Future Worlds

Everything is working fine except when I build the plant to get the nanomaterials it says that I used them without actually having it used
 
Jaw is firmly planted on the floor. Good thing I can write this message with my hands.

Maybe you could put a special effect at Homo Superior: Your cities allows 1 extra gold yield on every tile. Before that, maybe Implants, a Merchant specialist building.

Culture, I'm sorry to say, I'm convinced is just broken for a future-compatible game. The great artists are relevant for a small span of time. Then Tourism just blows up because culture has accumulated so much. So now either Culture victories are going to stop your future era from ever going too long, or you fix tourism, in which case those guilds are gonna run dry and now where's your culture? And actually, what's the darn point of culture post-ideology?

The culture victory and economic victory are too fragile, will not be updated into the situation of your mod easily, I think because they were concepted too close to some stereo type of cultural or commercial power. There's this period of the game where money can explode if you -really- push it hard but it's at the cost of everything; and culture, like I said, is this strange, unrealistic distortion of "great art", and maybe that's because we got no modern understanding of compelling art no more.
Either that or , we do understand, but the game can't capture the reason for ubiquitous apathy for it.

So culture? Don't even worry about it if you're not planning to build in an extension to the cultural gameplay. Money -> it pays for those buildings, just put em on or off the attractive beeline and I'm sure some post-facto explanation will occur to you whatever tech they 're on.

And for science, put in a third building that buffs up the per-pop science. Science will explode, maybe make you think about explicitly having a post-information era with the appropriate leap of beaker costs.
 
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So, I found something interesting on my way to Nanomaterials that I would like to ask about.

I was going towards nanomaterials and I noticed two things. #1: The game back tracks me through researches which I already have saying that I am going to need them.

and 2: There is no #2 research to get there. I have yet to make it to nanomaterials, however I am just noticing these things as I go along.

I noticed that you are missing a key research on the tech tree. It SHOWS that it is researching it. I was looking for it in early game and couldn't find "The Internet" in the tech tree. It SAYS it is researching "The Internet" right now. But when I look at the tech tree. (Not the screen prior to the full tech tree) it shows that "The Internet" is in the tech tree. But when I get to the FULL lay out of the tech tree, it does NOT show "The Internet."
 
Where did you get those? The dropbox still only has the file uploaded in April.

Looks like you lost track of the technology tree, misha. And some missing TXT_KEYs that are working in the Apr 23 version I have.
 
The Tree TXT_KEY's don't work in my version for some reason. I've been just looking through for bugs that I find. Cause I'm still on my first game through on Misha's mod pack. So thats all the stuff that I am finding so far. xD

Alright well I looked at nanomaterials. I CAN'T FIND ANY. And As far as building them, I can't build them either. I've made every building in the game, every late game wonder just in case. And I can't make or find NanoMaterials.
 
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So, I found something interesting on my way to Nanomaterials that I would like to ask about.

I was going towards nanomaterials and I noticed two things. #1: The game back tracks me through researches which I already have saying that I am going to need them.

and 2: There is no #2 research to get there. I have yet to make it to nanomaterials, however I am just noticing these things as I go along.

I noticed that you are missing a key research on the tech tree. It SHOWS that it is researching it. I was looking for it in early game and couldn't find "The Internet" in the tech tree. It SAYS it is researching "The Internet" right now. But when I look at the tech tree. (Not the screen prior to the full tech tree) it shows that "The Internet" is in the tech tree. But when I get to the FULL lay out of the tech tree, it does NOT show "The Internet."

Where did you get those? The dropbox still only has the file uploaded in April.

Looks like you lost track of the technology tree, misha. And some missing TXT_KEYs that are working in the Apr 23 version I have.

It looks like the GAIA mod definitely conflicts with mine -- given how extensively it reorganizes the tech tree, I suppose it makes sense. I haven't been able to download a copy of the GAIA mod myself yet (whenever I try I keep getting bounced around between different download sites), although it seems to be on the Steam Workshop so I'll have to try and subscribe to it and get a copy that way.

I'm guessing the reason that the Internet tech isn't appearing because it's stacked under the Mobile Tactics tech from GAIA. (It should appear just to the left of Grid Computing.)

The Tree TXT_KEY's don't work in my version for some reason. I've been just looking through for bugs that I find. Cause I'm still on my first game through on Misha's mod pack. So thats all the stuff that I am finding so far. xD

Alright well I looked at nanomaterials. I CAN'T FIND ANY. And As far as building them, I can't build them either. I've made every building in the game, every late game wonder just in case. And I can't make or find NanoMaterials.

Looking at your screenshots, none of my buildings are appearing under the appropriate techs, particularly the Nanomaterials Plant under Nanomaterials. I'm guessing that a conflict with the GAIA mod caused my Buildings.xml file to fail, so none of the buildings are appearing. Which means no way to make Nanomaterials... <.<;

When I get a copy of GAIA I can try loading the two up together to find out just where the errors are. Some of it may be fixable by using more unique labels for my own buildings and units, but given how GAIA rearranges the tech tree I suspect there's always going to be issues running the two together.

Jaw is firmly planted on the floor. Good thing I can write this message with my hands.

Maybe you could put a special effect at Homo Superior: Your cities allows 1 extra gold yield on every tile. Before that, maybe Implants, a Merchant specialist building.

Culture, I'm sorry to say, I'm convinced is just broken for a future-compatible game. The great artists are relevant for a small span of time. Then Tourism just blows up because culture has accumulated so much. So now either Culture victories are going to stop your future era from ever going too long, or you fix tourism, in which case those guilds are gonna run dry and now where's your culture? And actually, what's the darn point of culture post-ideology?

The culture victory and economic victory are too fragile, will not be updated into the situation of your mod easily, I think because they were concepted too close to some stereo type of cultural or commercial power. There's this period of the game where money can explode if you -really- push it hard but it's at the cost of everything; and culture, like I said, is this strange, unrealistic distortion of "great art", and maybe that's because we got no modern understanding of compelling art no more.
Either that or , we do understand, but the game can't capture the reason for ubiquitous apathy for it.

So culture? Don't even worry about it if you're not planning to build in an extension to the cultural gameplay. Money -> it pays for those buildings, just put em on or off the attractive beeline and I'm sure some post-facto explanation will occur to you whatever tech they 're on.

And for science, put in a third building that buffs up the per-pop science. Science will explode, maybe make you think about explicitly having a post-information era with the appropriate leap of beaker costs.

Heheh, I don't think the mod is that astounding... :p

That said, I'm still really not sure how to incorporate some of the various victory conditions, or, as you say, whether to really bother with it. I suppose as I get the foundation better sorted out I can play with them on levels on top -- I did consider toying around with Memetics as a new means to manipulate culture, for example, and trying to figure out how diplomacy may work in a cyber-future would be interesting to consider. But for the time being I'm mostly looking at the science and domination victories.

I'm not neglecting culture entirely, though. The Great Works/Tourism system is hard to mod, but I do have plans for some various culture-generating systems. The 'ecological' branch, for example, is going to get means to build up culture from their surrounding tiles (such as through a Preserve improvements and a Sanctuary building), while other techs may permit things like improving the benefits of Great Works by creating "virtual tourism". It's still rather tentative so far, but I'm going to try and incorporate at least some gold and culture buildings for those trying to emphasize those yields.

One concept I am hoping to explore is giving the 'cybernetic' branch some maintenance-heavy buildings they can use, and then importing/creating some 'generator' improvements to create gold. It's an idea I'd seen tossed around in the Beyond Earth forums, although the energy commodity there makes more sense than gold. (i.e. a bunch of energy-intensive buildings, and generators to supply the needed energy.) But for the time being I can substitute it with gold, and hopefully see a more cybernetic society forgoing farms and biodomes in favor of generators to keep their cities running. :p

Looking forward to downloading it later! Would be great to see some pictures of the new units?

I'll try and get some at some point! I can always set up screenshots using IGE if needed, but don't have any from actual in-game play yet... <.<

Would you be willing to add this onto the steam workshop?

Since it's kind of the first draft, my plan was to post it here, get feedback to make revisions and improvements, and then upload it to Steam. But since I've now started a somewhat massive revision I'm not sure if it's in an uploadable state yet. X3

Once it's refined sufficiently that I feel it's stable again, I'll try and upload it to Steam.
 
It looks like the GAIA mod definitely conflicts with mine -- given how extensively it reorganizes the tech tree, I suppose it makes sense. I haven't been able to download a copy of the GAIA mod myself yet (whenever I try I keep getting bounced around between different download sites), although it seems to be on the Steam Workshop so I'll have to try and subscribe to it and get a copy that way.

I'm guessing the reason that the Internet tech isn't appearing because it's stacked under the Mobile Tactics tech from GAIA. (It should appear just to the left of Grid Computing.)



Looking at your screenshots, none of my buildings are appearing under the appropriate techs, particularly the Nanomaterials Plant under Nanomaterials. I'm guessing that a conflict with the GAIA mod caused my Buildings.xml file to fail, so none of the buildings are appearing. Which means no way to make Nanomaterials... <.<;

When I get a copy of GAIA I can try loading the two up together to find out just where the errors are. Some of it may be fixable by using more unique labels for my own buildings and units, but given how GAIA rearranges the tech tree I suspect there's always going to be issues running the two together.

Yeah, I haven't fully gotten there without the GAIA pack up. I just didnt use your mod for the next run that I am currently doing. Want me to try without the GAIA mod? That way I can fully see for you if its the same?

I figured this will be easier on you till you can get the GAIA pack. But I noticed all of those problems with the GAIA. The TXT_KEY for the tech names is still there even without the GAIA mod pack on. This much I know. But I am glad that I can help you somewhat understand a conflict with GAIA and your mod pack that I hope can one day soon be fixed up ^.^


btw, Thanks for the quick reply.

Oh one more thing, when all the changes and fixes are complete on this alpha launch on here, will you still keep on here on? I know a lot of people will launch a test of it on here, then move the entire thing to steam. (As I don't have Steam, so I can't get all the mods from there, or for that matter know how to get them from on there as there are many that I want just don't know how to move them from steam.)
 
I'm not entirely sure if it's even the right term for my approach. Sometimes I'm a bit scatterbrained, and just flit from one idea to another -- other times, I try to be more methodical. I'm still working at expanding the tech tree: here's a somewhat more current version, although I've made some further edits since I took this screen shot:

Spoiler :



DO WANT

can have pls?
 
Hi bouncymischa, my compliments, I like all your work on 3D models.

Sadly, I have to report that all the new improvements are not visible.
No error in database or lua log
No other mod used (except for IGE)

The files are where they should be and Art Defines and Modinfo files seem ok,
so perhaps the problem is in the 3D models?

Ulixes
 
Hey bouncymisha, first and foremost great job with the mod and hope development is still going mighty smoothly! :D Anyhow, I was wondering, if I could maybe develop this mod more further. I really like the direction this mod is going in and (admittedly being a passionate rookie in programming) was wondering if I could further implement better concepts into the mod and maybe later publish it. If not, in the least provide any help were I can. Hope to hear from you soon and take care till then.
 
I'm actually surprised I never noticed this. It looks really interesting. Are there any planned updates in the future for it?
 
I'm actually surprised I never noticed this. It looks really interesting. Are there any planned updates in the future for it?

I hope so. I'd also like to see a merger of the big three tech tree mods (this, Enlightenment, and the Prehistoric).
 
I hope so. I'd also like to see a merger of the big three tech tree mods (this, Enlightenment, and the Prehistoric).

Man, that'd be great. I assume there'd be issues with making sure the victory conditions work right, and finding splash screens, but it'd be really fun.
 
I'm actually surprised I never noticed this. It looks really interesting. Are there any planned updates in the future for it?

I hope so. I'd also like to see a merger of the big three tech tree mods (this, Enlightenment, and the Prehistoric).

Man, that'd be great. I assume there'd be issues with making sure the victory conditions work right, and finding splash screens, but it'd be really fun.

Yeep! Activity in my thread! Sorry I didn't reply sooner... I don't usually check the Modpacks section often... ^^;

Anyways, I have been meaning to post an update for the mod. Part of the problem, though, is that I started dabbling with an expanded tech tree, and it ran away on me a bit:

Spoiler :



Spoiler :



I've made several new unit models for it, and have gotten a fair number of buildings done. I even made my first wonder!

Spoiler :




Still, it's missing a lot of details like tooltips, civilopedia entries, technology quotes, and so on. I'm hoping I can get something put together by Christmas, though!
 
I can dig up some quotes, want to send me a list of what you need?
 
I can dig up some quotes, want to send me a list of what you need?

I'll go through them tonight and see which ones are still missing quotes. I am debating if I should go through and start typing up more information on what everything is supposed to be... while most of the technologies should be fairly self-evident, concepts such as Adamantium and Ecosophy might be more vague. Working up something like the manual the Enlightment Era mod had could help.

I should also take advantage of the opportunity to bounce some ideas off of people. For example, when I read up on arcologies, I was interested to find out the original concept was a more ecological one (the name itself is a portmanetau of "architecture" and "ecology") and was designed to lessen the impact of humanity on the ecosystem. But the typical popularization of it suggests something more like the cyberpunk dystopian vision, a means of achieving very high population densities through a self-contained environment that doesn't really consider ecological impact. So currently I have the former concept (an environmentally friendly, low-impact community) under Ecosophy, and the latter concept (a high population density, self-contained community) under Megastructures... but I'm not sure which should be termed an Arcology, and which should get a different name.

Any thoughts?
 
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