View Full Version : 2.0 Discussion
GarretSidzaka Sep 13, 2006, 01:18 AM Hello everyone! I'm glad we went official now, and I'm glad so many ppl have offered help in this mod. We now have our own development thread, so please, help me keep these threads active!
If you are new to the Second Revolution, feel free to join in and post your ideas.
Please keep political debate in the Debate Thread. Especially if you want to criticize something; I don't want flaming in the Mod discussion thread anymore.
That's it. That's our only rule, beyond whatever rules Thunderfall sets for us :)
Also, please feel free to start new threads as you need them :)
Please use the Civfanatics File database to get the vanilla civ4 (no warlords version) (http://forums.civfanatics.com/downloads.php?do=file&id=2764)
Telefragged 3d downloads mirror for Vanilla Civ4 (not warlords)(59mb)
download v1.5 (65mb) (http://www.3ddownloads.com/Strategy/Civilization%204/Mods/Second%20Revolution//Second_Revolution_1.5.zip)
second mirror at Civ4Files.com (http://civilization4.filefront.com/file/Second_Revolution;60986)
PATCHPatch v1.6C for versions 1.5 and up here at my homepage!! (http://ringworldwu.googlepages.com/downloads)
PATCHPatch v1.6C for versions 1.5 and up here at 3d downloads!! (http://www.3ddownloads.com/Strategy/Civilization%204/Mods/Second%20Revolution//Second_Revolution_1.6Cpatch.zip)
GarretSidzaka Sep 13, 2006, 04:07 PM Second Revolution 2.0
http://i95.photobucket.com/albums/l158/ringworldwu/civicsscreenie.jpg
Read my strategy guide (http://forums.civfanatics.com/showthread.php?t=167984)
http://i95.photobucket.com/albums/l158/ringworldwu/Civ4ScreenShot0012.jpg
http://forums.civfanatics.com/uploads/24675/pcgamerarticle.jpg
I've really enjoyed making the first version of this mod. For any who don't know, this is a fictional mod based on the idea of armed revolt. It is set in an imaginary world of politics gone wrong. It is set one of the most unusual of all modern settings' regions: North America
Playable civ's:
http://i95.photobucket.com/albums/l158/ringworldwu/calderon.gif
Leader: Felipe Calderon
http://i95.photobucket.com/albums/l158/ringworldwu/harper.jpg
Leader: Stephen Harper
http://i95.photobucket.com/albums/l158/ringworldwu/castros.jpg
Leader: The Castro Brothers
http://i95.photobucket.com/albums/l158/ringworldwu/marcos.jpg
Leader: Subcommander Marcos
http://i95.photobucket.com/albums/l158/ringworldwu/rebels.jpg
Leader: None (Syndicalist commitee)
Leader: George W. Bush
http://i95.photobucket.com/albums/l158/ringworldwu/BushSalute.jpg
This is the old thread (http://forums.civfanatics.com/showthread.php?t=157111) from the early beta testing phase of Second Revolution 1.62c.
This is the current release compatible only with Civilization 4 1.62. The new Warlords version is being written right now! , the first playable beta is out.
Please feel free to post bugs or gripes here! I am tired of political flaming posts, so see above strategy guide to blast me there, in the joke thread.
GarretSidzaka Sep 13, 2006, 11:15 PM We are officially open for business.
GarretSidzaka Sep 13, 2006, 11:17 PM Second Revolution 2.0
http://i95.photobucket.com/albums/l158/ringworldwu/civicsscreenie.jpg
Read my strategy guide (http://forums.civfanatics.com/showthread.php?t=167984)
http://i95.photobucket.com/albums/l158/ringworldwu/Civ4ScreenShot0012.jpg
http://forums.civfanatics.com/uploads/24675/pcgamerarticle.jpg
I've really enjoyed making the first version of this mod. For any who don't know, this is a fictional mod based on the idea of armed revolt. It is set in an imaginary world of politics gone wrong. It is set one of the most unusual of all modern settings' regions: North America
Playable civ's:
http://i95.photobucket.com/albums/l158/ringworldwu/calderon.gif
Leader: Felipe Calderon
http://i95.photobucket.com/albums/l158/ringworldwu/harper.jpg
Leader: Stephen Harper
http://i95.photobucket.com/albums/l158/ringworldwu/castros.jpg
Leader: The Castro Brothers
http://i95.photobucket.com/albums/l158/ringworldwu/marcos.jpg
Leader: Subcommander Marcos
http://i95.photobucket.com/albums/l158/ringworldwu/rebels.jpg
Leader: None (Syndicalist commitee)
Leader: George W. Bush
http://i95.photobucket.com/albums/l158/ringworldwu/BushSalute.jpg
This is the old thread (http://forums.civfanatics.com/showthread.php?t=157111) from the early beta testing phase of Second Revolution 1.62c.
This is the current release compatible only with Civilization 4 1.62. The new Warlords version is being written right now! , the first playable beta is out.
Please feel free to post bugs or gripes here! I am tired of political flaming posts, so see above strategy guide to blast me there, in the joke thread.
Mode Sep 14, 2006, 12:56 AM First I want to say, do not change the picture used to represent the Syndicalist faction. If I held a cloth to my face, I would very much resemble the figure most prominent in the faction image and I get a kick out of that. Although the syndicalists are fancied as anarchists, they would certainly have their top military leader!
Improvements to the mod would include hurricanes, wild fires and other eco catastrophes which would make the mod more realistic (in regards to civil war breaking out all over North America). I'm a big fan of randomized weather events in strategy games.
I would also like to see some barbarian cities in this mod. Maybe if a city's culture rating dropped below a certain point, it would automatically become a barbarian city state?
As for the religions, they don't make sense to me in this mod. I don't think there should be any holy city sites. What I would like to see, is something more like the Cult of the Dragon, as it exists in Fall From Heaven II. It would be so cool if, instead of religions, this mod had secret societies: Scottish Rite Freemasons, English Rite Freemasons, Zionists, Jihadists, Red Army Faction, Earth Liberation Front, etc. These societies should work like the cult of the dragon--meaning when units produced in a city where one of these societies exist, they have a chance of switching over to the side of the player who owns the secret society headquarters (when they enter that player's territory). Of course there should still be religion in the game. I just think it would be better to allow a city to build religion/happiness in the same way they can build wealth, culture and tech.
Also, espionage is usually downplayed in civ games--which really handicaps the potential for realistic strategic play. Why not have spies like FFH2 has magic users? Produce a spy and as that spy gains experience he/she (lets include both genders here. I mean come on, male spies are more kick ass than any other male unit, imo. Lets have both male and female spies). Spies could start out as basic infantry who are invisible to non spy units. They could earn promotions which would allow them to investigate cities, sabotage, steal money, incite unhappiness, erode culture, create pollution/terror and steal tech points.
To make the game even more realistic, why not include marijuanna, opium and cocaine as luxuries? These luxuries should produce more happiness than others. They should also subtract from tech and money. Furthermore, it would make more sense if workers could build agricultural resources like wheat, cows, etc. Oh, and resource sites shouldn't be indestructable.
As far as military units, I'd like to see some rail guns. The Rods from the Gods is totally realistic (geo stational EMPC shooting coil shaped rods); but if this wonder is going to be in the game, then less complex EMPC units should be included. To keep the game out of sci-fi, I suggest including rail gun artillary and snipers.
Even though I have lots of ideas for how to improve civilization, I still think its the best game ever made on a computer. With so many mod making fans, it always will be. Great Job guys!
Mode Sep 14, 2006, 01:05 AM How can I change my avatar pic to the picture used to represent the Syndicate?
Gaizokubanou Sep 14, 2006, 01:59 AM I know that syndicates were there in Civ4 version, but I'm still curious, why are they a faction? Since they are leaderless as well, shouldn't they just be represented as barbarians, attacking and sacking cities instead of building an empire?
I also hope that Cuba doesn't get uber naval as they used to.
Also considering that Castro is still alive, I think anything beyond what's currently in use is bit out of question.
GarretSidzaka Sep 14, 2006, 04:43 AM I know that syndicates were there in Civ4 version, but I'm still curious, why are they a faction? Since they are leaderless as well, shouldn't they just be represented as barbarians, attacking and sacking cities instead of building an empire?
I also hope that Cuba doesn't get uber naval as they used to.
Also considering that Castro is still alive, I think anything beyond what's currently in use is bit out of question.
You have a point about the syndicalists, but we need to represent this ethically. remember, they wouldn't be sacking cities like barbarians, but "liberating" them from tyranny (in my opinion).
And the "Rebel Coalition" isn't all syndicalists, it is a collage of many different factions in the US and canada that desire revolution, ie black block anarchists, leftist communists, progressive socialists, eco-revolutionaries, as well as the michigan militia, quebec, and of course the syndicalists.
i feel that the rebel coalition should be a playable civ and that perhaps they would need a syndicalist-style commitee to lead such a diversivied group, rather than a personalistic approach, like marcos.
woodelf Sep 14, 2006, 05:00 AM Congrats Garret. Your mod will take off now. :)
GarretSidzaka Sep 14, 2006, 05:02 AM First I want to say, do not change the picture used to represent the Syndicalist faction. If I held a cloth to my face, I would very much resemble the figure most prominent in the faction image and I get a kick out of that.
Wouldnt we all... ;)
Improvements to the mod would include hurricanes, wild fires and other eco catastrophes which would make the mod more realistic (in regards to civil war breaking out all over North America). I'm a big fan of randomized weather events in strategy games.
We might want to see what kind of random disaster mods are out there...
I would also like to see some barbarian cities in this mod.
I seem to recall a "revolution" mod that is for the mechanic of cities quitting your empire and going barbarian...(?)
As for the religions, they don't make sense to me in this mod. ... It would be so cool if, instead of religions, this mod had secret societies...
I agree with you, this mod is already very politically volitile. I dont need to piss off any religious folk. and that is not my aim, as i am in acceptance with all religion. a few other ppl were talking about using the religion mechanic like you are suggesting: as political ideology. but as far as affecting the game, it wouldnt do much other than add a few gold/science/culture to the city its from (with my basic knowlage)
Also, espionage is usually downplayed in civ games--which really handicaps the potential for realistic strategic play.
thats why i'm making spy's free to produce at any city :evil:
To make the game even more realistic, why not include marijuanna, opium and cocaine as luxuries?
I agree with you, but if i do implement this, i would want a generic resource/graphic to represent "narcotics". i dont want individual drugs mentioned in the mod for obvious reasons :mischief:
As far as military units, I'd like to see some rail guns.
i do need a futuristic artillery...can you model in 3ds max?????????
Even though I have lots of ideas for how to improve civilization, I still think its the best game ever made on a computer. With so many mod making fans, it always will be. Great Job guys!
thank yourself, because you can contribute as easily as anyone else!
How can I change my avatar pic to the picture used to represent the Syndicate?
i have attached a jpeg to this post that should work as a civfanatics avatar, but first, do me the favor of posting madly in this subforum until you get 30 posts, then you will be allowed to change from default avatars (not my rule)
ArneHD Sep 14, 2006, 05:08 AM I would like to help with this mod. How do I sign up? I can do XML and a little python.
GarretSidzaka Sep 14, 2006, 05:13 AM you just did ;)
right now, i need help with the techinfo.xml file. i need more pairs of eyes to see what is causing an error i cant fix.
XML Error
Tag: in Info class was incorrect
Current XML file is: Technologies/CIV4TechInfos.xml
next one:
XML Error
Tag: in Info Class was incorrect
Current XML file is: Units/CIV4UnitInfos.xml
here are the xml's:
http://forums.civfanatics.com/attachment.php?attachmentid=137910&d=1157876430
edit: btw, your python experience will be invaluble when we start integrating SDK mods and python scripts
GarretSidzaka Sep 14, 2006, 05:18 AM thanks woodelf, and you experience in modding is always welcome in these threads ;)
Congrats Garret. Your mod will take off now. :)
woodelf Sep 14, 2006, 05:21 AM thanks woodelf, and you experience in modding is always welcome in these threads ;)
I can try to stimulate conversation and generate some ideas. Any basic models (resources or buildings) I might be able to handle as well.
GarretSidzaka Sep 14, 2006, 05:32 AM do you think you could make a model for a resource for "narcotics". i'm making the drug resourse non-specific to keep out the majority of drug-talk.
woodelf Sep 14, 2006, 07:52 AM So you want some pills or how do you want it represented?
Fabrysse Sep 14, 2006, 08:13 AM As for the religions, they don't make sense to me in this mod. I don't think there should be any holy city sites. What I would like to see, is something more like the Cult of the Dragon, as it exists in Fall From Heaven II. It would be so cool if, instead of religions, this mod had secret societies: Scottish Rite Freemasons, English Rite Freemasons, Zionists, Jihadists, Red Army Faction, Earth Liberation Front, etc. These societies should work like the cult of the dragon--meaning when units produced in a city where one of these societies exist, they have a chance of switching over to the side of the player who owns the secret society headquarters (when they enter that player's territory). Of course there should still be religion in the game. I just think it would be better to allow a city to build religion/happiness in the same way they can build wealth, culture and tech.
I was looking for something about that.
I don't know if secret societies could work...
I was thinking about international organisation like World Trade Organisation (http://en.wikipedia.org/wiki/World_Trade_Organization), Via Campesina (http://en.wikipedia.org/wiki/Via_Campesina), International Workingmen's Association (http://en.wikipedia.org/wiki/International_Workingmen%27s_Association), the not yet created International Syndicalist Confederation (first congres november 2006), etc...
So we would have cities or socities anarchists, other capitalist, etc...
What do you think about that ?
ArneHD Sep 14, 2006, 09:28 AM I was looking for something about that.
I don't know if secret societies could work...
I was thinking about international organisation like World Trade Organisation (http://en.wikipedia.org/wiki/World_Trade_Organization), Via Campesina (http://en.wikipedia.org/wiki/Via_Campesina), International Workingmen's Association (http://en.wikipedia.org/wiki/International_Workingmen%27s_Association), the not yet created International Syndicalist Confederation (first congres november 2006), etc...
So we would have cities or socities anarchists, other capitalist, etc...
What do you think about that ?
You mean replace religion with ideology? I like that idea.
Fabrysse Sep 14, 2006, 09:59 AM That's it.
But it could be something else like non-violence, anti-racism, colonialism, imperialism,...
The problem is to find something that not interfer with political options in the game : it wouldn't be logic to have rebel coalition that found colonialism at the end of first turn of game.
We have to discus and find the good idea...
woodelf Sep 14, 2006, 10:08 AM Ideology is a much better idea.
ArneHD Sep 14, 2006, 01:01 PM That's it.
But it could be something else like non-violence, anti-racism, colonialism, imperialism,...
The problem is to find something that not interfer with political options in the game : it wouldn't be logic to have rebel coalition that found colonialism at the end of first turn of game.
We have to discus and find the good idea...
Perhaps we could python script it so that at the start of a trun, factions get a civ specific tech. This gets them to found a specific Ideology. Or we could jsut pre-set the "holy" cities.
GarretSidzaka Sep 14, 2006, 02:06 PM i have currently all but removed religion currently from the game. but when we set up the "political ideology", we could set them to spread like wildfire during the game.
what about "nationalism" and/or "fundamentalism" as some of the ideologies?
Mode Sep 14, 2006, 09:15 PM Thanks for the response Garret,
The avatar I want is the leader picture from the original revolution mod--the one with the guy kneeling, holding up his hand with the V for victory. I look like that guy, lol. Come on, bring him back :king: . If I recall he was wearing camoflauge and therefore far more fitting an image for the syndicate's military leader. The syndicate must have a leader or they shouldn't be a playable civ.
I've also read the posts by ArneHD, Fabrysse and Woodelf (who we all know as one of the world's foremost experts on civilization); but I must disagree with this notion of replacing religion with ideology. Ideology is already strongly represented in the game. All the different civic options qualify as ideologies. The reasons why I suggest supplanting religion with secret societies makes a lot of sense:
1.) Secret societies really exist (not to be confused with the many conspiracy theories surrounding them).
2.) Secret societies are built upon religious/spiritual frameworks for express political ends.
3.) There is a long history of secret societies having profound influence on military organizations--the likes of which have caused, in history, many actual military units to rebel against their own leadership. Rebelling military units is critical to realistic war strategy simulation.
If you have any questions about Scottish Rite Freemasonry or any of the secret socities I mentioned before, I would be happy to give you a strictly academic account of their histories (including the praxis of their doctrines). This would help me meet the post quota so I can adopt that syndicate avatar I'm so deserving of :rockon: !
I am also willing to provide you with links, articles and summations in regards to the reality of rail guns. The French physicist named Lorentz discovered the physical law we know as Lorentz force which is the essence of any empc technology. He discovered this in the 1800s and I assure you the advances we have made in applying this law are profoundly solvent in regards to applied violence. When we talk about "rail guns," we are not talking about science fiction. I've come to this belief after talking with physicists and such research.
Lastly, I have the most basic understanding of DOS and don't consider myself a computer expert by any definition. In fact, I can't seem to figure out how to configure my PC so as to have smooth gameplay with CivIV, proper. I'm also ignorant of most of the mods for civ. I do intend to upgrade my IBM ThinkCentre after I buy an Apple computer (which I need to edit film as I'm an aspiring filmmaker). Once I do, I hope I can play against some of you online. :viking: :ar15:
GarretSidzaka Sep 14, 2006, 10:50 PM Thanks for the response Garret,
The avatar I want is the leader picture from the original revolution mod--the one with the guy kneeling, holding up his hand with the V for victory. I look like that guy, lol. Come on, bring him back :king:
well i had to change it something!! gotta have change in the world LOL
I've also read the posts by ArneHD, Fabrysse and Woodelf (who we all know as one of the world's foremost experts on civilization); but I must disagree with this notion of replacing religion with ideology. Ideology is already strongly represented in the game. All the different civic options qualify as ideologies. The reasons why I suggest supplanting religion with secret societies makes a lot of sense:
1.) Secret societies really exist (not to be confused with the many conspiracy theories surrounding them).
2.) Secret societies are built upon religious/spiritual frameworks for express political ends.
3.) There is a long history of secret societies having profound influence on military organizations--the likes of which have caused, in history, many actual military units to rebel against their own leadership. Rebelling military units is critical to realistic war strategy simulation.
but, in my opinion, the rebels have lost the war if the freemasons spread into whatever leadership there is. so maybe more general organizations or factions, and we can add ideology
What about making an ideology or society for each civ? then we can see whose ideas spreads the most!!!
I am also willing to provide you with links, articles and summations in regards to the reality of rail guns.
I have personally believed that rail gun weapons are in the research stage right now!! an artilery unit cleverly modeled would make a great railgun!
Lastly, I have the most basic understanding of DOS and don't consider myself a computer expert by any definition.
as long as you can play civ4, you are a valuble member, as you can give ideas and be an excellent beta tester :goodjob:
Leif Sep 14, 2006, 11:15 PM I think factions would be a challenge to get right in a game like this, because the line has been drawn already.
Maybe Wealth, equality, solidarity, and unity could be ideological factions, who knows.
Fabrysse Sep 15, 2006, 02:34 AM Well... I searched something to replace religions. We are in a revolutionary mod, so, I don't think that replacing religions by something that look like "sects" is a good idea.
Yesterday evening, I listed religions. We have seven ones :
judaism
christianity
islam
hinduism
buddhism
confucianism
taoism
Here is a list of ideologies that could replace religions [I write words I think good, but I'm not sure, so I explain too] :
Atheism (believing in no god)
Feminism (fight for women rights)
Vegetarism (eat only vegetables)
Anti-racism or black power...
Non violence
Free sexuality
Anti-electoralism (voting is not the solution : we have to do revolution !)
anti-sexism (no differences between men, women, and no more with your sexual orientation : hetero-sexual, gay...)
anti-militarism
anti-vivisection (no experimentation on animals)
pro Abortion
others ?...
For each one, we could replace missionary by activists. And temples, could become houses of each ideology...
Any people of any society can develop these ideologies. No problem for exemple, with american people becoming non-violent : that doesn't influence GW Bush politic.
What do you think about that ? If you like the idea, we could select 7 ones and work on pics to replace christian cross, church and others default pics...
GarretSidzaka Sep 15, 2006, 05:06 AM OK, i like the idea of the unit activist as a replacer to the mechanic of the missionary units!
as far as the "religions" themselves, i think we need to find a way to make them civ specific, so the Zapatista's could be sending their activists over the border to mexico, while mexico tries to spread it's "factional ideology over to Zapatist held lands. Then we can even have grisly executions of these activists in the form of attacking the "missionary analogues"
GarretSidzaka Sep 15, 2006, 05:07 AM update: tomarow, i plan on completely rewriting the tech xml, to see if i can get to the next stage of debugging the units: art defines xml errors, animation errors, and scale issues.
Fabrysse Sep 15, 2006, 05:17 AM Can't you distribute religions by writing it in the map file ?
GarretSidzaka Sep 15, 2006, 05:30 AM yes, eactly right, that's where it ultimately gets writting, spatially. but some of these ideologies would technically have to be in most of the cities, simultaneosly from the start, according to there being presense of the ideology in any given city....umm get that?
GarretSidzaka Sep 15, 2006, 05:45 AM I figure its time for a little off topic enterainment to start the circulation!
this was too freaking cool to not show everyone!
http://video.google.com/googleplayer.swf?docId=6805063692754011230
Mode Sep 16, 2006, 12:52 AM I understand your point Garret; but lets not forget how Freemasonry has a long history of infighting which leads to splinter secret societies. I could study freemasonry for years, for example, only to realize the established lodges are totally hypocritical. Thinking this way, I may find others like me and then constitute a new fraternity based on what I believe to be the true doctrine of the ancient society. This has happened several times in history. The Templars were smote only to reappear as the Rosicrucians who would later organize as the Masons.
Indeed, both the American and French Revolutions were waged by spliter factions within Freemasonry. The American Civil War was also a war fought between Freemasons as were WWI and WWII. Within Freemasonry, there is much disagreement.
Speaking specifically to gameplay, I would still like to see secret societies replace religions. Lets have Scottish Rite Freemasonry in the USA, English Rite Freemasonry in Canada, Earth Liberation Front in the Syndicate, Red Army Faction in Cuba, Jaguar Society in Chiapas and the Knights of Columbus in Mexico. I suggest secret societies spread only by an SS unit. Only one secret society should be able to exist in any one city and the odds of converting a city's existing SS should be something like 25%. Furthermore, if a player manages to put his/her secret society in every city, they should be allowed a win via Secret Victory.
I think the USA should, realistically, have the upper hand--even if you do add secret societies. Basically, the Rebels would have to take a strong defensive position and spread their own SS quickly. Once they secured their own cities, however, they would be able to attack. It makes sense the rebels would have a tremendous disadvantage at the start. If you think this would make the rebels' position unwinnable, you might consider adding randomly appearing irregular rebel forces within the Imperial states--in accord with manifested eco-catastrophy. You might also grant rebel forces a defensive bonus to reflect their grassroots recruitment juxtapose the military industrial complex style fabrication of forces.
At the end of the day, I don't know of any serious strategy game which incorporates the role of secret societies. If you do it in your mod, you would be breaking new ground AND take civilization to a new level of realism.
I can play civIV and your mod; but my new job and academic year take priority. If you are still entertaining the notion of secret societies and/or any of my other ideas, I would be remiss if I didn't offer to take a photo of myself which you could use to to represent the leader of the syndicate. :mischief: I'm pretty sure I could convince some cops to pose with me in such a picture. Don't you think a Syndicate leader named "Mode" would be cool? :lol:
GarretSidzaka Sep 16, 2006, 03:07 AM ok, how about you bonk a few cops on head, and when theyre chasin you, get someone to take a picture before they kick your ass! ---jk :mischief:
ok seriously. ive been taking into account some of these ideas you have now posted. an aside: i have bumped into the "freemasons", or at least their ilk, whilst in the military, they are not cool (ie. murder conspiracies)
so, with that in mind, i think that ideological societies is where this mod must be heading, and that seems to be the most developed idea we have seen; as well as your idea of setting the religious spread to zero, allowing only "missionary" ideologauges to spread societatal ideologies.
im just not so sure about using the text "freemason". i'm about as sure i would use "catholocism" or "KKK" as societies: not very sure at all :(
Mode Sep 16, 2006, 01:45 PM Garret, I understand your concerns. I really do. All conspiracies aside, there was that news report several months (or maybe it was a year ago) about a guy getting his head blown off while undergoing initiation in some lodge on the East coast. I think its possible that you would piss off some Masons if you included them in a civilization mod. I think more Masons would enjoy playing your mod than would object to such a scenario; but I can only speculate. Although they don't scare me (in fact I pester them as I'm privy to lodge published literature and don't believe the Masons of today understand Masonry very well, if at all--so I lecture them via email). If your main reason for not including them in the mod has more to do with a desire to "not rock the boat," then forget the Masons and give the USA a secret society called Skull and Bones. You can give Canada a secret society called the Knights of Bath or the Knights of the Garter. At the end of the day, I just want to see the Syndicate's inner circle represented as militant environmentalists up against other groups of individuals who "know too much." By the by, the Earth Liberation Front has achieved over 5,000 missions of sabotage and very few members have ever been caught. I think ELF should be in a revolution mod. Remember the CivIII expansion which had the eco terrorist units and those new age volkswagon suicide bombers? :shifty: I'll wait and see if you decide to integrate secret societies into your mod, replete with a secret victory condition.
When it comes to civilization, I always feel lucky to play it. The more realistic it is, the more the game feels like some test which people need to take if they want to be political leaders in the real world. We all know the military uses computer simulations to train soldiers and I think civilization is probably the best simulation for any would-be President. The more realistic your Revolution mod is, the more likely a think-tank would be to play it.
All this being said, I'm ready to turn our discussion to the implementation on electric magnetic pulse weaponry. My next post will attempt to prove that I, or anyone who has 5-10 thousand dollars and access to a machine tool shop, can build a working rail gun. If such a clandestine weapons lab lacks access to high-tech capacitors such as those developed by the University of Texas-Austin or advanced targeting systems such as those developed at Princeton, then they would have to settle for a less impresive EMPC--more on this later. :cool:
GarretSidzaka Sep 17, 2006, 02:44 AM :rotfl:
i was about to sugest the ole skull and bones!
okay then im settled on the societatal ideologies, unless someone else can come up with a better way to use the religion mechanic.
the emp rail weapon is definately a go. i've been permanoid on that one for 6 years.
now i have to get off my ass and do the unpleasant task of completely redo'ing all the damn work i've done on the tech tree coz of some stupid error. i will be posting all of the current xml's, and graphics very soon for us all to examine (but it is still in alpha phase, there wont be anything playable for a while to come :( )
ArneHD Sep 17, 2006, 10:25 AM I just had an idea: Docterines. A docterine is an expensive national project (meaning it can't be hurried) that adds a building in each city you own. These buildings will in turn give all units produced some sort of promotion or give other benifits to the military production etc. For example: docterine guerillea will add commando to all units.
Any cilivization may only have one docterine at any one point, by making them the same building class, preventing super soldiers to be produced rapidly. Also, some docterines are more expensive than others depending on the bonus they give. Commando bonust would be very expensive, while combat one would be ralativly cheap.
GarretSidzaka Sep 17, 2006, 05:24 PM you know, that's pretty good. i think that would be in the
XML\GameInfo\Civ4ProjectsInfo.xml
but it could be somewhere else too ;)
ArneHD Sep 18, 2006, 09:41 AM By the way, are you going to give us some sort of alpha that we can work on? I don't think it should be to difficult to add the building, but I don't know what is already there.
Fabrysse Sep 18, 2006, 09:47 AM I don't know what is already there.
Yes : same problem for me ! What can I do to help you ?
GarretSidzaka, why not giving each one who wants something to do, and you collect all contributions in your files ?...
I'm ready to work on this MOD. Tell me what to do, and if I'm able to do it, it'll be done as quickly as I can.
GarretSidzaka Sep 18, 2006, 01:29 PM here is the alpha for now. as i said before, im getting a stupid xml error.
it is in 7-zip format so i can upload it to the site.
fabrysse, can you add a GameTexts_Warlords.xml file and cross reference the descriptions in the UnitInfos.xml file and UnitClass.xml files. as in second rev 1.6c, they are all described in the info files as an actual text string, not a reference. edit: put the french it if you want ;)
ArneHD, why don't you experiment with your ideas on Doctrines? see what you can do with the basic xml interface, without python or SDK modding, please? I think all that i didnt delete out of the Projects.xml file is the SDI and Manhattan.
Here is the file all ye who are interested, BTW: those who don't already know, it is not playable.
http://forums.civfanatics.com/uploads/24675/Second_Revolution_2.0_alpha.7z
(not to go onto file database, coz it aint dont ;) )
Mode Sep 18, 2006, 07:23 PM Garret, Fabrysse and Arne,
You guys are great. If I knew more about computers I'd want to help too, but I don't even understand most of the CS jargon you guys use. :lol:
Since Garret has already decided to incorporate rail guns, I wont post links to the labs, articles and journals which state how rail gun technology isn't science fiction.
This being said, I will venture a guess as to why we don't have rail guns as a part of our conventional armed forces. From as near as I can tell, I think rail gun technology threatens the established military order in much the same way the long bow and arquebus/harquebus threatend their military orders. Specifically, the rail gun is probably the perfect anti-aircraft weapon. Given the importance of air power to the modern military doctrine, rail guns undermine it. Aside from the anti-aircraft/anti-missile potential of a rail gun with advanced targeting systems, EMPC technology is the threshold of brigade size remote infantry.
We know the men and women in our military constitute a voting block just as, if not more, potent than any union. If we were to test something like a Mars Rover equiped with a rail gun, then I think we would soon find good reason to phase out our Marines (shock troops) in favor of a more powerful and (in the long run) cheaper military unit. The range of rail guns makes them a perfect advancement for artillary units too.
What I suggest, for a Revolution Mod staged within the next 100 years, are the following EMPC units: 1.) Orbital Guns (Rods from the Gods) 2.) Remote EMPC (to replace shock infantry) 3.) EMPC anti-aircraft (to replace a city's SAM battery) 4.) EMPC artillary (to replace radar artillary).
In regards to the scientific arguments against the practicality of rail guns, I have a few opinions (just in case anyone finds this subject interesting). The main problem with the rail gun tests conducted by the United States Navy in the 1970s were two fold. The first problem was rapid corrosion of the rails which led to the inevitable fusion of the rails (a problem similar to how an M-16 barrel can warp from the heat of too rapid fire). The second problem was the size of the rail gun (so big the last tests were conducted on Iowa class battleships prior to their full decommision).
I think these problems can be solved in much the same way the problems with the musket's range were solved by rifling the gun barrel. Basically, the rails need to allowed to move. If the rails were segmented and fit to an axel, making each segment into two moveable parts, each magnetic pole could swing round the other after the projectile closed the circut--thereby solving the problematic magnetic attraction between the rail-poles. So long as there was a good enough pressure plate wired into each rail-pole and a mechanic by which one pole was allowed a greater circumfrance of swing, then both poles could avoid fusion via swinging round the other--to come back to their orignal position within the rail, ready for the next projectile.
As for the problem of size, it seems to me that the size can be reduced by compounding Lorentz Force with Coloumb's Law. Specifically, it occurs to me, that one rail gun should be used with another so as to generate a gross magnetic force (the natural magnetic force of the projectile closing a circut compounded by the artificial magnetic force we might glean from the magnetic repulsion of two guns counter-rotating round each other). To put it another way: If we were to have two rail guns the right distance appart, counter rotating against each other so as invoke the latent EM force outlined in Coloumb's Law and THEN pass our projectile through the center of two rail guns, we could net more force (with less length/size). :scan:
I'd also like to see what happens if a Tesla Coil was used as a projectile. :eek:
Anywho, if anyone would like to see one of my rude drawings for a rail gun like the one I just described, I can email it. Oh, and Garret, when you are ready to pick a new picture for the Syndicate leader, let me know. I would very much like to submit a photo of myself in an appropriate surrounding. At the very least, please consider giving the Syndicate a leader named Mode. :egypt:
GarretSidzaka Sep 19, 2006, 12:38 AM What I suggest, for a Revolution Mod staged within the next 100 years, are the following EMPC units: 1.) Orbital Guns (Rods from the Gods) 2.) Remote EMPC (to replace shock infantry) 3.) EMPC anti-aircraft (to replace a city's SAM battery) 4.) EMPC artillary (to replace radar artillary).
i have rods from the gods (http://forums.civfanatics.com/showthread.php?t=178609) orbital bombardment unit.
I think these problems can be solved in much the same way the problems with the musket's range were solved by rifling the gun barrel. Basically, the rails need to allowed to move. If the rails were segmented and fit to an axel, making each segment into two moveable parts, each magnetic pole could swing round the other after the projectile closed the circut--thereby solving the problematic magnetic attraction between the rail-poles. So long as there was a good enough pressure plate wired into each rail-pole and a mechanic by which one pole was allowed a greater circumfrance of swing, then both poles could avoid fusion via swinging round the other--to come back to their orignal position within the rail, ready for the next projectile.
As for the problem of size, it seems to me that the size can be reduced by compounding Lorentz Force with Coloumb's Law. Specifically, it occurs to me, that one rail gun should be used with another so as to generate a gross magnetic force (the natural magnetic force of the projectile closing a circut compounded by the artificial magnetic force we might glean from the magnetic repulsion of two guns counter-rotating round each other). To put it another way: If we were to have two rail guns the right distance appart, counter rotating against each other so as invoke the latent EM force outlined in Coloumb's Law and THEN pass our projectile through the center of two rail guns, we could net more force (with less length/size). :scan:
I'd also like to see what happens if a Tesla Coil was used as a projectile. :eek:
That sounds like a cool technical idea for compensating for the wear and tear that such a huge gun would incur. Bova wrote in sci-fi that nanomachines would construct their rail gun and it would be a few klicks long.
can it be a tesla coil from Command and conquer?
At the very least, please consider giving the Syndicate a leader named Mode. :egypt:
:lol:
Fabrysse Sep 19, 2006, 01:53 AM it is in 7-zip format so i can upload it to the site.
Hope my computer will be ok to open that file...
fabrysse, can you add a GameTexts_Warlords.xml file and cross reference the descriptions in the UnitInfos.xml file and UnitClass.xml files. as in second rev 1.6c, they are all described in the info files as an actual text string, not a reference. edit: put the french it if you want ;)
OK. I'll have a look on it.
ArneHD Sep 19, 2006, 10:20 AM Ok, Garret, I have run into the same problem as you have. When I try to add the buildings I get a Tag: (Should be something here, but isn't) is incorrect.
It looks as though there is some sort of missing tag that ought to be there.
Ferrum Rex Sep 19, 2006, 01:09 PM This being said, I will venture a guess as to why we don't have rail guns as a part of our conventional armed forces. From as near as I can tell, I think rail gun technology threatens the established military order in much the same way the long bow and arquebus/harquebus threatend their military orders. Specifically, the rail gun is probably the perfect anti-aircraft weapon. Given the importance of air power to the modern military doctrine, rail guns undermine it. Aside from the anti-aircraft/anti-missile potential of a rail gun with advanced targeting systems, EMPC technology is the threshold of brigade size remote infantry.
I have to disagree with you. I think the real probelm is economics. As with other technologies such as hover tanks and super soldiers suits(both real) is they are all not cost-effective. All for their own various reasons. If an economy allowed these things to be mass produced,they would be. I think the addition of rail guns,or other factors should retain a much higher production rate.
Mode Sep 19, 2006, 10:55 PM It sounds to me like you actually agree with me, Ferrum. When you google "rail gun" and filter through all the science-fiction games, you see we have the technology. Why isn't it mass produced: this is the question.
Fabrysse Sep 20, 2006, 02:48 AM Well...
I have began to modify xml files to render them translatable. Actually, I don't work really on French translation. I want to give you back clean files where you should add/modify elements (or ask me to do it, that's possible).
After, I'll insert translations in a second time...
I hope it won't be too long. For classical xml files, that will run (it should be done on one or 2 days). For Warlords xml files it could be a little more difficult, because I don't have many exemples on how to do. But I'll find... No problem.
:scan:
More news about it later...
Ferrum Rex Sep 20, 2006, 09:01 AM It sounds to me like you actually agree with me, Ferrum. When you google "rail gun" and filter through all the science-fiction games, you see we have the technology. Why isn't it mass produced: this is the question.
No i agree it is very possible, i just dont think that its cost effective. We have the technology to build it but to mass produce wouldnt be worth it. Thats why i suggest a significantly higher production time. For instance the last major public reports on that came out in the late 70's. The jump the information age has given to technologys of all sorts in unfathomable(it is impossible to record where we are at technologically right now as a civilisation). So what im saying is we have the means, we just dont have the economics. Think of Jet engines during WWII in the mid to late 30's Stalin forced aviation scientists to work together,one such scientist was able to create a jet engine,but did not have a metal strong enough for it. Soon he was "purged" though. And Russian avaitors/scientists,stole the plans for the jet engine and gave it to the nazis. The nazis in turn had a metal strong enough,(within 10 years of the original design). So in near thirty years time in the information age i believe that mechanics are no longer a probelm for the rail gun
GarretSidzaka Sep 20, 2006, 03:49 PM i think it exists and is currently used militaristically. just no one like us knows about it or ever will.
probly best used in space, i imagine
GarretSidzaka Sep 20, 2006, 09:38 PM I think both Garret and Ferrum are incorrectly understanding existant "orbital gun" science.
I think they are both misunderstanding what Kant orignally described as the difference between a concept and object.
I think the blueprints/schematics certainly exist and empircal evidence does exist on how electric magnetic science does trump chemical science in regards to Newtonian physics.
I'm also still assuming we agree more than we disagree.
The "Black Market" should be just like the support from foregin contries world wonders in the orginal Rev Mod.
:nuke:
I use Microsoft Word.
I think they are both misunderstanding what Kant orignally described as the difference between a concept and object.
enh
The "Black Market" should be just like the support from foregin contries world wonders in the orginal Rev Mod.
we could do this. but what stats would it have?
I use Microsoft Word.
just go ahead and write them in whatever program you like, then cut/paste the text and post it in the game texts (http://forums.civfanatics.com/showthread.php?t=185948) thread, if you would, please. just check to see what other ppl have done. BTW: there are over sixty new units that need civilopaedia entries ;)
thanks
Any Black Market world wonder, in my opinion, would have a Civilopedia (two ll's or one?) entry. This entry should explain why the Black Market world wonder grants 3 :) happy faces and subtracts 1 science,gold in every city the controller occupies.
Foreign Support Wonders should be considered National Wonders, imo.
An artifical vertical wetland over a city ceptic center = plus 5 :health: in every city the player controlls.
World Wonder
More cost effective than the B-2 and all other model warplane combined, the F-23 Raptor essentially serves as the vehicles for Covert Operations Captains.
Mission Doctrines
1.) Thou Art The Master Of Your Duty To Life.
2.) The Web Of Life Is Reality.
3.) Eco Liberation Is Martial Law.
The Earth Liberation Front, in conspiracy with former Deserters from the United States Army's conflict in Vietnam, exterted what it considered to be a counter-revolution against the United States Marines' activities produced as American government, circa 2000 CE.
After stockpiling Howlitzer artillary in the 1980s, the afflunent and naturally wealthy members of American society never could have guessed as to how important their works in developing Deep Ecological Thought would lead be.
Founded by what some call an Anarchists' Syndicate, the Earth Liberation Front conscripted with no physical authority, many "crackers" (crackers: data hackers with a cause) used Deep Ecology and other ecologically relative material to justify their piracy of mulitnational corporations.
Skull and Bones Doctrine:
1.) Take What You Can When You Can.
2.) Fear None.
3.) Ivy Lives Ten Thousand Leauges Under the Sea.
The Skull & Bones society sprang up when European colonists began arriving to the New World en mass.
President Bush, in disagreement with the People's Will, assumed he was a Five Star General of the United States Army and took the otherwise obscure traditions of Pruitanical Christianity into the most militant direction. When Mode and ELF took control of NORAD in 2007, Skull and Bones attacked US citizens with nuclear weapons.
Jaguar Society:
1.) Raskata Knows Where the Cat Is.
2.) Myan Liberty Lives.
3.) Aztec Soverignty Exists.
The Jaguar Society began as a counter insurgency operation in Chiapas circa 1990.
Knights of the Garter:
1.) Hail The Commonwealth.
2.) God Save The Monarch.
3.) Punish The Wicked.
Knights of Columbus:
1.) Welcome To All.
2.) Blessed Be.
3.) Kindness To Thy Enemy.
Red Army Faction:
1.) Marxism Before Leninism.
2.) Democracy Before Stalinism.
3.) Proletariats For All To see.
SSS Warriors begin as Irregular 10:20 Military Units, including the Sabotage promotion (which reduces a city's production with 80% likelyhood). They can, along with any Secret Society Unit, be further promoted with the Larceny (minus city's population number as percentage of affected civilization's wealth), Industrial Sabotage (steal 30% any other civilization's tech points towards an already discovered--by affected civilization's--scientific advancement), Resource Theft (minus 10% of affected city's production added to controller's capital city production), Eco-Devestation (add one pollution marker on occupied space for every two spaces SS Unit occupies), Commando (can opperate in territories in any civilization regardless of diplomatic status) Ranger (can use enemy mobility bonuses).
:old:
To produce enough engery so as to opperate two counter rotating electro magnetized disks in perfect spherical symmetry, within one second, one best begin your nuclear reaction in low gravity.
2 hammers/2 food/2 commerce (Transports non organic materials to and from off world)
World Wonder
plus one hammer/science/commerce per turn in every city Player controlls.
Just like there are different types of Naval classes, I think people will eventually come to actualize different Classes of orbital guns.
Workers obviously built vinards in California. It should take a worker much longer to compete the construction of any flora or fauna resource bonus than it does for them to clean up pollution.
:thumbsup: Who agrees with me when I suggest flora/fauna resource bonuses should be destructable?
Also, if someone could tell me how to select the Leader image (from The Second Revolution Mod, the original) for my Civ Fanatic avatar, I'd appreciate it.
:ar15:
USA: Skull & Bones: Privateer Warrior (begins with Larceny promotion)
Southern Mexico: Jaguar Society: Jaguar Warrior (begins with Ranger promotion)
Canada: Order of the Garter: Garter Warrior (begins with Commando promotion)
Northern Mexico: Knights of Columbus: Knight Warrior (begins with Industrial Sabotage promotion)
Cuba: Red Army Faction: Red Faction Warrior (begins with Eco-Devestation promotion)
Syndicate: Earth Liberation Front Warrior (begins with Sabotage).
Barbarian: Barbarian Warrior (begins with Resource Theft promotion).
All Secret Society Special units should have the option to be promoted with stars, eco-spheric defensive posturing bias, or any of the other promotions which have been introduced in Civ Mods. I also think any SSS unit should be able to learn all the SSS units' special abilities.
The rifle, as a chemical weapon, isn't necessarily improved by an automated trigger.
If, lets say, any programmer would like to play a Civ Revolution Mod of the sort written about in this thread and enjoy building an HQ for your secret society, then what should such HQs do?
I'd like to see them all do the same thing. I'd like secret society HQs to increase scientific output in their city by 30%.
Fabrysse Sep 21, 2006, 02:40 AM just check to see what other ppl have done. BTW: there are over sixty new units that need civilopaedia entries ;)
Just to say you where I am in my xml work :
I still have to have a look on few xml files. For each one, if I have some text to put, I paste it. If not, I write something like "to be written..." (for Civilopedia, Strategy, etc...). Then we'll just have to include new texts at the right place.
I send files soon.
Mode Sep 21, 2006, 03:27 AM :king: Especially if all my suggestions are incorporated.
Fabrysse Sep 21, 2006, 03:32 AM :king: Especially if all my suggestions are incorporated.
I just work on the structure of the files. :p ;)
Mode Sep 21, 2006, 03:33 AM Me walking down library steps wearing shades (with visible Anarchist's Cookbook) while Police walk inside the library. I would want to wear one of my trademarked (original silkscreening) tee shirts and a heavy green denim chambre, acid washed blue jeans, black Doc Martins and a black woolen beret (pulled back in a totally original fashion).:cool: Ideally, I would like a different flag to fly at the library. I would want it to be perfectly square, with 25 blue and 25 red squares arranged in checkerboard fashion. Atop each square would be sewn a white star. I would also like to see a movie about Civilization IV.:mischief:
GarretSidzaka Sep 21, 2006, 04:41 AM hey mode, i sent you a private message
Mode Sep 21, 2006, 05:05 AM How do I delete threads I no longer need?
GarretSidzaka Sep 22, 2006, 01:45 AM fascinating unit list you've added. it has given me some ideas. problem with alot of those units, is that we don't have any stable 3d unit modelers in the mod. and i'm leaving the vanilla stats on the vehicles that come with the game, like the abrams and carriers, so i have a place to ground my references, as i do not want to rebalance the mod.
what do you mean with the space units? i dont understand what they are.
Fabrysse Sep 22, 2006, 08:10 AM What about adding :
3 New Wonders :
Class War
Women Liberation
Gay Pride
1 New Building :
In France, we have something called "Bourse du Travail". It's a building given to syndicalists to have their activity...
I have a problem with the CIVICS...
In the "LEGAL" table, we have "Anarchistic Law" and then "Socialistic Law". Can you explain me the difference ?
I explain : Communists, just after Revolution install a totalitarian state, that (they say) should disappear with time. That's not the case of Anarchists : they directly install, just after Revolution, a socialist/anarchist (it's the same) society...
That's why I can't understand the LEGAL table.
Same question :
In GOVERNMENT, the first is "Personnalistic" and the second is "Totalitarian"... Wouldn't it be better to rename "Totalitarian" by "Proletarian Dictatorship" (not sure of my translation...)
What are the news about Religions vs Ideologies ?
GarretSidzaka Sep 22, 2006, 02:35 PM @mode: alot of those building ideas are real good, and some of them are already planned ;)
@fabrysse
totalitarian in essence is a proletariat dictatorship, and a brutal one. i plan on messing with the rules for that one later. none of the governments are going to start off with that civic.
socialist law vs. anarchist law:
im focusing on socialist law relating to the equal distribution of rights and goods, amongst a society, for efficiency and freedom. my idea of anarchist law encompasses basically the socialist law princeples, but moreso on the protection of all individual rights to true freedom from dictation and exploitation by any group organization or "government".
ALSO:
I have the Support wonders, and some vanilla wonders (mostly already built on the map), and I'm adding the white house (which will make washington's defenses nearly unbreachable).
but i would like more wonders, like fabrysse was suggesting. and i dont want only anarchist or leftist wonders, i would like some capitalist, or neo-liberal ones too (the bad guys to most of this group). i plan on both sides having more content specific to the 3 rebel civs or the 3 state civs. i hope that makes any sense.
ArneHD Sep 22, 2006, 04:42 PM Garret: You could get garric, MobBoss or red stranger to sugest some.
A more serious question, how did you get your suport wonders to add a building to every city in the first second revolution?
And, no I havn't made any progress on that damed XML error.
GarretSidzaka Sep 22, 2006, 11:26 PM yeah, ill hit up MobBoss in his favorite way: lame off-topic thread
ok, you guys (and gals) should probly not post in this thread (or you will get in a horrible, unending political argument), but here it is:
http://forums.civfanatics.com/showthread.php?t=186990
Mode Sep 22, 2006, 11:59 PM How do I delete my post?
ArneHD Sep 23, 2006, 04:41 AM Wow, Mode, you have a lot of Ideas (and quite good ideas at that), but I feel they are crowding the main thread a bit. Could you open a new thread for Ideas?
GarretSidzaka Sep 23, 2006, 05:07 AM yes, mode please stop flooding. flooding is posting over and over and over and letting no one else be heard. i do not appreciate it. this is my piece of art, and you must respect me, and anyone else who appreciates it and wants to contribute.
It's not up to you to give out warnings. Report the post and let the moderator do that. Warned for emulating moderator action tags.
Respect the authority of moderators
Public discussions of moderator actions are not allowed on the forum. It is also prohibited to protest moderator actions in titles, avatars, signatures, or any other profile information. If you don't like something that a moderator did, PM or email the moderator and try your best to resolve the problem or difference in private. If it's not resolved or if you don't receive a reply from the moderator after 24 hours, you can then PM or email Thunderfall.
Moderator Tags should never be edited or removed, nor should they try to be emulated or copied. Doing so can result in an automatic ban.
Ok, for the right-wing wonders we could make the trans alaskan pipeline, and perhaps NORAD
ArneHD Sep 23, 2006, 04:07 PM But what effect would they have? And dosen't the syndicate control alaska? I think we could call it trans-continental pipeline.
By the way, do we have any left wing wonders?
Drtad Sep 23, 2006, 04:33 PM A wonder for America could be HAARP. Generates a lot of research and less war weariness.
ArneHD Sep 23, 2006, 04:52 PM A wonder for America could be HAARP. Generates a lot of research and less war weariness.
I like the idea, but I don't see how it would decrease war weariness.
Drtad Sep 23, 2006, 06:20 PM If you read HAARP: The Ultimate Weapon of the Conspiracy, you'll understand why it decreases war weariness.;)
Mode Sep 24, 2006, 01:44 AM Alpine Strongholds:
Can produce Partisan
----leads to---
Genetic Warfare:
Fortified Degredation (10: waste)
Theatrical Warfare:
Can Produce Gurrela
-----leads to----
Fiber Optic Camoflauge:
leads to Non-Urban Combat
Urban Combat:
Can Produce Irregular
----leads to----
Collateral Damage:
leads to Fiber Optic Camoflauge
Non-Urban Combat:
Can Produce Rangers
----leads to----
Fiber Optic Camoflauge
Infantry receive promotion.
GarretSidzaka Sep 24, 2006, 02:08 AM But what effect would they have? And dosen't the syndicate control alaska? I think we could call it trans-continental pipeline.
By the way, do we have any left wing wonders?
definately.
i heard some talk about gay rights, and some talk about ecology related wonders. we need to find out more.
let me tell you all this: there are 2 pairs of mutually exclusive techs:
State-Capitalism--->Global Capitalism
Rebellion--->Uprising
so far they only contain civics, but they will also contain wonders, and maybe the ideologies we've been hashing.
Mode?
One thread at a time with your ideas ;)
it sounds like you are producing your own game? is this true?
Mode Sep 24, 2006, 02:28 AM Advanced Automotive Industry
allows construction of Light Armored Vehicle
leads to Fiber Optic Armor and Carbon Fiber Parts
Carbon Fiber Parts
allows construction of Heavy Armored Vehicle
Fiber Optic Armor
allows construction of Syndicate Tank
Requires Fiber Optic Camoflauge
Depleted Uranium Weaponry
allows construction of M1A1
Rechargable Mircro Engineering
allows construction of Air Port
leads to Fiber Optic Armor
Submersable Flotillas
allows construction of Port
leads to Depleted Uranium Weaponry
Micro Teleportaton Machines
leads to Advanced Electric Magnetics
:old: Unlike previous versions of Civilization, this version's economic branch allows more complex market dynamics.
:goodjob: duh
:king: Culture is crutial to healthcare.
GarretSidzaka Sep 24, 2006, 05:19 AM anyway: "left wing" wonders
and body have any ideas?
Chieftess Sep 24, 2006, 05:36 AM Mode, 3 days for spamming. It's not ok in the chatroom, and it's not ok in the forums.
ArneHD Sep 24, 2006, 05:46 AM How about... Net Nutrality! Requires the internet.
Chieftess Sep 24, 2006, 06:01 AM Ok, I've spent a good 20 minutes cleaning up this thread. First, edit your posts instead of posting new ones; this goes for everyone, as I've seen more than just mode. Mode, posting multiple posts with 1 liners, or lots of images is spamming. If you want to post something that uses a lot of images, put it into a single document (Like MS Word, or Wordpad) and upload it to the forum. GarretSidzaka, it isn't up to you to warn users (forum, pm, email or otherwise), let the moderators do that.
GarretSidzaka Sep 24, 2006, 03:20 PM Thank you chieftess for cleaning up our threads! They needed some work ;)
Back to business!
Fabrysse Sep 25, 2006, 05:20 AM Coming back from Week-end... I'm here now.
socialist law vs. anarchist law:
im focusing on socialist law relating to the equal distribution of rights and goods, amongst a society, for efficiency and freedom. my idea of anarchist law encompasses basically the socialist law princeples, but moreso on the protection of all individual rights to true freedom from dictation and exploitation by any group organization or "government".
Well, in a socialist or anarchist society, it's said that everybody is free. But what is freedom ? I could say I'm free to exploit you. Yes, but you would'nt be free. So, I think that collective and individual freedom are linked one to the other. That's because every one is inividually free that collectively, we are free.
That's why I can't understand the difference. Being collectively free but individually not free seems to say that we are not collectively free.
Do you see what I mean ?
anyway: "left wing" wonders
and body have any ideas?
We had a discussion about changing Religion ti ideologies or secret organisations... What did you decide ? Is there something decided ?
I tell that because I think that "left wing" wonders should be abstract wonders (like classwar I purposed, but it could be too International Workingmen's Association or Red Army Faction....).
So when will be decided what replaces religions, the others could be some Wonders, no ?
And, no I havn't made any progress on that damed XML error.
Do you want me to have a look ?... Explain me the problem as clearly as possible in PM, I'll try to find a solution.
GarretSidzaka Sep 25, 2006, 03:39 PM Yes, i see what you are saying. I'm going to have to go over Rocker some more
As for the ideologies: let's do it! but let's get a minimally playable unit set done first. today im working on that
GarretSidzaka Sep 25, 2006, 05:29 PM UPDATE:
I figured out what those wierd errors were and fixed them today :clap:
now im off to debugging the artdefines for the units, and hopefully get to putting the rivers onto the map.
GarretSidzaka Sep 25, 2006, 09:58 PM ONE FINAL UPDATE FOR TODAY!!!!
go check out the screenshots page to see :crazyeye:
edit: here are the updated files
http://forums.civfanatics.com/uploads/24675/Second_Revolution_2.0_alpha.7z
ArneHD Sep 26, 2006, 11:42 AM Yes, i see what you are saying. I'm going to have to go over Rocker some more
As for the ideologies: let's do it! but let's get a minimally playable unit set done first. today im working on that
What was it?
Edit: Also, what do you mean by "Conventional" military civic? I can't quite get what you mean.
GarretSidzaka Sep 26, 2006, 02:44 PM Conventional is the military style used by america since WW2. It is a grand, sweeping force, using combined arms tactics and massed troops to utterly crush an opposing army. The only thing that can stop it is either a bigger combined arms enemy, or assymetrical forces.
GarretSidzaka Sep 26, 2006, 03:18 PM finished the Freedom tower integration. now i have to skin it. screenies tonite!
Fabrysse Sep 27, 2006, 02:08 AM What would you think about adding a new national project :
International information compaign on satellite TV or any other media that allows making international propagand, and permeat international troops to join you.
That runs for rebels (like in Spain 1936 with international brigads) or capitalists (UNO or NATO aid, etc…).
I imagine a 'random' system (a little like for great persons) that create special units who appear in a city...
GarretSidzaka Sep 27, 2006, 03:36 AM That would be tricksey to say the least. you would have to talk to 'theLopez' on it, as he is the badass modder for the intrinsic code of the game.
i think so far, i am adding your "Gay Rights" wonder to the game under the Uprising or Rebellion techs. what would it give i wonder?>
ArneHD Sep 27, 2006, 09:47 AM I would just like to say that if you can reskin the mig-29, we have the mig-35, which is more or less the same plane (visualy) with vector thrusting and some small wings at the front of the plane.
Comparison (http://en.wikipedia.org/wiki/Image:Mig35_001.jpg).
Edit: I found a raptor model F/A - 22 (http://forums.civfanatics.com/showthread.php?t=169430)
GarretSidzaka Sep 27, 2006, 01:29 PM im not so sure i got the skills to reskin the mig-29, but if you can by all means, make a new .dds file and post it, it'll go in.
as far as the yf-22, its been downloaded and i will pop that one in later!
Laurier Sep 28, 2006, 09:32 AM I've been having problems with loading this Mod from XML errors. Before I would always receive the message,
Can't find type Enum for type tag UNIT_POLICE
which would appear in loading a new game as the auto turns are running.
And after replacing the entire mod folder with the 9/25 edited 7z file in post 2 (http://forums.civfanatics.com/showthread.php?t=185943#2), I have new XML errors that occur when the mod loads.
Problem is with Units/Civ4PromotionInfos.xml. First it was with PromotionPrereq, Element content is invalid according to the DTD/Schema. Expecting: {x-schema:CIV44UnitShema.xml}PromotionPrereqOr1.
I tried deleting the PromotionPrereq and load the Mod to get the same problem on the bLeader tag, expecting bBlitz.
ArneHD Sep 28, 2006, 09:38 AM You are using this with Warlords right?
Have you replaced the original files with mod or edited files?
Laurier Sep 28, 2006, 09:52 AM No, I'm not using Warlords and I never messed with any original files. I've used a handful of other modpacks and have yet to see a problem loading xml files as I have with this one. I had presumed it was a known issue and I was able to play the game anyhow through the combination of the two patches and the main folder when I started playing this a couple weeks ago. There was only the minor problem when starting a game, after the mod had loaded and I'd selected a civ, the enum error would pop up, the game would autorun to my turn and from then on would play fine. I had supposed that perhaps I didn't apply the patches to the Mod folder properly. I saw that there was a new version of the complete mod and hoped it would solve the trouble, but it fails completeley.
Perhaps I'm failing to understand something: the file in post 2 is the complete mod, minus the sounds files, correct? I wouldn't need to patch it with another archive?
ArneHD Sep 28, 2006, 10:32 AM You need warlords for the alpha, the original civ version is here (http://forums.civfanatics.com/downloads.php?do=file&id=2764).
The file in post two is the file that we use to work on, it is not the original without sound files.
Laurier Sep 28, 2006, 10:38 AM aww hell, no wonder.
Might I request that a notice be put up then for fools who can't figure out that Revolution 2 is only for Civ4 2.0?
I should have realized perhaps, but I guess I can avoid the post where I say I hope that this mod can be redone for Warlords. Nice work.
Edit: I'm still a fool: I can't figure out how to start a game. Loaded the mod into Warlords, tried scenario, also play now, etc., pick one of the leaders and all I end up with is a settler. Doing anything I can think of to start a game.
Where's the intial map data for version 2?
Laurier Sep 28, 2006, 03:00 PM Is version 2 set to start from the beginning rather than from a scenario? Is the file detailing the start of the scenario missing from the v.2 beta download?
Unless I'm mistaken, there should be a .CivWarlordsWBSave file somewhere in the alpha download, most likely in a directory named PublicMaps alongside Assets.
GarretSidzaka Sep 28, 2006, 04:21 PM @Laurier
If you were looking at the top posts for the warlords mod, it is not playable and has no working map, nor music, nor is the techtree complete, nor is the XML done, and has next to no buildings. :( I is still in the alpha phase, meaning that it is in it's initial production and won't even be beta-testable until i announce it here in these forums.
If you would like to play the original version, I think you actually have to uninstall warlords so you can play the vanilla civ4. the download the files from this post (http://forums.civfanatics.com/showpost.php?p=4522076&postcount=1) and follow the installation instructions.
Please send me a PM or email if you need help installing that version, but it will not work with warlords at all, and will probly give an error fest before crashing the program.
Fabrysse Sep 29, 2006, 06:18 AM That would be tricksey to say the least. you would have to talk to 'theLopez' on it, as he is the badass modder for the intrinsic code of the game.
Yes. I found that : http://forums.civfanatics.com/downloads.php?do=file&id=120 (by theLopez). I'm going to have a look on how to modify it... If I have problems, I'll contact theLopez. There is not really a random apparition, but I think we could do something with that.
i think so far, i am adding your "Gay Rights" wonder to the game under the Uprising or Rebellion techs. what would it give i wonder?>
Some hapiness, no ?...
Fabrysse Sep 29, 2006, 08:51 AM I think that the 'theLopez' mercenaries could be used to add international troops. I made few modifications to the mod, it should run. I test it this week-end.
We'll have to configure it when we are sure of all units in game.
Now :
I'm looking for an unit that could be International troops. Here is what I found :
Modern Grenadier (marine re-equip) (http://forums.civfanatics.com/showthread.php?t=168022)
Marine and Navy SEAL skins (http://forums.civfanatics.com/showthread.php?t=164406) (the marine skin could work)
I'm looking for a building that could be the wonder... But we should define the wonder first. Is it a kind of satellite ?
GarretSidzaka Sep 29, 2006, 03:33 PM I think that the 'theLopez' mercenaries could be used to add international troops. I made few modifications to the mod, it should run. I test it this week-end.
We'll have to configure it when we are sure of all units in game.
Now :
I'm looking for an unit that could be International troops. Here is what I found :
Modern Grenadier (marine re-equip) (http://forums.civfanatics.com/showthread.php?t=168022)
Marine and Navy SEAL skins (http://forums.civfanatics.com/showthread.php?t=164406) (the marine skin could work)
I'm looking for a building that could be the wonder... But we should define the wonder first. Is it a kind of satellite ?
Fabrysse, do you have a copy of Warlords yet? This is quite crucial for your coding not to go to waste :/
Laurier Sep 29, 2006, 11:03 PM Thanks for adding the note that the download in #2 is Warlords-only and not yet playable. Presumptious people like myself will be spared some confusion.
Question about the Sniper Mod in this as I'd been wondering why sniper units didn't behave more like snipers and came across the Sniper Mod (http://forums.civfanatics.com/showthread.php?t=169665) project by TheLopez. So I'm wondering why the functionality there isn't in your mod, is it problems integrating it?
Not sure if this has been brought up for your right-wing wonders, but you could do a Homeland Security Wonder. Or alternatively, a civic of HS. I have an idea for an effect but I'm not sure if anything similar has been done and how difficult it would be to code. The reward would be to increase the defensive power of all your civ's units - but only within your borders - by 10%, for example. How difficult it would be to set this I'm not certain.
GarretSidzaka Sep 29, 2006, 11:35 PM I am interested in theLopez's work, and i tried to integrate it into the old version, but my mod was too buggy for it to work. If any friends of theLopez are out there, or the big man himself, i would love to see what we can do for this mod. things i would like to add (SDK style):
Cruise Missiles
Sniper mod
Unit Auto Spawn (of various types)
"Dawn of Man" mod
Mercenaries Mod (maybe)
Tech Conquest
Mode Sep 30, 2006, 02:14 AM Honestly, I'm totally laughing at the ignorance of Chieftess Moderator.
I'm not spamming. I don't think the Moderator Chieftess has a broad enough understanding of the manifold chat facilities in cyberspace.
Garret thinks I'm not only spamming; but espousing science fiction as foredrawn conclusion, from what I understand.
Basically, Chieftess, why don't you just debug the work these guys are doing and then maybe Firaxis will like you more. I don't know.
3 day ban for Public Discussion of Moderator Actions.
Mode Sep 30, 2006, 02:36 AM Electrically Magnetized Markets
Requires Advanced Fertilizing Systems
Requires Advanced Electric Magnetics
Requires Carbon Fiber Parts
Allows construction of Flora/Fauna tile bonuses by Cyborg workers.
Geo Stational Survellience Systems
Requires Electrically Magnetized Markets
Requires Syndicate Platforms
Requires Applied Prescious Metals Mechanics
Requires Organic Husbandry
Requires Advanced Automotive Industry
Allows construction Amalgam tile bonuses by Cyborg workers.
Martain Information Systems Access
Requires Geo Stational Survellience Systems
Requires Electrically Magnetized Markets
Requires Rechargable Micro Engineering
Requires Calamity Crop Circles
Requires Submersive Flotillas
Requires Meataphysics
Allows Human workers to change waste to desert or tundra tiles (30% chance of death for each worker).
Allows Nepali Space Elevator Access wonder.
Mode Sep 30, 2006, 05:03 AM Sometimes it may seem like keeping a significant number of your secret society units is a waste of time. If this is the case, be sure your rivals lack any airpower by which they might threaten the weakest parts of your control. If the your secret society warriors are unable to pass freely in rival territory, achieve such promotions for your warriors.
Mode Sep 30, 2006, 05:14 AM :ar15::ar15::ar15::king::ar15::ar15::ar15:
:spear::spear::spear:
:xmastree:
:newyear:
:bounce::bounce::bounce:
Let's add on another day to your ban for that post. 4 days.
I'd really like to see the CFC MODERATORS make a "rules" or "etiquette" link, displayed plainly on any page in the forum.
Chieftess Sep 30, 2006, 08:25 AM Mode, by posting multiple posts many times in a row, you are spamming. If you want to include more than 10 images in a post, atleast put it into a document and upload it. Another thing, discussing moderator actions in public is a no-no, much less purposely spamming right after it. See you in 4 days.
Laurier Sep 30, 2006, 01:44 PM I'd also love to see Dale's Combat Mod (http://forums.civfanatics.com/showthread.php?t=168966), which has cruise missiles for you and the always entertaining Ranged Field Bombardment, a must-have, IMO. Oh, and the MAD and Combined Arms Stack Attack could also have their uses.
What I'm least impressed with in the game is the air units, their functionality in great need of improvement. Are there good mods out there you know of that improve the functionality?
If I can get a handle on how to integrate the mods, I'd love to pitch in. I attempted to add the Sniper Mod to 1.6 and it failed.
GarretSidzaka Sep 30, 2006, 03:13 PM Dale's combat mod is excellent, and i think he even mixed me up a copy of it. I really didnt want the stack attack (as it has been known to be buggy) but i wanted everything else. let me see what i can do, now that the units are in and all the of xml errors and (fixable) graphical errors are finished. dale's combat mod requires schema changes :yuck:
CAN ANYONe DO 3d modeling and make animations for units????? i have a bunch of cool units that need animations.
Laurier Sep 30, 2006, 03:39 PM I tried integrating Dale's Combat mod now and it was especially easy, and although everything appeared to work and I was able to do combat effectively, the AI appears to have broken down on its turns after I end mine. Perhaps it is, as you say, the Stacked Arms attack that breaks down. If you have a version of the Combat Mod without that feature, could you post it?
Of course the game would need to be rebalanced in the xml, and if this becomes a patch/feature pack to 1.6, I'd also like to modify/edit the starting units to be built in cities for Canada, which are currently blank or Mech Infantry.
And although I can try my hand at coding for the mod, artistry is not my strong suit.
GarretSidzaka Sep 30, 2006, 04:18 PM ah, i just PM'ed dale. i remember he sent me a version of his mod that had stack attack brought out of it. i just have to find it in my computer (i hope i didnt delete it :( )
edit: is this the dale mod you have exactly? dcmwld-1.03.zip
GarretSidzaka Sep 30, 2006, 05:26 PM UPDATE:
Here is the map, with resources and rivers. im releasing it separately as it's own download as well.
Laurier Sep 30, 2006, 06:28 PM edit: is this the dale mod you have exactly? dcmwld-1.03.zip
That's what I used, yes.
I like the map a lot but a few points: the hills might be a bit too heavy, and Canada should have some oil in Alberta and a few corn across the central plains.
GarretSidzaka Sep 30, 2006, 08:13 PM That's what I used, yes.
I like the map a lot but a few points: the hills might be a bit too heavy, and Canada should have some oil in Alberta and a few corn across the central plains.
With canada i wanted to focus on the hudson bay oil. but ill try to remember to throw on in alberta. (lemme guess, your canadian ;) )
i PM'ed Dale to ask him if he still has the modified DCM file that he made for Second Rev, so we can start puting in the schema changes.
Fabrysse Oct 02, 2006, 05:44 AM Fabrysse, do you have a copy of Warlords yet? This is quite crucial for your coding not to go to waste :/
Not yet. But it'll come soon.
Actually, I try to do something with python. When python is ok, I'll see which differences are in Warlords (if there are...). But I have to learn a little about python first.
But you're right, I have to get Warlords very soon.
GarretSidzaka Oct 02, 2006, 05:58 AM Not yet. But it'll come soon.
Actually, I try to do something with python. When python is ok, I'll see which differences are in Warlords (if there are...). But I have to learn a little about python first.
But you're right, I have to get Warlords very soon.
dont worry, i think its was well worth the $30! :D
Fabrysse Oct 02, 2006, 06:11 AM dont worry, i think its was well worth the $30! :D
I celebrate my birthday next weekend... So I'm waiting a little before buying it.
;)
GarretSidzaka Oct 03, 2006, 06:24 AM Im thinking about doing a Second Revolution: Europe Mod someday.... (http://forums.civfanatics.com/showthread.php?t=188098)
ArneHD Oct 03, 2006, 06:52 AM Im thinking about doing a Second Revolution: Europe Mod someday.... (http://forums.civfanatics.com/showthread.php?t=188098)
That. Would. Be. AWSOME.
That is something that must be done after this one!
Fabrysse Oct 03, 2006, 06:57 AM Im thinking about doing a Second Revolution: Europe Mod someday.... (http://forums.civfanatics.com/showthread.php?t=188098)
I was thinking about that too !! Well... Let's first finish the american one.
GarretSidzaka Oct 03, 2006, 03:39 PM I was thinking about that too !! Well... Let's first finish the american one.
that would be a good idea ;)
i think i'm nearing the point where i populate the map with cities. im gonna have to get a US map that will show the most populated cities in each region. the problem with this is density: in california, a heavily populated city would measure in the millions of people, whilst in north dakota, the thousands.
ArneHD Oct 04, 2006, 01:35 AM Um, that reminded me, are you going to have as many cities here as in the original? It's just that there were rather a lot of them in the original.
GarretSidzaka Oct 04, 2006, 02:49 AM Um, that reminded me, are you going to have as many cities here as in the original? It's just that there were rather a lot of them in the original.
No, Im not. I plan on only placing cities that would be the largest influnce in the city radii of the regions. for instance, i think the west coast of usa will be seattle, portland, san fran, LA and maybe sandiego. five cities.
you are absolutely right about the number of citeis in the old version being alot. and it was contributing to the laggggggggg of loading it. i hope one of y'all have a crappy computer still :p coz i have an alienware now so i think it will load fast regardless on my machine
Mode Oct 04, 2006, 10:55 PM CIVILIZATION V: Revolution 2020CE
X-BOX?
GarretSidzaka Oct 04, 2006, 11:13 PM not using it. make your own mod brotha, these ideas would be great in it.
Mode Oct 05, 2006, 12:01 AM I don't think I need to make a mod like the one I've described because I think its such a good description, someone who has a much better understanding of C++ than I, will probably produce it.
Laurier Oct 05, 2006, 12:12 AM With canada i wanted to focus on the hudson bay oil. but ill try to remember to throw on in alberta. (lemme guess, your canadian ;) )
it is so.
And why Hudson Bay? Alberta is where it's at (http://en.wikipedia.org/wiki/Oil_reserves#Canada). The proven oil reserves in Alberta is set at 180 gigabarrels, placing Canada second only to Saudi Arabia. [Unless the oil sands (http://en.wikipedia.org/wiki/Athabasca_Oil_Sands) are not credited]
GarretSidzaka Oct 05, 2006, 12:32 AM note to self: edit the map!
@Laurier
that is a sh!tload of oil! i forsee a huge battle between the rebels and the canadians through eastern washington into alberta! (or if canada makes friendly with rebels, then bush would push in through the dakotas and iowa)
@mode
i think your ideas have great merit for a sci-fi mod. but this one is trying to have more grounding in the modern era without much in the way of sci-fi flavor.
Mode Oct 05, 2006, 06:30 AM :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :king: :scan:
Fabrysse Oct 05, 2006, 07:21 AM Hi,
Several days I don't talk much... Because I try to write the python method to randomly (not each turn) add International troops when a Civ has built the national project International Calling.
It goes better and better, but that's not yet done. Python is a furious snake, but I hope I'm stronger... :D
Some news soon.
GarretSidzaka Oct 05, 2006, 03:38 PM Hi,
Several days I don't talk much... Because I try to write the python method to randomly (not each turn) add International troops when a Civ has built the national project International Calling.
It goes better and better, but that's not yet done. Python is a furious snake, but I hope I'm stronger... :D
Some news soon.
dude! python was kicking my ass when i was trying to use it! my advice: try to find a mod that has the ability you want (or a similar one) and then look into it's code. good luck brotha
Fabrysse Oct 06, 2006, 03:24 AM That's what I did. But, there are still some problems. I hope somebody will help me here : http://forums.civfanatics.com/showthread.php?t=188338... Wait and see.
Fabrysse Oct 06, 2006, 05:33 AM Python could function during the week-end : Jeckel helped me, thanks to him (see my previous message).
So, I come back with religions... ;)
If I understand everything, I think that our discussion about religions wasn't ended...
Here is what I purpose :
Religions become Ideologies (each civ have its ideology) :
Autonomism (for Zapatistas)
Internationalism (for Syndicalists)
Communism (for Cuba)
Imperialism (for USA)
Conservatism (for Canada)
Nationalism (for Mexico)
Improvements (we have to define them for each civ) :
Temple becomes "Office"
Monastery becomes "Conferences center"
Cathedral becomes "Institute"
Shrine becomes "International Organisation or Congress"
Units/Specialists :
Missionary becomes "Activist"
Priest becomes "Counsel"
Great Prophet becomes "Great Autor"
What do you think about that ?
GarretSidzaka Oct 06, 2006, 05:43 AM Python could function during the week-end : Jeckel helped me, thanks to him (see my previous message).
So, I come back with religions... ;)
If I understand everything, I think that our discussion about religions wasn't ended...
Here is what I purpose :
Religions become Ideologies (each civ have its ideology) :
Autonomism (for Zapatistas)
Internationalism (for Syndicalists)
Communism (for Cuba)
Imperialism (for USA)
Conservatism (for Canada)
Nationalism (for Mexico)
Improvements (we have to define them for each civ) :
Temple becomes "Office"
Monastery becomes "Conferences center"
Cathedral becomes "Institute"
Shrine becomes "International Organisation or Congress"
Units/Specialists :
Missionary becomes "Activist"
Priest becomes "Counsel"
Great Prophet becomes "Great Autor"
What do you think about that ?
yer a genius! thank you fabrysse!! now i have some homework to do YAY :goodjob:
Fabrysse Oct 06, 2006, 05:48 AM Genius, genius... hum If it's right, it isn't enough known ! :lol:
If you agree, I will look for specific names of "office", "conferences center", "intitute" and "international organisation/congress" for each civ...
I'll post a purpose when it's done.
GarretSidzaka Oct 06, 2006, 06:46 AM leave some clever work for me too...too sleepy right now tho g'nite
Fabrysse Oct 06, 2006, 06:55 AM No problem, my friend. :)
Would you like me to do something during the week-end ?
Edit : 08:06 AM you are offline. I'm back on Monday morning for me, and Sunday night for you...
Jaythekiller Oct 06, 2006, 08:41 AM hello GarretSidzaka
thank you for making my favourite mod!
when will you release a playable warlords version?
keep on fighting!
;)
Fabrysse Oct 06, 2006, 09:06 AM when will you release a playable warlords version?
You're on the developpers forum for the version 2 of the mod.
Exactly when will it be done... I don't know. But you know, Garret never sleeps so it could be really soon. ;)
Mode Oct 06, 2006, 11:52 PM Great mod guys. Its totally awesome.
GarretSidzaka Oct 07, 2006, 04:38 AM You're on the developpers forum for the version 2 of the mod.
Exactly when will it be done... I don't know. But you know, Garret never sleeps so it could be really soon. ;)
I do actually sleep. The problem is: When do I stop playing Rome: Total War Barbarian Invasion?!? Long Live the Allemanni!:king:
GarretSidzaka Oct 09, 2006, 10:04 PM Update!
Ok, the ideologies as "religions" is coming along nicely! Instead of missionaries, we have "activists", so i went ahead and used my crappy 2D graphics skillz to reskin the modern scientist and the modern worker to be our ideologues!
There are the communist, anarchist, and capitalist activists.
download here (http://forums.civfanatics.com/downloads.php?do=file&id=2951)
http://i95.photobucket.com/albums/l158/ringworldwu/activists.jpg
Laurier Oct 10, 2006, 12:01 AM Update!
There are the communist, anarchist, and capitalist activists.
download here (http://forums.civfanatics.com/downloads.php?do=file&id=2951)
http://i95.photobucket.com/albums/l158/ringworldwu/activists.jpg
I don't like the way that anarchist is looking at those sheep.
Is there going to be an ideology victory now? Perhaps I've missed an area where it's discussed, but is ideology just taking over the XP and culture and money boosts that religion provides with some civics and buildings? Could perhaps be interesting if ideologues could be hidden with a special unit in order to spread ideology in your enemy's city. And then impose a suitable penalty on a city that holds the enemy's ideology (less money, trade routes, culture, production). But then if you saw an ideologue coming, it would be important to destroy him / her, so a cover unit (and / or unit upgrade would make the paranoia of a hiding ideologue more interesting). Perhaps if there were some way to measure ideology in a city, so that there could be only one dominant one, and each ideologue could work to tip the scales. Guess all depends on how important you want the ideology element to be in the game.
GarretSidzaka Oct 10, 2006, 12:13 AM yes, you bring up some interesting points (and no, the anarchist isnt looking at the sheep, he just finished up with the pig :p )
i have a collegue who thinks i should add a non-combat victory (besides diplomatic) so im thinking on using the cultural victory mechanic as a way to do this. and you ideas above outline where i think i could go.
anybody else have some thoughts.
Fabrysse Oct 10, 2006, 02:38 AM Here : http://forums.civfanatics.com/showthread.php?t=188624, in the "ViSa Modpack Additions/Changes" spoiler, I see a religious victory. Perhaps should we have a look at it, and get python files (I suppose it's a python method)... :goodjob:
GarretSidzaka Oct 10, 2006, 03:37 AM lemme take a look
edit: i cant find where to see what they have...?
Fabrysse Oct 10, 2006, 03:51 AM lemme take a look
edit: i cant find where to see what they have...?
:confused: Can't understand... What do you want to see ?
GarretSidzaka Oct 10, 2006, 04:42 AM the religious victory thing. where do they discuss it?
Fabrysse Oct 10, 2006, 04:51 AM Sorry... (playing Warlords too late for 2 nights and not stopped working every morning ! :crazyeye: )
So, in the thread I linked, in the first post, you see, the green subtitle ViSa Modpack Additions/Changes
Then, if you click on "show", you have that :
* 37 buildings , not including unique buildings
* over 40 nations
* 200+ unique units and classes
* dale mod componants v 1.03
* religious victory
* partisan mod
* airforce mod
* mercenaries mod - disabled for now
* tech leak mod - totally re-wrote for ViSa
* 2 extra civic catagories and 2 more civics to each civic catagory
* Most of gir's mod componants
* Dead Civ Scoreboard Mod
* Enhanced Culture Conquest
* Enhanced Tech Conquest
* Not Just Another Game Clock Mod
* Unit Allegiance Mod
* Unit Statistics Mod
* PlotlistEnhancement Mod
I didn't find discussion about that. But I purpose to have a look at these python files and try to find the method used. If we can't find it, we will ask Amra how he did...
No ?
Leif Oct 10, 2006, 10:23 PM I think the activist is a great idea, now all we need to do is skin them for each ideology.
Also, what else could use help?
I'm very glad to be a part of this.
GarretSidzaka Oct 11, 2006, 03:10 AM I'm going to message amra now.
lief, you can do some entries, like you mentioned in myspace, if you want :goodjob:
Fabrysse Oct 12, 2006, 03:07 AM I'm back ! I was offline yesterday...
I had a idea that I could python if you agree. In a revolutionary moment (we discussed about that in political thread), it could have some gangs that use the situation to try to had chaos to chaos and take profit. OK. So, I purpose that we had a percent chance (50 % ?...), when a city is taken by a Civ that barbarians appear at the side of the city. So barbarian could be renamed "gangs" or something like that (why not have an other flag...). They could have specific units (view "bad persons" MOD), etc, etc... I can python the event. We won't have any problem with new units and flag. What do you think about the idea ?
Python again : It's ok with what I purposed few days ago : randomly adding some international troops when a player has built a specific National Project (that I called "International calling", but it can be renamed in xml files. It now runs with Warlords.
Always python : As you asked me Garret, I found the way to have the "Dawn of man" screen at the beginning of a scenario game. But I couldn't really test it yet. I would need the most recent version of the developping files, and the map if it's ok. Garret, could you send that to me by mail, or tell me where to download ?
About religious victory : I couldn't download the MOD I told you. I'll try again, and if you want me to, I agree with looking for the method to do it...
EDIT : Here is the "Bad persons" MOD : http://forums.civfanatics.com/showthread.php?t=164671
GarretSidzaka Oct 12, 2006, 03:41 AM OK. So, I purpose that we had a percent chance (50 % ?...), when a city is taken by a Civ that barbarians appear at the side of the city. So barbarian could be renamed "gangs" or something like that (why not have an other flag...
this is what i had dreamed of when first creating the scenario. but could you make it the "protesters" unit (sorta like partisans in civ2) and every conquer adds 1-3 to civ that just got conquered.
Python again : It's ok with what I purposed few days ago : randomly adding some international troops when a player has built a specific National Project (that I called "International calling", but it can be renamed in xml files. It now runs with Warlords. you are a god of some sort, i am certain... :worship:
edit: i will get on that unit soon too.
Always python : As you asked me Garret, I found the way to have the "Dawn of man" screen at the beginning of a scenario game. But I couldn't really test it yet. I would need the most recent version of the developping files, and the map if it's ok. Garret, could you send that to me by mail, or tell me where to download ?
About religious victory : I couldn't download the MOD I told you. I'll try again, and if you want me to, I agree with looking for the method to do it...
thanks for finding the way to do the python on dawn of man. im gonna start on the map tomarow, with populating it. this should take me hopefully a week (maybe less coz i done it once already). i might make a new thread about it when i start to get international feedback.
religious victory: i PM'd Amra, and am still waiting for reply...
when i get my homework done, we can swap files and get on a messenger (i have msn with webcam)
:worship: :worship: :worship:
Fabrysse Oct 12, 2006, 04:20 AM this is what i had dreamed of when first creating the scenario. but could you make it the "protesters" unit (sorta like partisans in civ2) and every conquer adds 1-3 to civ that just got conquered.
I can't remember (civ 2 is not yesterday...). On conquering a city, their was a random 1-3 partisans (that were units of the civilization that lost the city) that appeared ? Partisans were not barbarians ?
religious victory: i PM'd Amra, and am still waiting for reply...
I just found that : http://forums.civfanatics.com/showthread.php?t=144052. I'm going to read all thread now and try to have more informations... I'll tell you what I find.
EDIT : Hey !!! It's just an XML modification !! Have a look here : http://forums.civfanatics.com/showthread.php?t=142266
i have msn with webcam
Not me. And I can't have it at work. :(
And at home I can't connect internet (I have an old modem and no ADSL possibility at the time... :mad: ). That's why I purpose mailing or downloading... And that's why I'm offline every night and every week-end :sad:
PS : No god, no master ! Anarchy ! :goodjob:
GarretSidzaka Oct 12, 2006, 04:36 AM for reference
<VictoryInfo>
<Type>VICTORY_RELIGIOUS</Type>
<Description>Religious Victory</Description>
<Civilopedia>TXT_KEY_VICTORY_DIPLOMATIC_PEDIA</Civilopedia>
<bTargetScore>0</bTargetScore>
<bEndScore>0</bEndScore>
<bConquest>0</bConquest>
<bDiploVote>0</bDiploVote>
<bPermanent>0</bPermanent>
<iPopulationPercentLead>0</iPopulationPercentLead>
<iLandPercent>0</iLandPercent>
<iMinLandPercent>0</iMinLandPercent>
<iReligionPercent>51</iReligionPercent>
<CityCulture>NONE</CityCulture>
<iNumCultureCities>0</iNumCultureCities>
<iTotalCultureRatio>0</iTotalCultureRatio>
<VictoryMovie></VictoryMovie>
</VictoryInfo>
GarretSidzaka Oct 12, 2006, 04:39 AM no god, no master (except for you and your holy pythons)
ok ok, im done with that one now
let's connect soon on a messenger then and just type chat, or we can connect on the civfanatics java chat applet. but not right now, i have to get something to bring to the table.
sidenote: asioasioasio (creator of WW2:1939) saw the activist unit, and now wants one for his campaign specially created. should take a half hour at most.
Fabrysse Oct 12, 2006, 07:45 AM Something else... About Great Prophets, I read on http://www.civfanatics.com/civ4/info/ :
Great Prophet (Emphasis on Religion)
Has the potential to trigger a Golden Age. Requires two Great People for the first GA.
May join a city and produce +2 hammers and +5 gold per turn.
May build one Shrine/per religion, in the city of the founded religion.
Can discover a Religious-Related Technology
This last line means that we should have, in Second Revolution :
in XML files : some Religious-Related Technologies;
in fact viewed by players : some Ideologistic-Related Technologies....
Jaythekiller Oct 12, 2006, 08:35 AM Sorry but what percentage of work is done?
give us a release date,please
will it works with patch released in a few days?
GarretSidzaka Oct 12, 2006, 03:09 PM Sorry but what percentage of work is done?
give us a release date,please
will it works with patch released in a few days?
it is on it's way is all i can say. there is a lot of work to do, and only a few people doing it. but we're getting there. dont worry, i will make sure to announce the beta in these treads and get the process moving along. :)
GarretSidzaka Oct 13, 2006, 01:42 AM Bigtime Update!!!
Ideologies
http://i95.photobucket.com/albums/l158/ringworldwu/ideologies.jpg
I did the ideologies and they seem to be bug-free. In the next few days, I plan on making the building files, so if you have suggestions, now is the time.
Please help with the Game Texts!!
Fabrysse Oct 13, 2006, 03:24 AM WONDERFULL !!!!!!!! :goodjob:
I go and find texts for these ideologies. I'll post my purposes in the right thread as soon as possible...
Fabrysse Oct 13, 2006, 07:37 AM Source : http://forums.civfanatics.com/showthread.php?t=185943&page=5#99
things i would like to add (SDK style):
Cruise Missiles
Sniper mod
Unit Auto Spawn (of various types)
"Dawn of Man" mod =>I think it's done, but I have to test....
Mercenaries Mod (maybe)
Tech Conquest
What do you want exactly (give me links if there are) ? Explain me what you want to had, and i'll try to...
GarretSidzaka Oct 13, 2006, 03:10 PM Cruise Missiles and ranged bombard (http://forums.civfanatics.com/showthread.php?t=174134) from Dale's Combat mod
Sniper mod (http://forums.civfanatics.com/showthread.php?p=4003932) by theLopez (a lite version not including buildings or promotions maybe)
maybe even the mercenaries mod (http://forums.civfanatics.com/showthread.php?p=3779841) by theLopez
Leif Oct 13, 2006, 07:14 PM I believe we should address the problem of food in the mod. If you have a city cut off through culture the people starve, however I believe that farming should be slightly less linked to the health of a city because of the wide array of canned goods available and various imported foods (people could live on ramen if they added some healthy stuff to it).
Laurier Oct 13, 2006, 07:15 PM Sniper mod (http://forums.civfanatics.com/showthread.php?p=4003932) by theLopez (a lite version not including buildings or promotions maybe)
From what I found, snipers were almost useless without some promotions for accuracy and whatever the lethal promotion was called. Which is fine if you're playing civ from the beginning and can promote some snipers on weak prey, but in your mod the snipers would need to be ready to go -- so either code in better percentages for hitting targets and making kills, or start with some promotions.
There are areas where I think the sniper mod could be improved, and would be necessary for this mod, although a great feature to get running.
Laurier Oct 13, 2006, 07:28 PM I believe we should address the problem of food in the mod. If you have a city cut off through culture the people starve, however I believe that farming should be slightly less linked to the health of a city because of the wide array of canned goods available and various imported foods (people could live on ramen if they added some healthy stuff to it).
Perhaps that could be an ideology-related tech that provides XX% more food in cities with your ideology.
Certainly citizens could subsist on low-calorie diets, but those who can fend for larger pieces of pie would be able to keep a larger population productive. Perhaps those cities with their native ideology perform with greater efficiency. And maybe there is a Wonder that would inspire them to be more efficient with food resources. But distributing food from one city to another would probably be a) difficult to program well and b) not benefit strategy very well. Depends on whether you'd rather have a large thriving city with high pop and production or if you'd rather see it share its food by exporting it to smaller cities.
If you lose culture, you lose land. If you don't like it, fight the high-cultured bastards; I would say.
I'd rather have my citizens eating lobster and fresh bread than canned ham and stale crackers, and I would expect a considerable advantage -- because farming is still important, although not necessary. A tech to increase food wouldn't be bad, and there are already techs to increase health, to reflect your point.
GarretSidzaka Oct 13, 2006, 09:54 PM I believe we should address the problem of food in the mod. If you have a city cut off through culture the people starve, however I believe that farming should be slightly less linked to the health of a city because of the wide array of canned goods available and various imported foods (people could live on ramen if they added some healthy stuff to it).
Perhaps that could be an ideology-related tech that provides XX% more food in cities with your ideology.
Certainly citizens could subsist on low-calorie diets, but those who can fend for larger pieces of pie would be able to keep a larger population productive. Perhaps those cities with their native ideology perform with greater efficiency. And maybe there is a Wonder that would inspire them to be more efficient with food resources. But distributing food from one city to another would probably be a) difficult to program well and b) not benefit strategy very well. Depends on whether you'd rather have a large thriving city with high pop and production or if you'd rather see it share its food by exporting it to smaller cities.
If you lose culture, you lose land. If you don't like it, fight the high-cultured bastards; I would say.
I'd rather have my citizens eating lobster and fresh bread than canned ham and stale crackers, and I would expect a considerable advantage -- because farming is still important, although not necessary. A tech to increase food wouldn't be bad, and there are already techs to increase health, to reflect your point.
this is an interesting concept for game balance. we shall adress this futher after the playable beta release (coming soon!)
personally, i would like to see an increase of avalible foods from all farms, to like +4, and then it will really matter when global warming come, or when you get razed.
Question: is there a way to create global warming steadily through the game at a low level at all times? (as opposed to the spike the occurs with alot of nukes)
GarretSidzaka Oct 13, 2006, 09:58 PM Should we have an indepentdant outside website for downloads and screenshots, or any other things we might need?
GarretSidzaka Oct 14, 2006, 04:45 AM Yet Another Big Update!!
Buildings are, for the most part, added.
http://i95.photobucket.com/albums/l158/ringworldwu/BUILDINGSCREEN.jpg
We really could use some button icons. I prefer them without the little gray border, but then again, you guys are the artists, do it how you like :D
Getúlio Vargas Oct 14, 2006, 03:46 PM Is that mod for Warlords or for normal CivIv? The Warlords expansion hasn't arrived in my country (Brazil) yet...:(
If it's for normal Civ, please give me the download link... and the download link for all related stuff :)
I really wanna play that mod... Civilization is a great game, but there's a big problem: the people don't care about the govern? Of course they do! There different ideas about the govern, and people express it.
PS: Sorry about the horrible english. You know, my official language is portuguese, so...
Laurier Oct 14, 2006, 04:40 PM Is that mod for Warlords or for normal CivIv? The Warlords expansion hasn't arrived in my country (Brazil) yet...:(
If it's for normal Civ, please give me the download link... and the download link for all related stuff :)
You want to see this post (http://forums.civfanatics.com/showthread.php?t=185943&page=5#94) in the thread. Which will direct you to this post (http://forums.civfanatics.com/showpost.php?p=4522076&postcount=1), which will give you what you want.
GarretSidzaka Oct 14, 2006, 07:04 PM Is that mod for Warlords or for normal CivIv? The Warlords expansion hasn't arrived in my country (Brazil) yet...:(
If it's for normal Civ, please give me the download link... and the download link for all related stuff :)
I really wanna play that mod... Civilization is a great game, but there's a big problem: the people don't care about the govern? Of course they do! There different ideas about the govern, and people express it.
PS: Sorry about the horrible english. You know, my official language is portuguese, so...
Most of the stuff here, under development is for the Warlords version. But the normal Civ4 version has been done for quite some time, and you should feel free to play it. I'm sure warlords will be out in brazil by the time the warlords version of the mod is out (i hope)!!
Sisonpyh Oct 14, 2006, 07:18 PM Is the download in the first post a playable, warlords version?
Laurier Oct 14, 2006, 08:10 PM Is the download in the first post a playable, warlords version?
see second post (http://forums.civfanatics.com/showthread.php?t=185943#2), notice note after mention of Warlords. First post is for civ 4 version 1.62, not for version 2.0 (Warlords version)
GarretSidzaka Oct 15, 2006, 06:22 AM here is an update:
i finished the soundtrack (recoded, not renamed!), i fixed some icons in the fonts, i formatted the map file, and i have added 80% of the cities and named them
http://i95.photobucket.com/albums/l158/ringworldwu/minimap.jpg
countdown to beta:
flesh out cities and added terrain improvements
add units
buttons for new stuff
clean up tech tree
do the SDK mods and python code additions with Fabrysse
Fabrysse Oct 16, 2006, 03:16 AM Cruise Missiles and ranged bombard (http://forums.civfanatics.com/showthread.php?t=174134) from Dale's Combat mod
Sniper mod (http://forums.civfanatics.com/showthread.php?p=4003932) by theLopez (a lite version not including buildings or promotions maybe)
OK. I look at these mods. :scan:
EDIT :
I've downloaded : Ranged Field Bombardment (http://forums.civfanatics.com/downloads.php?do=file&id=2708) and Missiles (suicide units) (http://forums.civfanatics.com/downloads.php?do=file&id=2708). It's what you want to add, right ?
If you could quickly add the xml elements needed, and send me them please, I could test if my adding runs...
maybe even the mercenaries mod (http://forums.civfanatics.com/showthread.php?p=3779841) by theLopez
Not sure it would be a good idea to add it. I can't imagine Syndicalists or Zapatistas (in real life) having mercenaries in their troops... I'd certainly prefer international events. For exemple, we (in fact, I) could python this :
At turn number N, a major political event occurs (I don't know wich one, but I'm sure that if we had a revolution like this one, there were political reactions all over the world). So, instead of mercenaries, NATO could send troops to USA, Canada, Mexico. And, I don't know, but perhaps communists governments could help Cuba... So that anarchists, all over the world would think that it's urgent to come and help Zapatistas and Syndicalists...
That's what I did with the "International Troops" python script. We could perhaps increase it at a moment... I don't know.
Well... It looks like the beginning of WW3 :eek: . Don't know if it's a good thing.
What else ?...
It's done and tested : :goodjob:
International Troops python script
Dawn of Man python script (taken from VISA mod, with national flag instead of "sword & shield" icon).
=> ZIP file attached to this post.
I purpose to add :
VISA mod adds 2 more civics columns(note : they should use a smaller font in civics sceen...). I think that the column "Education" could be added to Second Revolution.
I saw too a modpack that adds an other civic column : "Gender". I think it could be great to add it too.
I can try to add them if you agree...
GarretSidzaka Oct 16, 2006, 05:21 AM OK. I look at these mods. :scan:
Not sure it would be a good idea to add it. I can't imagine Syndicalists or Zapatistas (in real life) having mercenaries in their troops... I'd certainly prefer international events. For exemple, we (in fact, I) could python this :
agreed. i like the stuff you are coming up for python more.
At turn number N, a major political event occurs (I don't know wich one, but I'm sure that if we had a revolution like this one, there were political reactions all over the world). So, instead of mercenaries, NATO could send troops to USA, Canada, Mexico. And, I don't know, but perhaps communists governments could help Cuba...
this is perfect. can you randomize and have it choose through a bunch of preset events; and then also make it randomly drop "barbarians" in too, as corporate mercenary forces or somthing, too?
So that anarchists, all over the world would think that it's urgent to come and help Zapatistas and Syndicalists...
That's what I did with the "International Troops" python script. We could perhaps increase it at a moment... I don't know.
Well... It looks like the beginning of WW3 :eek: . Don't know if it's a good thing.
a war like this happening would either be the effect of a Third War, or even be the cause...
What else ?...
It's done and tested : :goodjob:
International Troops python script
Dawn of Man python script (taken from VISA mod, with national flag instead of "sword & shield" icon).=> ZIP file attached to this post.
I purpose to add :
VISA mod adds 2 more civics columns(note : they should use a smaller font in civics sceen...). I think that the column "Education" could be added to Second Revolution.
I saw too a modpack that adds an other civic column : "Gender". I think it could be great to add it too.I can try to add them if you agree...
I think i will create the text for the dawn of man, and maybe a couple of events too.
This is great. im gonna open the file, now and see whatcha got for me
(i hope you included readme's for stupids...like me) :p
Dale Oct 16, 2006, 05:47 AM OK. I look at these mods. :scan:
EDIT :
I've downloaded : Ranged Field Bombardment (http://forums.civfanatics.com/downloads.php?do=file&id=2708) and Missiles (suicide units) (http://forums.civfanatics.com/downloads.php?do=file&id=2708). It's what you want to add, right ?
If you could quickly add the xml elements needed, and send me them please, I could test if my adding runs...
Hi, if I may suggest:
Download my full combat mod code (contains latest changes) and modify the #defines in CvDefines.h, change them to "true" if you want them on and "false" if you want the component turned off. The individual code chunks in the code factory thread don't contain latest changes.
I know I said I'd do this for you GS, but heaps of crap came up with stuff I'm working on. :( Sorry mate (BTW, please check your PMs).
Code available here: http://forums.civfanatics.com/downloads.php?do=file&id=2708
Dale
GarretSidzaka Oct 16, 2006, 07:16 AM Hi, if I may suggest:
Download my full combat mod code (contains latest changes) and modify the #defines in CvDefines.h, change them to "true" if you want them on and "false" if you want the component turned off. The individual code chunks in the code factory thread don't contain latest changes.
I know I said I'd do this for you GS, but heaps of crap came up with stuff I'm working on. :( Sorry mate (BTW, please check your PMs).
Code available here: http://forums.civfanatics.com/downloads.php?do=file&id=2708
Dale
i will PM you some more bro. maybe you can give our code a once over in a little while
@Fabrysse
i simply copied and pasted the stuff you posted, but it didnt do anything and game crashed when one turn cycled. let me finish up on my side and then i will upload the files (100mb!)
Fabrysse Oct 16, 2006, 07:18 AM OK, Dale,
In fact, it's what I did : I downloaded all the pack.
For the time I haven't opened it. I'm actually reading infos about how to...
Thanks for your post.
Fabrysse Oct 16, 2006, 07:22 AM i simply copied and pasted the stuff you posted, but it didnt do anything and game crashed when one turn cycled. let me finish up on my side and then i will upload the files (100mb!)
:confused:
OK. Let's wait for your files. I tested it with the old map (v 1.6) renamed for Warlords... When xml files and the map are ok I download them and test all together.
For the time, I try to add Dale's files and the Partisans Mod.
GarretSidzaka Oct 16, 2006, 07:23 AM good job fabrysse! we'll get this beta out eventually!
now i got to do my mod creator stuff and get the map done and xmls preped.
then we can focus on SDK/python and flavor.
GarretSidzaka Oct 16, 2006, 07:24 AM :confused:
OK. Let's wait for your files. I tested it with the old map (v 1.6) renamed for Warlords... When xml files and the map are ok I download them and test all together.
For the time, I try to add Dale's files and the Partisans Mod.
ok, but remember, we're gonna have to redo the schema's for more recent, more complex xml's that i have. but of course im sure you know that :D
good nite!
Fabrysse Oct 17, 2006, 05:19 AM Python :
The Gir's Partisans mod is integrated. I have not yet suppressed the promotions. Actually it runs. I'll work on desabling promotions this evening...
International events we talk about yesterday. I'll purpose you something constructed in a few days... I have to think about that before, search some ideas...
SDK :
It's the first time I try something like that. :crazyeye: When I compile Dale's mod (with only Ranged Field Bombardment and Missiles enabled), I have a syntax error. :( Of course, I don't know why !
Code::Blocks v1.0 - build logs :
Project : CvGameCoreDLL
Compiler : Microsoft Visual C++ Toolkit 2003 (called directly)
Directory : C:\My\Personnal\Path\
--------------------------------------------------------------------------------
Switching to target: Final Release
CvArea.cpp
c:\My\Personnal\Path\CvUnit.h(773) : error C2061: syntax error : identifier 'BattleUnitTypes'
Process terminated with status 1 (0 minutes, 29 seconds)
1 errors, 0 warnings
I sent a PM to Dale, I hope he'll help me.
Mixed SDK + Python :
The TheLopez's Sniper mod contains python and SDK elements. I'll have a look as soon as possible to understand how to modify files to suppress building and promotions element. Hope I'll find...
Problem : will I be able to mix TheLopez code and Dale's code ? No, I won't !! Like I did it yesterday, if I just have to move files and compile, and that no problem occurs, it'll be good. But if there is any problem, I will be out :confused:
Garret, don't you think we should open a new thread about modpacks integration, SDK and Python work ? All about this is written here, and this thread becomes big...
Dale Oct 17, 2006, 05:49 AM Moved SDK discussion to main discussion thread.
GarretSidzaka Oct 18, 2006, 04:51 AM we seen to be nearing the end of the alpha phase, once the python/SDK is added
GarretSidzaka Oct 18, 2006, 04:53 AM http://forums.civfanatics.com/showthread.php?t=189714
could this be a good unit for the barbarians (some of them)?
Fabrysse Oct 18, 2006, 06:56 AM http://forums.civfanatics.com/showthread.php?t=189714
could this be a good unit for the barbarians (some of them)?
Yes ! I saw it this morning. It could be a good idea to add them as barbarians.
GarretSidzaka Oct 18, 2006, 02:53 PM im gonna try that out hopefully tonite. my son and his grandpa are hangin out today ;)
GarretSidzaka Oct 18, 2006, 07:34 PM ok alpha release is uploaded, pending approval. i will place the link here with no fanfare, when it is avalible.
GarretSidzaka Oct 20, 2006, 08:34 PM hey fabrysse
how far have you come with the project
Fabrysse Oct 21, 2006, 03:48 PM It's done : http://s7.quicksharing.com/v/3842755/Second_Revolution_2.0_alpha.7z.html
GarretSidzaka Oct 21, 2006, 04:40 PM hmm what kinda suprise ...?
downloading now. thanks fabrysse :goodjob:
Sisonpyh Oct 21, 2006, 05:09 PM ok alpha release is uploaded, pending approval. i will place the link here with no fanfare, when it is avalible.
Still doing this?
GarretSidzaka Oct 21, 2006, 08:59 PM a very very cool suprise!!!
http://forums.civfanatics.com/uploads/24675/Civ4ScreenShot0009.JPG
Jaythekiller Oct 22, 2006, 01:50 AM the intro screen you posted is fabulous!!!
good job,carry on:)
I 'm looking forward to your mod
it seems very well at the moment:cool:
GarretSidzaka Oct 22, 2006, 02:56 AM the intro screen you posted is fabulous!!!
good job,carry on:)
I 'm looking forward to your mod
it seems very well at the moment:cool:
yes, i agree. Fabrysse is very very artistic, and has made this mod memorable with that!:goodjob:
Fabrysse Oct 23, 2006, 03:20 AM Thanks guys ! :blush:
Happy that you like it.
Until the mod is playable, I'll do all what I can to help making it a wonderfull mod...
GarretSidzaka Oct 23, 2006, 07:29 PM Ok fabrysse,
i asked Thunderfall about featured download, and he says they are posting this thursday. So i then told him that we would wait till after next week to get the "mini-review" written for it, and to release the (hopefully) post beta.
GarretSidzaka Oct 25, 2006, 02:40 AM ok,
the main version is with dale. he is going to implement the sniper and missile mods. i was able to implement the ranged bombard mod (with dale's help)
@everyone
the beta will be out soon. within two days of getting it from Dale, i hope to release the beta. plan for next week!
Fabrysse Oct 25, 2006, 02:44 AM the beta will be out soon. within two days of getting it from Dale, i hope to release the beta. plan for next week!
I suppose Dale didn't add sniper's python elements ?... Did he or not ? If not, I have to do it...
GarretSidzaka Oct 25, 2006, 02:49 AM i just added the newest version going to dale in the SDK thread
ArneHD Oct 25, 2006, 10:56 AM I'm wondering, could it be possible to make an "action" version? Like the original, but with less hassle relating to building buildings and maintaining your empire and more attention given to making war and battle. So, fewer buildings and a slightly increased production.
GarretSidzaka Oct 25, 2006, 02:17 PM I'm wondering, could it be possible to make an "action" version? Like the original, but with less hassle relating to building buildings and maintaining your empire and more attention given to making war and battle. So, fewer buildings and a slightly increased production.
That is what I'm going for in this mod. There are much fewer non-custom buildings, and lots of cool custom units, much more custom than vanilla this mod. also, with brand new high-powered civics, and ideologies, there are great ways to empower your army. And if you want to be primarily a builder and attempt to end the Revolution with more pascifistic means, you can try for the Ideological Victory, where your ideas take the firmest hold on the world.
ArneHD, I''m sure you will like the finished version, and i also really want your skillz in the beta testing phase so we can get a clean mod for the community.
Dale Oct 25, 2006, 05:38 PM I suppose Dale didn't add sniper's python elements ?... Did he or not ? If not, I have to do it...
Let me know if you want me to do it. If you let me know in the next 12 hours I'll also do sniper's python as well tonight. :)
Dale
PS: GS I'll be on yahoo tonight as well. If I see you I'll buzz ya.
GarretSidzaka Oct 25, 2006, 06:11 PM ill try to! if not, ill shoot email.
Laurier Oct 25, 2006, 09:42 PM And if you want to be primarily a builder and attempt to end the Revolution with more pascifistic means, you can try for the Ideological Victory, where your ideas take the firmest hold on the world.
is the pascifistic way a blend of fascism and pacifism? I like it and look forward to it.
GarretSidzaka Oct 26, 2006, 03:30 AM is the pascifistic way a blend of fascism and pacifism? I like it and look forward to it.
Well, not nessassarily fascism per se. I mean, you will still have to defend, like the anarcho syndicalists in the Spanish Revolution. But, using the game mechanic for "religion", you can try to send out activists and spread for instance, "anarchism", or even "neo-liberalism". If you can get the majority of the cities on your side, idea wise, you win (it really has to be alot though, so you will be busy.)
and remember, you have to be at peace with a civ to try to spread "religion" in the vanilla Civ4, so it is the same when you try to spread "Ideology". ;)
Fabrysse Oct 26, 2006, 03:45 AM Sorry...
I posted 2 times the same message...
So I delete this one.
Fabrysse Oct 26, 2006, 03:46 AM Let me know if you want me to do it. If you let me know in the next 12 hours I'll also do sniper's python as well tonight. :)
Dale, I can't do anything for 3 days. I posted all files and error descriptions in SDK thread.
It'd be very cool, if you could have a look to python files.
Thanks.
GarretSidzaka Oct 26, 2006, 03:56 AM good, i think he said he was.
Fabrysse Oct 26, 2006, 04:02 AM Garret,
I said "I can't do anything for 3 days". In fact, I will be offline for 3 days, so I won't be able to work with you. But I won't be totally lost ! ;)
So, if you want me to do something (python or other) by the week-end, I can do it. Tell me what you need/want...
GarretSidzaka Oct 26, 2006, 02:11 PM if you adjusted those values i mentioned, then there isnt anything i need, other that game text submissions. oh yeah, and get ready to be the first to play the beta!@!
GarretSidzaka Oct 29, 2006, 03:41 PM Fabrysse, are you back yet?
GarretSidzaka Nov 09, 2006, 11:43 AM We are on hold for a while. :(
@Fabrysse
Hey bro! Are you out there?
Fabrysse Nov 10, 2006, 02:15 AM @Fabrysse
Hey bro! Are you out there?
I'm here, but I have begun to work on "Spain 1936" Mod. So I come here every day to see what's up, but these days there is no much posts...
GarretSidzaka Nov 10, 2006, 02:01 PM Have you started a thread for it? Please link it in this thread
GarretSidzaka Nov 13, 2006, 02:13 AM It is cold and dark here, at the revolution.... :cry:
Fabrysse Nov 13, 2006, 03:34 AM Have you started a thread for it? Please link it in this thread
It's here : SPAIN 1936 Mod (http://forums.civfanatics.com/showthread.php?p=4756287)
GarretSidzaka Nov 13, 2006, 09:09 PM I added some revised units to the mod to add flavor!
Canada Corp with G36
http://i95.photobucket.com/albums/l158/ringworldwu/Canadacorp.jpg
GAFE with M16A2
http://i95.photobucket.com/albums/l158/ringworldwu/Gafe.jpg
GarretSidzaka Nov 14, 2006, 04:34 AM There will be an updated Beta for 2.0.8.0 tommarow!!!!!!
GarretSidzaka Nov 15, 2006, 06:56 PM Okay i have released the Updated Beta that is compatible (albiet sometimes unstable)
http://s18.quicksharing.com/d/7459421/1163641844/1Second_Revolution_2.0_beta.6.7z
Fabrysse Nov 16, 2006, 03:24 AM Good !!! :goodjob:
I have it. I test this evening.
GarretSidzaka Nov 16, 2006, 04:12 AM Thanks Fabrysse. good to hear from you too :)
Fabrysse Nov 16, 2006, 04:17 AM Thanks Fabrysse. good to hear from you too :)
I'm not at my usual work place on thursday and friday, for 3 weeks. But I try to be online.
I downloaded the 7zip. I'll try it at home.
GarretSidzaka Dec 08, 2006, 03:24 AM Come help with the new project, Second Revolution: South America (http://forums.civfanatics.com/showthread.php?t=195614)
Fabrysse Dec 08, 2006, 03:49 AM Come help with the new project, Second Revolution: South America (http://forums.civfanatics.com/showthread.php?t=195614)
I'll be there. But I still have to :
Finish my Spain 1936 mod (it could be done during the week-end)
Translate in French your Second Revolution 2 mod
GarretSidzaka Dec 08, 2006, 03:51 AM thats cool. no rush at all. i have alot of project to do, as well
Fabrysse Dec 08, 2006, 04:30 AM Edit: Well, I am offtopic, yes, I know, I should have send you a PM... Sorry.
If you can do that (I don't know how difficult it is), it could be cool to work a little on the partisans you made and create a woman partisan (just changing head : I know your are expert).
And they could use a molotov cocktail (http://forums.civfanatics.com/showthread.php?t=193166), no ? It would be more realistic.
And I could use it for my mod too... :p
In fact I don't like how are weared your actual partisan with bomb. They look like an "orchestra director" who has found a bomb in a violin. :lol:
Perhaps just cut his vest and duplicate it with a female head, and then replace bombs by molotov cocktail could be good...
And, to be a really anoying guy, I could add that it would be very cool to add some fire (http://forums.civfanatics.com/showthread.php?t=165799) on molotov cocktail.:eek:
What do you think about that ?
GarretSidzaka Dec 08, 2006, 01:55 PM i can do all those things (and have planned too) except cut his coattails. i can even make the flame come out of a bottle model someone made me. If we get a patch for second rev's AI, i will add an updated protester.
GarretSidzaka Jan 04, 2007, 02:00 AM Fabrysse, how was your holidays? i made a slightly newer protester using molotovs now!
Bahmo Mar 13, 2007, 11:09 PM By the way, I noticed that Las Vegas is kind of a weak city in this game. Fortunately, these guys have the solution to our problem.
http://forums.civfanatics.com/showthread.php?t=211369
This wonder could add population, wealth, and stuff.
GarretSidzaka Mar 14, 2007, 03:23 AM that really is a cool wonder. i posted there so i have the subscription now, thanks!! :D
GarretSidzaka Mar 16, 2007, 03:23 AM by the way, if anybody wants to discuss what will come out for 2nd rev 3.0, please feel free to chit chat all you like :D
Norseman2 Mar 17, 2007, 12:57 AM Ok, well, what I'd like to see in 3.0 is a build-up phase, kind of like the WWII scenario (where, if you were playing as Germany, you were stuck until you got submarines). News pops up occasionally which changes things, so your strategies have to change. The scenario should start without control of any cities, and you have to use protesters to convert cities to anarcho-syndicalism. As you start to get sucessful, Bush will switch to police state, which would act like theocracy, but most of the anarcho-syndicalist cities come under your control. At this point all you have are protesters, spies and guerrillas, and all Bush has is police and SWAT teams. Next, you need to convince other countries to intervene on your behalf. A big part of this would be convincing a country like Russia to sell you tanks, jets and ships. When you do this, Bush will recall the troops from Iraq (or Iran), and enact martial law. The reserves will create a huge problem, and a few months later the deployed military will return (he may also seek military support from the UK, Australia, Israel, Canada and Mexico). When you become just as strong as Bush, he'll start using the nukes. This will result in all the nations becoming much more sympathetic to your cause, and you might get direct military support from China or Russia. Cuba and Venezuela will not get involved directly until the nukes are gone, but will quite likely send money, weapons, and resources.
A couple fun details to try:
Bush as an actual unit that you could take out to end the game early (the AI should treat him as a great person). Likewise, you should have your own unit which has your leader name. If it dies, you lose. These both could be a new type of great person, like a Great Leader, which offers morale bonuses or something.
Guerrillas that can use IEDs or mines to greatly improve the defensibility of a city (guerrillas should also be resistant to air strikes).
Propaganda systems. Setting up a radio tower would let you broadcast support for anarcho-syndicalism, and it would create guerrillas, protesters, and spies in nearby cities. Likewise, Bush might have an aircraft that drops leaflets telling your guys to switch to his side or give up.
I can code in C++ now, so I can edit the SDK if that's necessary. I could also probably pick up python pretty quickly, if that's involved.
GarretSidzaka Mar 17, 2007, 01:00 AM Ok, well, what I'd like to see in 3.0 is a build-up phase, kind of like the WWII scenario (where, if you were playing as Germany, you were stuck until you got submarines). News pops up occasionally which changes things, so your strategies have to change. The scenario should start without control of any cities, and you have to use protesters to convert cities to anarcho-syndicalism. As you start to get sucessful, Bush will switch to police state, which would act like theocracy, but most of the anarcho-syndicalist cities come under your control. At this point all you have are protesters, spies and guerrillas, and all Bush has is police and SWAT teams. Next, you need to convince other countries to intervene on your behalf. A big part of this would be convincing a country like Russia to sell you tanks, jets and ships. When you do this, Bush will recall the troops from Iraq (or Iran), and enact martial law. The reserves will create a huge problem, and a few months later the deployed military will return (he may also seek military support from the UK, Australia, Israel, Canada and Mexico). When you become just as strong as Bush, he'll start using the nukes. This will result in all the nations becoming much more sympathetic to your cause, and you might get direct military support from China or Russia. Cuba and Venezuela will not get involved directly until the nukes are gone, but will quite likely send money, weapons, and resources.
A couple fun details to try:
Bush as an actual unit that you could take out to end the game early (the AI should treat him as a great person). Likewise, you should have your own unit which has your leader name. If it dies, you lose. These both could be a new type of great person, like a Great Leader, which offers morale bonuses or something.
Guerrillas that can use IEDs or mines to greatly improve the defensibility of a city (guerrillas should also be resistant to air strikes).
Propaganda systems. Setting up a radio tower would let you broadcast support for anarcho-syndicalism, and it would create guerrillas, protesters, and spies in nearby cities. Likewise, Bush might have an aircraft that drops leaflets telling your guys to switch to his side or give up.
I can code in C++ now, so I can edit the SDK if that's necessary. I could also probably pick up python pretty quickly, if that's involved.
you're hired.
we don't start till nearly summer.
question: are you at franky?
Norseman2 Mar 17, 2007, 01:15 AM you're hired.
we don't start till nearly summer.
question: are you at franky?
Franky?
Extra characters needed to post this...
GarretSidzaka Mar 17, 2007, 04:08 AM disregard that question then.
suffice it to say, the SDK codebase won't be available until nearly at the end of the development phase. we will have graphics done by the time we need to implement the SDK. At that time, i will need SUPER help to debug and integrate the SDK im going to use for second revolution.
Bahmo Apr 10, 2007, 01:37 PM Here's something else, a bit in the vein of my last post, but not entirely similar. While last post dealt with Las Vegas itself, this is more a way to kill two birds with one stone.
I've noticed that the RCC has some pathetically-weak aircraft, and I think I've found a solution to balance it out, while staying realistic. Since the RCC owns all the territory between Las Vegas and Salt Lake City, they basically own Nevada, so logically, they also seized the Nellis Base. Here is a link to another useful wonder thread:
http://forums.civfanatics.com/showthread.php?t=207923
Maybe don't give the RCC the ability to build modern aircraft right at the start, but at least possessing Nevada should mean they have some pre-existing ones. Hell, maybe even some good missiles. Yeah, you might have to break a few rules, and have the planes be based in Vegas, not the AFB, but it still makes more sense than having nothing of military use around there.
GarretSidzaka Apr 10, 2007, 02:56 PM Good Idea!
you know, i could just start Las Vegas with a bunch of USA jets and B52's, allowing it to strike with impunity all accross the southwest...
when i first dreamed up the idea for this mod, i wanted to have units in actual placement by US military bases. all cities without bases would only have police guarding it.
I eventually gave up because there is just way too much stuff to figure out and research :p
Norseman2 Apr 10, 2007, 06:47 PM Well, if you have California, then you're going to have a lot of nice stuff. There are lots of apaches, sikorskies, cargo transport aircraft, and a huge number of F16s or F-18s. Nellis just has more fighter aircraft. There aren't really a lot of bombers in California or Nevada. But, then again, people who are playing this aren't generally going to know the difference, so perhaps it's better to stick with good game balance than reality.
GarretSidzaka Apr 10, 2007, 06:58 PM that was my opinion when i dropped the "actual troop placement" idea. And alot of those military assets in cali are in souther california, which must be liberated, so you wont get to enjoy any of those units as rebels
Bahmo Apr 12, 2007, 04:07 PM A few more issues, this time concerning tanks.
The T-62 has no true animations.
The T-80 is far too large.
Some tanks don't upgrade to others. I forget specifics.
Canada in this mod uses the M1A2 Abrams. In real life, Canada's MBT is the German Leopard 2. I think there's a Leopard 2 for download somewhere on these forums, so please change it for realism's sake. Oh, and in terms of stat differences, they shouldn't be too huge, but the L2 is slightly lighter and faster than the Abrams. I'm also not sure what Mexico uses as their MBT; in fact, I know next to nothing about Mexico's military, although I see their police carry assault rifles. :ar15:
BTW, are you going to use the "Disgruntled Citizens" as units in this game?
GarretSidzaka Apr 12, 2007, 08:52 PM LOL that would be cool!!
the t-62 i may be able to graft onto an animation. and the t-80 needs scaling. the upgrade paths i would be happy to look at, i can't remember what i put in. I was told about the leopard tank when the model came out, and it is a definate for the next expansion.
Bahmo Apr 15, 2007, 04:57 PM How about adding the Mongol Camp to the game as a unit (except make it spawn modern troops, of course)? Guerilla movements have used such things in the past. I searched through the Genghis Khan XML and didn't find how it works though. Anyone have an idea?
GarretSidzaka Apr 15, 2007, 09:38 PM im pretty sure that it needs SDK work to get right. i dont have the powers needed to edit the SDK (i want to go back to college ;) )
I have some plans for the SDK work, but i'm gonna have to ask Dale about it.
Bahmo Apr 17, 2007, 02:01 PM Here's another interesting idea. Since the ideaologies are very closely-tied to political systems, why not give special bonuses to cities that have their buildings? I was thinking along these lines:
Neo-Liberal Branch: Increased Wealth in the City.
Conservative Branch: Decreased Upkeep in the City.
Nationalist Branch: Increased happiness (even more than the other branches and squats) in the City.
Autonomist Squat: Increased Defense in the City
Communist Squat: Increased food in the City.
Anarchist Squat: Free experience for units trained in the city.
GarretSidzaka Apr 17, 2007, 03:06 PM Yes@!!
I plan on making the ideologies much more distinct with the next version! I want to expand on the buildings, bonuses, missionaries (imagine if they had combat bonuses!), and "ideology" civics.
Bahmo Apr 17, 2007, 04:08 PM Yes@!!
I plan on making the ideologies much more distinct with the next version! I want to expand on the buildings, bonuses, missionaries (imagine if they had combat bonuses!), and "ideology" civics.
While on the subject of civics, I've noticed that your leaderhead XMLs list their favorite civics as ones from the default game, not unique to this mod. You may want to fix that.
snipperrabbit!! Apr 20, 2007, 11:36 AM I plan on making the ideologies much more distinct with the next version!
What about new gfx to represent the changes ?
snipperrabbit!! Apr 20, 2007, 04:17 PM Communism :
http://forums.civfanatics.com/uploads/105110/Communism2R.png
GarretSidzaka Apr 20, 2007, 05:06 PM Communism :
http://forums.civfanatics.com/uploads/105110/Communism2R.png
I like this one, but could you make the star and the hammer and sickle about 75% bigger?
snipperrabbit!! Apr 20, 2007, 05:09 PM yeah, sure I can do that and it will look better in the small size.
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