2. Well what we might need to do is have a Lunar auto-build building that only appears in lunar bases. And then have that replace ALL Earth buildings you don't want on a Mars base. Code wise you could keep it modular such as ...
Code:
<BuildingInfo>
<BuildingClass>BUILDINGCLASS_ZOO</BuildingClass>
<Type>BUILDING_ZOO</Type>
<ReplaceBuildings>
<ReplaceBuilding>
<BuildingClassType>BUILDINGCLASS_LUNAR_BASE</BuildingClassType>
<bReplace>1</bReplace>
</ReplaceBuilding>
</ReplaceBuildings>
</BuildingInfo>
And just replace the tag "ZOO" with all the other tags of buildings you don't want.
Note this will make the most insane building upgrade tree ever, but it should work.
Hopefully if we get most buildings requiring say buildings like the Storage Pit / Trading Post / Shopping District or buildings that requires that, then there will be less buildings to have to replace. That's one reason I wanted to have many types of buildings have a common core building requirement so we could then have a smaller pool of buildings to deal with.
3. I have not had any crashing problems with Lunar terrains (or Martian).
4. When I open up the city screen it shows
no buildings. Even the auto-built ones. In addation it doesn't allow me to build any new buildings. Only units or projects.
5. I also get an error loading where it says you use the tag large crater. There are 3 lunar craters; FEATURE_LUNAR_CRATER1, FEATURE_LUNAR_CRATER2 and FEATURE_LUNAR_CRATER3. I don't recall which was the large one.
EDIT: Apparently FEATURE_LUNAR_CRATER1 is the Medium Crater.
EDIT2: Fixing the tag problem allowed for all buildings to show up again.