[BtS] "Mars, Now!"

I'm sorry :(.
Haven't done anything last weekend (have been at my parents to make my car ready for winter) and today i've spent most of the non-forum time (5 hours) with a completely different project. The project might yield something small for CFC at the end maybe, but it has primary been related to my master thesis.

...so...progress is very slow at the moment, sorry again :(.
 
Just D/L'd the Mod and Patch D yesterday.

I've ran into a problem, I have 5 cities and I can't build anymore Colonists. If I can't build anymore cities I will soon be overrun by AI that continue to build new cities. 5 vs 10 - 15 isn't very good odds at survival. What do I do to get them (being able to build Colonists) back?

Suggestions please?!

JosEPh :)
 
You should look at the hover text or the game concepts section ;).
Colonists are limited by resources.
You can build 2 settlers for one oxygen + one (water or ice).
:think: ...what, 5 cities? You start with 3 water + 3 oxygen (standard size), so you should by default be able to found 5 new cities, so that you have 5 in total.
Are you maybe already building one?


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No patch this weekend, i've put again the work in the other project i have :(.
 
I have built 5 cities total. (I have also conquered 1 from Korea, for a total of 6 cities in my NASA Empire.)

I can no longer build a 6th. Do I need to request Water and Oxygen from Earth to build another city?

...what, 5 cities? You start with 3 water + 3 oxygen (standard size), so you should by default be able to found 5 new cities, so that you have 5 in total.
Are you maybe already building one?

Do I need to build the National Wonder "Water" to be able to build more Colonists to therefore build new cities?

The Russians, Indians, Koreans, and other AI already have More than 5 cities. Is the Player limited vs the AI in this area?

JosEPh :confused:
 
No, it's about the resources on the map ;). Connect more water (or ice) and oxygen to your capital, and you can build more (if not, then it's a bug and it would help if you could provide a savegame). You can also build the national wonders, which will provide more resources (1 each), if you don't have any unconnected resources in your area.

For the normal AIs, the restrictions are the same. If they run out of resources, then they also can't build any new cities.
 
Backstory for the PSE:

As more of the world industrialized, the demand for computers skyrocketed as working class citizens of former third world countries rose out of poverty. Beneath the political tensions and the exploits of the militant European Union, a war of another kind was waged: one of corporate imperialism. In the world of computers, a deep line was drawn between two competing computer giants: Pear Computers Inc. and Macrosoft Inc.. Both based in America, they fought a vicious war of trade secret theft and slanderous advertisements. When the economy dropped when natural resources began to dwindle, both corporations began to falter. Both corporations quickly realized that if they merged into one, they would survive the economic slump and have the added benefit of a monopoly. Together, they formed Blue Computers Inc., with Steven Gates and Robert Jobs as co-chairmen of the board. Despite the monopoly, the economic slump still proved to be a slippery slope. To make matters worse, the world's supply of silicon began to dwindle along with the rest of the world's resources. The only solution for survival was one shared by many of the world's nations: Mars. Despite disapproval by a large portion of the stockowners, Blue Computers developed their own mission to Mars, on par with national space programs, hoping to secure sources of silicon to ensure the longevity of their industry.

Hi, there is a small problem with silicon - it is in sand (wikipedia/sand = SiO2 -> one silicon and two oxygen)

But there are other rare metals needed for computer industry so I suggest to replace silicon in the text with rare metals (or lithium for example)

Greetings:


Makarius
 
No, it's about the resources on the map ;). Connect more water (or ice) and oxygen to your capital, and you can build more (if not, then it's a bug and it would help if you could provide a savegame). You can also build the national wonders, which will provide more resources (1 each), if you don't have any unconnected resources in your area.

Oh, by the way, how can i increase a number of water-oxygen needed per city? (in .xml i mean) Just for my own taste :)
 
Hi, there is a small problem with silicon - it is in sand (wikipedia/sand = SiO2 -> one silicon and two oxygen)

But there are other rare metals needed for computer industry so I suggest to replace silicon in the text with rare metals (or lithium for example)

Greetings:


Makarius

Silicon could still work, because if you just had a bigger depot of it...

Lithium would not work, it's already in the game. But maybe the rare earth metals, like...god...would have to look it up :D.


Oh, by the way, how can i increase a number of water-oxygen needed per city? (in .xml i mean) Just for my own taste :)

It's not in the XML, it's hacked into python, and not even by myself :blush:.
And now, when i look at it, i see that i made the last change in a really bad style :blush:.

Related file would be Assets\Python\CvGameUtils, in cannotTrain:
Spoiler :
PHP:
		#SiedlerRessourcen by Moritz
		### Settings ###
		CitiesPerBonus = 1
		FreeCities = 0
		CitiesPerBonusTrait = 2
		Bonus1 = gc.getInfoTypeForString("BONUS_PIG")
		Bonus2 = gc.getInfoTypeForString("BONUS_SHEEP")
		Bonus3 = gc.getInfoTypeForString("BONUS_DEER")
		### Ende Settings
		
		numBonus1 = pPlayer.getNumAvailableBonuses(Bonus1)
		numBonus2 = pPlayer.getNumAvailableBonuses(Bonus2)+pPlayer.getNumAvailableBonuses(Bonus3)
		
		if numBonus1 > numBonus2:
			numSmallBonus = numBonus2
		else:
			numSmallBonus = numBonus1
		
		if (pPlayer.hasTrait(gc.getInfoTypeForString("TRAIT_GENUEGSAM"))):
			CitiesPerBonus = CitiesPerBonusTrait
		numSupportedCites = (numSmallBonus*CitiesPerBonus*2)+FreeCities
		if (eUnit == gc.getInfoTypeForString("UNIT_SETTLER")):		
                        if not bTestVisible:
                                if (pPlayer.getNumCities() >= numSupportedCites):
                                
                                        return True		#return False

and in cannotFound:
Spoiler :
PHP:
	def cannotFoundCity(self,argsList):
		iPlayer, iPlotX, iPlotY = argsList
		#SiedlerRessourcen
		#SiedlerRessourcen by Moritz
		### Settings ###
		CitiesPerBonus = 1
		FreeCities = 0
		CitiesPerBonusTrait = 2
		Bonus1 = gc.getInfoTypeForString("BONUS_PIG")
		Bonus2 = gc.getInfoTypeForString("BONUS_SHEEP")
		Bonus3 = gc.getInfoTypeForString("BONUS_DEER")
		### Ende Settings
		
		pPlayer = gc.getPlayer(iPlayer)
		
		alien = gc.getInfoTypeForString("CIVILIZATION_MAYA")
		android = gc.getInfoTypeForString("CIVILIZATION_INCA")
		mutant = gc.getInfoTypeForString("CIVILIZATION_AZTEC")
		myName = pPlayer.getCivilizationType ()
		if ((myName==alien)or (myName==android) or (myName==mutant)):
                        return False
		numBonus1 = pPlayer.getNumAvailableBonuses(Bonus1)
		numBonus2 = pPlayer.getNumAvailableBonuses(Bonus2)+pPlayer.getNumAvailableBonuses(Bonus3)
		
		if numBonus1 > numBonus2:
			numSmallBonus = numBonus2
		else:
			numSmallBonus = numBonus1
		
		if (pPlayer.hasTrait(gc.getInfoTypeForString("TRAIT_GENUEGSAM"))):
			CitiesPerBonus = CitiesPerBonusTrait
		numSupportedCites = (numSmallBonus*CitiesPerBonus*2)+FreeCities
		if ((pPlayer.getNumCities() >= numSupportedCites)and (pPlayer.getNumCities()>0)):
                        return True

If you can't see what to change here, then ask, i can give you advice how to change it.
 
Maybe for the backstory of PSE, it's gold and copper they're running out of. I guess silicon is far too easy to find on Earth.

Also, before I write the backstory of the Mars-Explorers, are they the UN mission to Mars or were they there before the other colonies were made?
 
Hope it works :).

Also, before I write the backstory of the Mars-Explorers, are they the UN mission to Mars or were they there before the other colonies were made?

I don't want to disappoint you, but there's already a backstory there :(.
But interesting that you had the same idea.
 
I would rework the AI The computer is simply too stupid and aggressive. It seems like every other turn NASA is knocking on my door wanting to trade astrology for my cybernitics and 200 gold. I refuse and he declares war on me. >_<

I was at war with Japan, and they were in all due respect, clearly going to win, I gave them 20 gold for peace and they accepted. Then when I conquered one city, ( my goal in the war) I was in a good position to steam roll over there capital. I asked for peace and they refused me inisting that they would rather die...

Please rework the AI. It is too reminiscent of Civ5 AI. Other than that, its an okay mod
 
The AI is Vanilla CIV IV as far as I can tell. Which means you will have several AI Declare war/accept peace over and over. A lot of that is determined by what Leader Head was chosen for that AI. Shaka and Montezuma LHs come to mind right away.

I noticed that the Majority of LH have Imperialistic as a trait. Maybe that Trait should be "adjusted"?

JosEPh :)
 
Thanks for the compliments, wrym5 :).
What you've seen are just the different personalities ;), like JosEPh_II mentioned.
Monti does in Civ really never a good job, but that's how he is, and so are the leaders also partially here.

@imperialistic: Looking at my list, there are more financial and aggressive leaders, so no idea how you come to that impression :dunno:.
But whatever, what did you exactly mean with adjusting? A bit more boni, because faster settler building is under the restrictions not that good, or did you think in the other direction?
 
Sorry if I came off a little rude. I wanted to be constructive.

Also, is there a way to see the rate of which terraforming occurs? The terraforming sees pretty random at times.( Quick note: I think a terraforming victory would be pretty cool, like if 80% of your land was terraformed.. you win)
 
My current game 6 of the 8 AI leaders have "Imperialistic" as their 2nd Trait. Luck of the draw?

The LH traits (financial, aggressive, etc.) can be modified. To what degree I'm not sure. I know Afforess, Zappara, and several other Rise of Mankind/A New Dawn Modders have done so.

And I was thinking in other directions like how they interact/respond to you the player and to each other.

Maybe you could look into the LH pack that RoM uses and get some ideas? Also A New Dawn has a Diplomacy modmod in it that helps the AI do a better job (so it doesn't get stuck in the declare war/offer peace cycle so bad).

This game I have more water resources than the 1st game, so I can make colonists beyond 5 cities and not get stuck. :)

JosEPh
 
What does it not have?
- UUs + UBs: Not enough ideas

I can provide you some, since I have no life and too much time/imagination *rainbow* after all. And I think UU/UB should be there, nothing but picture and properties is kinda ugly. Not forcing you, but. You could contact.
EDIT:
Also: A scurry through Wikipedia gave some info.
Gallium could do as new resource for computertech:

It has been suggested that this family of alloys could also be used to cool computer chips in place of water. Much research is being devoted to gallium alloys as substitutes for mercury dental amalgams, but these compounds have yet to see wide acceptance.

~Wikipedia.

Because you're into a bit future taste with this mod, it is a good option.
 
For rare earth metals, you could also add neodymium as one, because it's used in hard drive magnets and it's also rather difficult for the average Joe to find, if I'm not mistaken. I have a couple of those lying around my house; it might not have been the best idea to keep them near my computer, and it might not have been the best idea to let the dust get to close to anything. That might be the reason why my monitor was :):):):)ed up for a few days...
 
For new resources the main question is, if they make sense in the game.
If they don't give :) or :health:, then they have to be associated to some units, and i do not really have some logical ideas there :/.

Sorry if I came off a little rude. I wanted to be constructive.

I haven't been sarcastic :).
You've said the mod is good, and that's nice :).

Also, is there a way to see the rate of which terraforming occurs? The terraforming sees pretty random at times.( Quick note: I think a terraforming victory would be pretty cool, like if 80% of your land was terraformed.. you win)

The terraforming is more or less random. Only the terraforming buildings in the cities determine, how quick it goes.
that also makes a terraforming victory undesirable at the moment, because you can't really control anything here :/.

My current game 6 of the 8 AI leaders have "Imperialistic" as their 2nd Trait. Luck of the draw?

Just accidential. There are no more leaders with imperialistic as trait, if i count right.

The LH traits (financial, aggressive, etc.) can be modified. To what degree I'm not sure. I know Afforess, Zappara, and several other Rise of Mankind/A New Dawn Modders have done so.

I'm not sure, if i want that.
I'm pretty satisfied with the standard traits.

And I was thinking in other directions like how they interact/respond to you the player and to each other.

I have no idea what you mean, please explain it a bit :).

Maybe you could look into the LH pack that RoM uses and get some ideas?

Anything specific here? Or is it a general remark?

Also A New Dawn has a Diplomacy modmod in it that helps the AI do a better job (so it doesn't get stuck in the declare war/offer peace cycle so bad).

I'll take a look at it, but i guess it's probably completely SDK, and i do not want to touch that :(.

This game I have more water resources than the 1st game, so I can make colonists beyond 5 cities and not get stuck. :)

JosEPh

Have fun conquering :D.

I can provide you some, since I have no life and too much time/imagination *rainbow* after all. And I think UU/UB should be there, nothing but picture and properties is kinda ugly. Not forcing you, but. You could contact.

Just tell me :).
Sad, that i have the graphical restrictions, which do not allow me to implement every good idea :(.
 
Just tell me :).
Sad, that i have the graphical restrictions, which do not allow me to implement every good idea :(.

Wupz, now I realized UU/UB means Unique Units and Unique Buildings. Thought it was for Unit Usage (Sid's tips and stuff) and Unit Background, which is missing as well. But, nowonce I've set the point, I'll try to do some.
 
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