[BtS] "Mars, Now!"

Nice one :).
That you've chosen the "wrong" wonder doesn't really matter for me, i do not have real preferences. I just suggest the things which are probably more fun to write.

But in this case, i could have warned you a bit: The statue of the fallen astronaut is something with a real background, http://en.wikipedia.org/wiki/Fallen_Astronaut.
But well, after reading your text i'm not sure if you knew that or not. -> :goodjob:.

I knew I'd seen the picture of it somewhere. :P

Very well, I'll write a few descriptions in the coming days. Just give me some examples of wonders, as I do not know whether others have already written something about them. And I'll be sure to check up on their background if there are any. ;)
 
Ah, okay :).

Well, if whatever building or unit doesn't have already an entry (so 99%), and it hasn't been posted in the last 2 pages, then there is no text.
Only a few have really a background, so i guess it could be hard to really find something to write about :/.

The golden shield is one of the things which has a background, might be an easier task, i guess.
 
J, is there a way to check (in python) for whether or not you've won a cultural victory? I ask because I was thinking of adding a building in my copy of your mod that brings reinforcements from Earth, but that wouldn't make much sense if you are currently at war with the Earth.
 
You do not really win the cultural victory at this point, it's a bit strange solution what i've done, but you don't have to check for it, because of another part of my bad programming :blush:: The ingame ID for the earth civ is always 17, so check if you're at war with player #17, that should work.
I'll somewhen have to redo this code :think:.
I hope you don't have to many problems with my messed up files :blush:.


Fixed a problem with the terraforming today and made some smaller changes.
Tried to look at the unit from charle88, but it seems that with the new python version i also need a new blender version. Will download it on monday at the university, my internet connection is pretty bad here and i do not want to pump bigger files over it.

Would have done more today, but i worked on something for my study subjects.
But it's frustrating, so i've decided to abandon this module (i do not really need it). This will give me hopefully some more time to work on my mod :).
 
If you can, then sure :D.

For me it's not the same, i'm just not very creative and can't produce anything if i do not have a point to start with :/ :blush:.


It's incredible, i've spent 3 hours today just for searching quotes :crazyeye:.
Playtested for a while, seems i forgot to fix some errors, will do so later, and i'm test hearing the additional soundtrack at the moment.
 
Yeah I know that feeling! :rolleyes:

Er...how many new techs are in RevDCM :D?



@all: I'll this week only have a bit time to work on the mod on wednesday, but it should be enough to fix some of the missing things which are anoying me.
So if no one thinks, that he/she will write some things on the weekend, i would upload the new version on thursday. But if it might happen, that some new text will appear on this weekend, i would wait a bit longer.
So, what's up with you guys?
 
Er...how many new techs are in RevDCM :D?



@all: I'll this week only have a bit time to work on the mod on wednesday, but it should be enough to fix some of the missing things which are anoying me.
So if no one thinks, that he/she will write some things on the weekend, i would upload the new version on thursday. But if it might happen, that some new text will appear on this weekend, i would wait a bit longer.
So, what's up with you guys?

I have received a surprise assignment in psych class(damn those sneaky professors) before my exam. I might be able to delegate some time to writing but I might not be able to do it within your next version.

BTW, what's new in it? Any chance of a sneak peak?:p
 
Nothing really new, sorry :blush:.
Most is just polishing, i exchanged some leaderheads, added many buttons, fixed bugs, added quotes, added some more art, and other minor changes, like faster loading, and i've added the CAR mod, so that it runs a bit faster.
No real, new and overwhelming things, sorry.
Would need a complete week or so to do all the things i want, but i also finally want to get a new version out, the bugs really bother me.


@text: Real life is always more important, so good luck with your task :).
 
Have you ever thought of adding the Martian Face as either a map feature or a wonder or something like that? (You know, the supposed face that is on the surface of the planet?) It would be an interesting bonus, like part of the Independence Victory :D
 
The so-called Martian Face only looks like a face from one angle, and only when the sun is in a certain position. It is otherwise a wholly unremarkable pile of dust.

Might as well ask for a Man in the Moon landmark in Song of the Moon, or for the martian canals to be a feature.
 
About the martian face i've already thought.
It doesn't make really sense as a wonder (why build a landmark?), as a feature which appears somewhere it would make sense, but i don't have the skills to create the graphics for it :(.
Might try it later, but so it doesn't have a high priority for me.
@Tssha: You're probably right, but it's popular and would be nice.
Same for man in the moon landmark, but not sure, if it should be included. Someone might say it's strange to have a moon landmark on Mars, but well, i have already other strange things on Mars, so that's not an obstacle.

@Martian canals: :think: haven't thought about them, and i have no idea why :D :dunno:.
Could maybe use the "rivers" for them, but it would also need graphical editing and a reworked placement algorithm (i would not want to have them everywhere).
I guess they would not have an effect, but would also be nice.


@all:
I've decided to delay the new release for 1,5 weeks.
I want to implement the lowered terrain like in Dune Wars for the new version, so that i have a real new feature :).
But this needs editing of nearly every unit in the game, of improvements, features, the terraforming and all the mapscripts, some graphical editing of the ships probably, and i can't work on this weekend, so i need some more time for it.
 
That's okay that the release has been delayed. I have finals soon anyway and wouldn't be able to play much...
 
okay i got an idea.... I think it's going to be a lot of work tough;

about the rivers/canals what would you think aboiut taking the terraform component (i don't know the exact name :) ) and you make the worker/clones /whatever their name is, able to build your own canals providing you with extra :food: and add some buildings like "advanced water distribution" systems in cities to provide extra :hammers: .

Another idea, i liked the terraform component in "quod capita" though they were not really helpfull :D, whatabout you are able to modify the titles themself, like grassland (or the equal thing in your mod :) ), with a lot of costs envolved of couse.
 
okay i got an idea.... I think it's going to be a lot of work tough;

about the rivers/canals what would you think aboiut taking the terraform component (i don't know the exact name :) ) and you make the worker/clones /whatever their name is, able to build your own canals providing you with extra :food: and add some buildings like "advanced water distribution" systems in cities to provide extra :hammers: .

I would interpret the martian canals as an equivalent to canyons on earth, just very big. I don't see a terraforming component in them.
And i have no idea, how they could fit in the existing system, there's no real space at the moment.
-> i do not really like this idea, but i appreciate that you suggested it :).


Another idea, i liked the terraform component in "quod capita" though they were not really helpfull :D, whatabout you are able to modify the titles themself, like grassland (or the equal thing in your mod :) ), with a lot of costs envolved of couse.

This idea is better, and long time ago i've already thought about it, but haven't looked deeper in it.
It could, like you suggest, be the same mechanic like in Quot Capita (i know it, Avain has made a modcomp out of the terraforming part), but in this case there are some problems, which i have to think of. For example, like in the current terraforming, the game engine would destroy every unit on a plot which is terraformed to water. This can sure be prevented, but needs some thoughts about it.
Haven't thought about money, but that's a good restriction. Might be best as late game feature.
I'm definetly thinking about it, but will probably not be included in the core of the new version.
 
Sadly i have to say that the lowered terrain will not work :(.
There are unexpected interferences with the water improvements which i can't really handle, and as long nobody want to build deep see mines on deep desert, they deep desert will not be in the release.
Not sure, if i'll be able to include this at some point in the future without any SDK changes.

I don't want to postpone the next release further to investigate in there more, so it will be released on tuesday.
At all, not a really grad update, most is polishing and bugfixing, no real new features :/.
 
:band::band::band::band:

ThE_J is an admin now :D


okay b2t i have another stupid idea :D

you can build a building: request ______ from earth
_____= ressources, which you can settle down manually.
The building itself won't be of ANY value, however you'll be be able to build the ressources from then on. More importantly these ressources have to be organic, it can't be uranium or anything like it. The building itself is specialized only one of a kind can be build in a city and it will allow you only to request one ressource (of a kind but (!) more than once.

Personally i think the wonders you created are great but i think the are way to powerfull.
 
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