze for troopers, propaganda materials, medical supplies to carry (like regular food).

4. Will you made special items to use like books in vanilla M&B?
Like Trucks to boost speed on the strategic map, Radio to increase the pathfinding, Binoculars to increase an eyesight, etc?

5. Will you add a specialised Supply Depot for each faction?

6. The ingame world is divided not only ideologically but with a sea. Does this mean that will get a boarding in sea battles and battles like D-Day?

7. Will each faction get its own Armored infantry?

8. You've mentioned briefly about vehicles. Does that mean that players might get motorcycles and armored cars to ride?

9. Will the global map retextured to remind campaign map like in HoI series with its fields, frontlines, railroads,etc?

10. You've mentioned about ability to use bayonets. Does this mean that each firearm might be used in melee fight? Like to stab them with rifle's buttends as blunt weapons (taking prisoners easy).

11. Some mods have the ability to send your war prisoners to salt mines for weekly basis profit. Will you add concentration camp to provide profits for pc from prisoner labour?

12. Will each faction gets it's own Development Diary?

Thank you for your work on Red Wars!

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Reus. Author
Reus. - - 336 comments

1. Helmets and hats are used as normal helmets in the same slot while extra accessories, such as bandoliers, gas masks, and cigars are put in the feet slot. Some gas masks are built into a helmet while others go in the feet slot with the other accessories.

2. There is currently not functional artillery. The most heavy weaponry you'll find at the moment would be rocket launchers and machine guns.

3. It's not currently in the plans, but you never know.

4. Haven't really thought about this. It could potentially be a possibility.

5. I suppose - gonna talk about it in a later blog.

6. I can't really say anything about this. It's not a thing at the moment, but maybe it could be.

7. I'm not sure what you mean by 'armored infantry' exactly, but I'll assume it's like some kind of heavy infantry with heavy weapons and the sorts. Not every faction will have strong infantry troops. Each faction will specialize in certain fields.

8. You won't be able to drive vehicles similar to mods like The Reckoning - they'll be used in scenes.

9. This wasn't in the plans either, but it's also a possibility.

10. Not every gun has a melee mode, but majority of the rifles do have a bayonet counterpart that allows for melee attacks.

11. It wasn't in the plans, but I guess we can look into it.

12. That's the plan. They wouldn't take long to do, so they can probably be pumped out rather frequently. Maybe they will be weekly.

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eikson
eikson - - 274 comments

Thanks for taking the time to answer all these questions! 3,4 and 11 sound like really great features that do not sound like they would require too much work. I especially like number 3 where you can for example share communist propaganda pamphlets for your red khergit troops

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mr_scroundel
mr_scroundel - - 512 comments

Here I've meant propaganda materials in general not in strict ideological... e.g. You purchase it in town or get it as war spoils from enemy troop/caravan and got morale boost until it runs out.

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mr_scroundel
mr_scroundel - - 512 comments

Thank you for your answer, good sir!

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Guest
Guest - - 689,352 comments

Maybe you should make more factions, such as Poland or France and Japan as well, they made many things in WW II, i think you should look at this and i think better to make it more WW II feeling, i see that you want to make mp-40 and other guns, so fantastic:) I think 1939 a little bit before war when Germans had Czechia, Austria and Denmark.

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Melfius1
Melfius1 - - 976 comments

**** IT!
This is supposed to be the Inter War period and I see nothing more than "mixes"

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Vaubeil
Vaubeil - - 6 comments

Your mod is truly the best one I've played on Warband. I can't wait to see more of Red Wars 2 !

You said "Bring riflemen and snipers to open battlefields and take your submachine gunners to the close quarter combat in the siege of a key town". Does it means we will be able to give orders before the fight ?

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King-Jonic
King-Jonic - - 5 comments

hi how to fix the water problem, I mean, they capture me and they let me go free in the water, that's the end of my story or what? How can I help with this problem? Reus

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zuthen
zuthen - - 447 comments

do not fight on water, the battles are bugged. only fight on land.

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Bull455
Bull455 - - 20 comments

1. Would a Functioning "Freelance" of sorts be allowed?

2. Would there by any chance be resistance groups for pretenders or revolutionaries? (meaning, groups comparable to various Anti-Fascist, Anti-Communist, and/or Anti-Occupation forces.)

3. I noticed the Kommando resemble an odd mix between the SS and Fallschirmjagers, would functioning Paratroopers be possible?

4. Could there possible be a functioning squad system, as in, If your strategy skill is high enough, You can give a companion or hero character a certain amount of troops, detach them from the main force, and have them tail you and join battles as a separate force?

5. Would functioning vehicles, like AI Tanks or Armored cars (similar to the hated 'Parabellum' mod.) be at all possible?

6. Will Sieges be more...I guess...Accurate/Realistic...as in, Instead of a bunch of steel helmet wearing, greatcoat clad death machines assaulting a medieval castle, you have a sort of 'stalingrad-ish' Street to street sort of fight.

7. Would proper infantry of various classes work? (Like Medics (Heal nearby allies), Officers (Keep men from fleeing), Commissars/Feldgendarmes (Maintain Morale), Quarter masters (Ammunition boost maybe?), etc.)

8. Would voice overs be done for orders or certain scenarios? (Ex.: If a Grenade takes out a few nearby troops, a soldier might say 'GET DOWN!' or 'ACHTUNG, GRENATE!' or something of that nature, or if you're killed/wounded "THE COMMANDER HAS BEEN WOUNDED!", Or, towards the end of a battle, we get something besides the generic victory 'RAAAAAAGGGGH!' )

9. Would a 'Regiment system' be implemented, sort of like in the famous 'Twilight of the sun king' mod, where, if you fight for a faction and you're awarded a town or city, you can raise a regiment of one specific unit? (Ex.: In TOTSK, If you raise Saxon Grenadiers, You get 40-70 grenadiers, a few drummers, an officer or two, and a standard bearer, but for here, we'll say...Swadian Flieger/Kommando; 30-50 Kommandos, a few NCOs, a radio operator and an officer. )

10. Will groups like the White Vaegirs and Swadian Monarchists be re-done, too?

I understand 100% if these questions seem stupid or too difficult, after all, I've tried modding, I'm not cut out for it, I had issues texturing a pistol and fixing 3d models.

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Morglay
Morglay - - 37 comments

AoE troops might be OP if you can spam them out. Rate of fire would be important imo

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Melfius1
Melfius1 - - 976 comments

No luger wtf?

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