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GarretSidzaka
Sep 13, 2006, 12:18 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, 03:07 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, 10:15 PM
We are officially open for business.

GarretSidzaka
Sep 13, 2006, 10:17 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 13, 2006, 11:56 PM
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, 12:05 AM
How can I change my avatar pic to the picture used to represent the Syndicate?

Gaizokubanou
Sep 14, 2006, 12:59 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, 03:43 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, 04:00 AM
Congrats Garret. Your mod will take off now. :)

GarretSidzaka
Sep 14, 2006, 04:02 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, 04:08 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, 04:13 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, 04:18 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, 04:21 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, 04:32 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, 06:52 AM
So you want some pills or how do you want it represented?

Fabrysse
Sep 14, 2006, 07:13 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, 08:28 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, 08:59 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, 09:08 AM
Ideology is a much better idea.

ArneHD
Sep 14, 2006, 12:01 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, 01:06 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, 08:15 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, 09:50 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, 10:15 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, 01:34 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, 04:06 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, 04:07 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, 04:17 AM
Can't you distribute religions by writing it in the map file ?

GarretSidzaka
Sep 15, 2006, 04:30 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, 04:45 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 15, 2006, 11:52 PM
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, 02:07 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, 12:45 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, 01:44 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, 09:25 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, 04:24 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, 08:41 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, 08:47 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, 12:29 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, 06:23 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 18, 2006, 11:38 PM
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, 12:53 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, 09:20 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, 12:09 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, 09:55 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, 01:48 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, 08:01 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, 02:49 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, 08:38 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, 01:40 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, 02:27 AM
:king: Especially if all my suggestions are incorporated.

Fabrysse
Sep 21, 2006, 02:32 AM
:king: Especially if all my suggestions are incorporated.

I just work on the structure of the files. :p ;)

Mode
Sep 21, 2006, 02:33 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, 03:41 AM
hey mode, i sent you a private message

Mode
Sep 21, 2006, 04:05 AM
How do I delete threads I no longer need?

GarretSidzaka
Sep 22, 2006, 12:45 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, 07:10 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, 01:35 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, 03:42 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, 10:26 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, 10:59 PM
How do I delete my post?

ArneHD
Sep 23, 2006, 03:41 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, 04:07 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, 03:07 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, 03:33 PM
A wonder for America could be HAARP. Generates a lot of research and less war weariness.

ArneHD
Sep 23, 2006, 03:52 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, 05:20 PM
If you read HAARP: The Ultimate Weapon of the Conspiracy, you'll understand why it decreases war weariness.;)

Mode
Sep 24, 2006, 12:44 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, 01:08 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, 01:28 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, 04:19 AM
anyway: "left wing" wonders

and body have any ideas?

Chieftess
Sep 24, 2006, 04:36 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, 04:46 AM
How about... Net Nutrality! Requires the internet.

Chieftess
Sep 24, 2006, 05:01 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, 02:20 PM
Thank you chieftess for cleaning up our threads! They needed some work ;)

Back to business!

Fabrysse
Sep 25, 2006, 04:20 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, 02:39 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, 04:29 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, 08:58 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, 10:42 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, 01:44 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, 02:18 PM
finished the Freedom tower integration. now i have to skin it. screenies tonite!

Fabrysse
Sep 27, 2006, 01:08 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, 02:36 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, 08:47 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, 12:29 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, 08:32 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, 08:38 AM
You are using this with Warlords right?

Have you replaced the original files with mod or edited files?

Laurier
Sep 28, 2006, 08:52 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, 09:32 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, 09:38 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, 02:00 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, 03:21 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, 05:18 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, 07:51 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, 02:33 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, 10:03 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, 10:35 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, 01:14 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, 01:36 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, 04:03 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, 04:14 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, 07:25 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, 12:44 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, 02:13 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, 02:39 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, 03:18 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, 04:26 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, 05:28 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, 07:13 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, 04:44 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, 04:58 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, 05:11 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, 05:24 AM
Im thinking about doing a Second Revolution: Europe Mod someday.... (http://forums.civfanatics.com/showthread.php?t=188098)

ArneHD
Oct 03, 2006, 05:52 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, 05:57 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, 02:39 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, 12:35 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, 01:49 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, 09:55 PM
CIVILIZATION V: Revolution 2020CE
X-BOX?

GarretSidzaka
Oct 04, 2006, 10:13 PM
not using it. make your own mod brotha, these ideas would be great in it.

Mode
Oct 04, 2006, 11:01 PM
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 04, 2006, 11:12 PM
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 04, 2006, 11:32 PM
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, 05:30 AM
:goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :king: :scan:

Fabrysse
Oct 05, 2006, 06:21 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, 02:38 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, 02:24 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, 04:33 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, 04:43 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, 04:48 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, 05:46 AM
leave some clever work for me too...too sleepy right now tho g'nite

Fabrysse
Oct 06, 2006, 05:55 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, 07:41 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, 08:06 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, 10:52 PM
Great mod guys. Its totally awesome.

GarretSidzaka
Oct 07, 2006, 03:38 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, 09:04 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 09, 2006, 11:01 PM
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 09, 2006, 11:13 PM
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, 01:38 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, 02:37 AM
lemme take a look

edit: i cant find where to see what they have...?

Fabrysse
Oct 10, 2006, 02:51 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, 03:42 AM
the religious victory thing. where do they discuss it?

Fabrysse
Oct 10, 2006, 03:51 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, 09:23 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, 02:10 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, 02:07 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, 02:41 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, 03:20 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, 03:36 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, 03:39 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, 06:45 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, 07:35 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, 02:09 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, 12:42 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