"Second Revolution" Scenario Announcement!!

This looks awesome! :D I'm very much anticipating this mod; I've felt jipped ever since I realized I missed the international gathering in Chiapas :mischief:

What are you thinking about for UU's?
 
So far for Allies:
Modern Sniper 25 str, 2 mv, 145 cost, +100% vs gunpowder, 1-2 first strike, march, sentry

Resistants (rebels only) 19 str, 1 mv, 21 cost, +15% city attack/defend, can use enemy roads, 0-1 first strike

T-80 (rebel tank) 38 str, 2 mv, 175 cost, blitz, 10% withdraw chance

Guerilla (rebel) 24 str, 1 mv, 100 cost, +15% city attack, +60% mechanized infantry, +60% modern armor, amphibious, can use enemy roads

Red Guard (rebel, Castro) 25 str, 1 mv, 90 cost, +100 city defense, 1-3 first strikes

Rebel Sniper 20 str, 2 mv, +100% vs gunpowder, 1-2 first strikes, +50% withdraw chance, sentry


Please send me more skins or models and i will dream up good uses for them.:)

If you have a unit and skin, send it to me and ill check it out and put it in, too. :goodjob:
 
I was trying to do some editing on the scenario, but was unable to change the unique units for any civ. My idea was to make Guerillas and Resistants unique for the Anarchists/Rebels and Zapatistas, and make the Red Guard unique for the Cuba. However, whenever I changed this through the mod's xml, for example by changing Arabia's UU from camel archer to guerilla, it didn't work and said that neither Arabia nor the Anarchists had any UU's.

So how did you do the coding for the units? I'd like to know so I can make some of the units unique to 1 or 2 civs instead of just to the Alliance or Rebels. It just doesn't make sense to me that anyone but Castro has red guards, or that Castro, who has a real military, is able to build resistants and guerillas.
 
Thank you for analyzing the mod! :goodjob::goodjob::goodjob:

I completely agree, but I couldn't figure out UU's in the xml either. I think that the idea for the UU's would be fantastic, but right now I simply have them assigned to a tech (Guerilla) that is unresearchable to the Allies.

If anyone can figure this one out for us and give us some advice, we would be most appreciative!
 
Ok, I did get the UU thing to work, but the unit classes for Guerilla and Red Guard had to be changed to Marine. There are more details on this in the PM I sent you. The problem now is that Red Guards can still be built by the Rebel Coalition.

Update: I fixed the problem. I made Guerillas and Red Guards require Industrialism instead of Guerilla, made them unique to their respective civs, and made all the Rebel cities that had previously been making Red Guards build Guerillas instead. I also added the Canada Corps Infantry as Canada's UU, and made the Rebels their own civ. I'll do the same for the other new civs soon. I now have all this in an updated Mod Folder and Worldbuilder Save. I can email it to you if you'd like.

However, the map is now flat. Was it like this originally and I just didn't notice because I played as the Rebels who aren't close to the edge, or did I change something when I resaved the production queues?
 
Question, will this mod be Balenced? I think that there should be benefits to both sides in order to up the replay value. Ideally each faction would play a bit differently.

Faction Bonuses
Amerika (Bush)
+commerce
+starting troops
-health
-happiness
use $ or health to complete unit

Cuban Communists (Castro)
+health
+happiness
-trade (Castro fought with other leftist groups during the revolution and all of the capitalist groups hate him)
+some starting troops

Canada (some guy)
+health (free medicare)
-trade (taxes)
?

Anarchists
+health
+happiness
-profit (no money)

This mod will be great once it's done, but we can't let personal opinion get in the way of gameplay.
 
Leif said:
Question, will this mod be Balenced? I think that there should be benefits to both sides in order to up the replay value. Ideally each faction would play a bit differently.

This is my ultimate goal, but first I feel the need to release the first playable (poorly) alpha.

:bump::nuke::nuke:I still need to add a new nuke unit ":nuke:Fusion Bomb:nuke:" which in essence is the same as an ICBM, except it can be dropped into your own territory. And I want to make it yield less fallout.

:nya:I also might need some kind of grassroots spy for the tech "Large-scale Infiltration"

Castro will have plenty of troops in way of the Red Guard infantry which i have assigned +100% city defense. :spear:

:hammers:We are going to need to think up some ideas for civics! I am purposely leaving religion out of this mod, so we can use that whole fifth civics column. We need five civics! Or more!:goodjob:
 
Any specific type of civics you going for? Government civics, military, or...?
 
Well, I have decided to keep all of the religious civics out of the game for this scenario. I havent decided if im even adding temples (probly not).

So, we're going to have the whole religions column in the civics for alternate social engineering.

Im think that we should make a next-step or future governments column in religion's place. We could make them more specific to the civ's we're introducing.
 
...Resistants?

How about something a bit better than a nonsense word for the unique unit?

It reminds me very strongly of an episode of Invader Zim, in which the generic rebel groups of so many movies were caricatured by the naming of the rebel group in that episode "The Resisties".

At the very least, Resistor.

Also options are Partisan (in a very loose sense of the word), Unpleasant Houseguest (a bit tongue in cheek), Angry Mob, Terrorist, Freedom Fighter, Citizen Soldier, Peoples Liberation Soldier... you get the idea.

Don't let minor flaws ruin a scenario.
 
Aeon221 said:
...Resistants?

How about something a bit better than a nonsense word for the unique unit?...
...Don't let minor flaws ruin a scenario.
Aeon221,

I had realized it did sound a little awkward, but the name 'resistants' was coined by the creator of the graphical unit. I simply kept the name on for simplicity while i was coding. ive kinda gotten used to it :p
 
@Aeon221
I could easily change the name if you have any good suggestions...
 
hey robo,

i added 5 new civics, but the code is being buggy. i added:
:wow::clap::drool:
Progressivism
Neocolonialism
Fundamentalism
Neomarxism
Anarchosyndicalism

I set it up so that it would replace the religious civics (as i would rather not mix religion with this scenario.) I edited the xml for about 3-4 files, but it still shows "you've been defeated" when i load the map to edit. what is the cause of this one, i wonder aloud?:help:
 
i want to add the satillite unit to the game, as well. probly going to be a bombardment thing. i also want to add the two hidden units, self-propelled arty. paladin and the mobile SAM scud thing.
 
Ok awesome. Today I finished the tech buttons and made a new Zapatista unit. It's basically just a guerilla more suited for Mexico's hills and jungles. Same specs as Guerilla but starts with Guerilla II instead of Amphibious. Check out the skin thread here
 
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