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#1 |
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Deity
Join Date: Dec 2002
Location: Arizona
Posts: 4,688
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2.0 Discussion
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) Telefragged 3d downloads mirror for Vanilla Civ4 (not warlords)(59mb) download v1.5 (65mb) second mirror at Civ4Files.com PATCHPatch v1.6C for versions 1.5 and up here at my homepage!! PATCHPatch v1.6C for versions 1.5 and up here at 3d downloads!! Last edited by GarretSidzaka; Jun 16, 2007 at 02:46 AM. |
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#2 |
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Deity
Join Date: Dec 2002
Location: Arizona
Posts: 4,688
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Second Revolution 2.0
![]() Read my strategy guide ![]() ![]() 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: ![]() Leader: Felipe Calderon ![]() Leader: Stephen Harper ![]() Leader: The Castro Brothers ![]() Leader: Subcommander Marcos ![]() Leader: None (Syndicalist commitee) Leader: George W. Bush ![]() This is the old thread 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. Last edited by GarretSidzaka; Oct 31, 2006 at 03:38 AM. |
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#3 |
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Deity
Join Date: Dec 2002
Location: Arizona
Posts: 4,688
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We are officially open for business.
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#4 |
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Deity
Join Date: Dec 2002
Location: Arizona
Posts: 4,688
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Second Revolution 2.0
![]() Read my strategy guide ![]() ![]() 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: ![]() Leader: Felipe Calderon ![]() Leader: Stephen Harper ![]() Leader: The Castro Brothers ![]() Leader: Subcommander Marcos ![]() Leader: None (Syndicalist commitee) Leader: George W. Bush ![]() This is the old thread 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. Last edited by GarretSidzaka; Oct 31, 2006 at 03:21 AM. |
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#5 |
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Chieftain
Join Date: Jun 2006
Location: Portland, Oregon: USA
Posts: 39
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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! |
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#6 |
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Chieftain
Join Date: Jun 2006
Location: Portland, Oregon: USA
Posts: 39
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How can I change my avatar pic to the picture used to represent the Syndicate?
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#7 |
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Warlord
Join Date: Jan 2006
Posts: 212
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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. Last edited by Gaizokubanou; Sep 14, 2006 at 01:02 AM. |
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#8 | |
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Deity
Join Date: Dec 2002
Location: Arizona
Posts: 4,688
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Quote:
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. |
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#9 |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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Congrats Garret. Your mod will take off now.
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#10 | |||||||||
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Deity
Join Date: Dec 2002
Location: Arizona
Posts: 4,688
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#11 |
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Just a little bit mad
Join Date: May 2006
Location: Tromsų, Norway
Posts: 2,982
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I would like to help with this mod. How do I sign up? I can do XML and a little python.
__________________
Large capital letters attracts your attention! That is all. |
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#12 |
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Deity
Join Date: Dec 2002
Location: Arizona
Posts: 4,688
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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/attach...0&d=1157876430 edit: btw, your python experience will be invaluble when we start integrating SDK mods and python scripts |
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#13 | |
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Deity
Join Date: Dec 2002
Location: Arizona
Posts: 4,688
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thanks woodelf, and you experience in modding is always welcome in these threads
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#14 | |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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#15 |
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Deity
Join Date: Dec 2002
Location: Arizona
Posts: 4,688
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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.
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#16 |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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So you want some pills or how do you want it represented?
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#17 | |
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Charming-snake learner
Join Date: Sep 2006
Location: Toulouse - France
Posts: 430
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Quote:
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, Via Campesina, International Workingmen's 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 ? |
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#18 | |
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Just a little bit mad
Join Date: May 2006
Location: Tromsų, Norway
Posts: 2,982
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Quote:
__________________
Large capital letters attracts your attention! That is all. |
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#19 |
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Charming-snake learner
Join Date: Sep 2006
Location: Toulouse - France
Posts: 430
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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... |
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#20 |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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Ideology is a much better idea.
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