SNEAK PEAK: Interstellar Colonization AND cIVRPG

wow, the two mods you are in the process of doing are totally amazing and original. no doubt one of those must have mods for civ4.

I will def be downloading them both.
 
that looks amazing! especially the rpg. great work! :goodjob:
looking forward to it! :D
 
Update Report:

Interstellar Colonization

  • Fixed loading bug and other C++ bugs (new specialist items like +Health now works correctly)
  • Added 2 planets (Large Gas with ring, and Icy with Ring)
  • Fixed various issues with the python code
  • Finished version 1.0 of the Map Script, adding Planet Density and Planet
    Quality
  • Made some balancing changes, and made more buildings buildable on each colony (that were supposed to be according to design but wasnt implemented yet)

Getting closer to an initial release of Interstellar Colonization now! ^o^
 
Terrific news.

Don't be shy about asking for help. You have a long list of volunteers. ;)
 
Update Report:

Interstellar Colonization

  • Changed the way conquering systems works. You no longer attack the Star to conquer it, you only need to invade all of the colonized planets in a system to take it over. (With an Infantry or Armor unit)
  • Produced units are now spawned on a planet. You can choose what planet when you start training the unit. (if you have more then one colonized)
  • Planets can be colonized outside of cultural borders, and if the system doesnt have a planet already, the system will be claimed (you get a city on the star). This coupled with the above 2 changes make the game more "realistic". And more fun. (Now if I can get the A.I to understand it better).
  • "Cities" get happiness from every unit on a planet with Civics like Hereditary Rule. And you if a planet doesnt have protection your happiness will drop, just like with cities. But how much depends on how many planets are unprotected.
  • Changed the mapscript to place planets in a nicer way. Planets wont (atleast 95%+ of the time) have a neigbouring planet on any of the tiles surrounding it.
  • Removed the Check if its own territory in the "Cant move into Terrain Type" code. So an Infantry unit cant move into a Solar System tile even if its within own cultural borders.
  • Other small bugfixes and changes done.

I'm doing alot of playtesting now and changing things as I go. I still need to finish some semi-major features of the mod, and wrap things up a bit before I can release a first version.
 
Im going to try and release a movie of my mods version of the Deathstar going at it destroying planets.
 
man, you rock the house!!
i'm unworthy....i'm unworthy

:D

really good work! looking forward to the previews.
:goodjob:
 
0d1n3oo3Broad said:
i'm unworthy....i'm unworthy
I don't think any of us are...

BTW, Fox, just wondering. Do the planets in the space scifi mod move? And if they do could you show me how you got them to do this???!!!

Thanks that would be so cool!:D
 
Grey Fox said:
Im going to try and release a movie of my mods version of the Deathstar going at it destroying planets.

Yeah, but why go through all the trouble of getting out the ole' DirectX-compatible motion-capture software, actually having to PLAY THROUGH the mission, making sure that the movie encoding is something most people have, making sure that you aren't showing any of your friends SN's on your buddylist, etc...

When you can just release what you have and let us do all the work for you :mischief:
 
:p -- I just wanna give everyone something more while I finish the release.

Like giving a child one present on christmas morning, and the rest on the familys traditional present opening time.
 
Civkid1991 said:
I don't think any of us are...

BTW, Fox, just wondering. Do the planets in the space scifi mod move? And if they do could you show me how you got them to do this???!!!

Thanks that would be so cool!:D

No they dont. If you mean move from tile to tile. I do have animation (atleast on the Earthlike Terra planet, but it doesnt loop).

I was actually thinking about making the planets move around the star every turn or so, but I dont know if that would be fun gameplay wise. It's pretty easy to do though.
 
Grey Fox said:
I was actually thinking about making the planets move around the star every turn or so, but I dont know if that would be fun gameplay wise. It's pretty easy to do though.


I think it would be really irritating if you move in to invade a planet and it just changes location... besides, how long are the turn intervals? If they're not shorter than a planet's year, there's really no point.
 
grey fox said:
If you mean move from tile to tile
yes this is what i was talking about.... could you please explain how this would work (making cities/planets (not really sure if the planets act as cities))?

please answer here at this thread: Cities that move
 
Dom Pedro II said:
I think it would be really irritating if you move in to invade a planet and it just changes location... besides, how long are the turn intervals? If they're not shorter than a planet's year, there's really no point.

Yep.

I havnt finished changing how long the turn intervals is yet. I was going to before, but the only options were between 1 Year turns, seasons, months and the way it is now. So I opted to stay with the current system, but start the game at 2050. I would like to tweak the amount of years per turn, because as it is now it will become the year 6000 pretty fast.

Anyways, anyone know if you can increase yieldoutput of a single tile (and not every tile of that type), with like SDTools or Pickling? And not by changing the terraintype/featuretype or improvement.
 
Civkid1991 said:
yes this is what i was talking about.... could you please explain how this would work (making cities/planets (not really sure if the planets act as cities))?

Well the way planets work in IntCol is that they are features, with an improvement on a planet terrain tile. The planet terrain tile has 10 Food, 10 Hammers, 10 Commerce and 10 PopCap. A planet feature might then have -7 Food, -8 Hammers, -9 Commerce and -6 PopCap. Making it a planet with 3 Food, 2 Hammers, 1 Commerse and 4 PopCap. When you colonize a planet you add a Colony Improvement that start at the size Initial, and it might add +2 Food, +1 Hammer, +1 Commerce etc. And it will grow, much like a Cottage does in regular Civ4, but with more stages.

When you colonize a planet the game will also store data such as its Name, Founding date, plot location, what buildings it has, what system it belongs to, etc. When you build a building that you can build on every colony, the game adds a building to one of the colonies that doesnt have one of the constructed buildings. Thats the only similarities to a city it has. The real city is the system Center, or the Star. No unit can enter the star though.

So if I were to move the planets, I would only move the tile information of the particular planet, not a city.
 
Wow... cant wait for the release! I'd really like to see some of the amazing coding you have. Is there going to be a spicific release date?
 
Yes there is:

Release Dates:
INTERSTELLAR COLONIZATION: Soon
cIVRPG: In the Future

:p

P.S:
Civkid1991 said:
I'd really like to see some of the amazing coding you have.
I dont know if I would call it amazing. It gets the job done. But not amazingly.
 
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