C2C - Space Terrain

There are 2 SMAC based BtS Mods available; Planetfall and Conflict on Chiron. Planetfall was the 1st by maniac. And Conflict on Chiron is based off of Planetfall.

There are a lot of SMAC and Crossfire players on these boards.

JosEPh ;)

I've been using some Planetfall graphics for the new Naval units, they are pretty nice. I do also like some of their terrain graphics, so maybe that can be what happens if your terraforming goes awry.:mischief:
 
Something I thought I should mention: it turns out I was exaggerating how much Python is run in getting the star systems display to work in Final Frontier. It runs something every screen update, but that checks a flag that is only set at the start of the game and at the start of a turn. Therefore all the code mentioned in this post is not run 30 times per second (or whatever frame rate you are getting). Most screen updates it is just the check to see if it should be run and normally it works out to running all that stuff just once per turn (and it isn't even each player's turn, just per turn via setting the flag in onBeginGameTurn and not onBeginPlayerTurn)... So a lot less code is run in most screen updates than it sounded like.

It is also doing graphics updates for a specific system when you are in the city screen and the citizen buttons or the entire city screen are marked as dirty, when the map is being set up and systems added, whenever a building is built, when a nuke goes off, when a meltdown happens (which never happens in FFP but can in Star Trek), when a city changes hands, and anytime a human player changes a selected planet in a star system.

Evidently the graphics used are persistent through the game. The updates, including the once per turn update, are mainly (or probably entirely) to reflect things players have done that show up in the graphics - building commercial satellites on a planet adds little satellites orbiting the planet, so this gets them added to the display.

So that explains how it runs all that Python code I mentioned every screen update: it doesn't run it on most of them.
 
Bumping for 12padams.

:bump:

Lol thanks... I'm gunna spend a week or so reading through this because I am extremely impressed by what I am seeing... Wow, this actually is my dream game I've wanted for the last 10 years. Heh, what next... Exploring other dimensions (way more advanced than exploring other planets) and time travel mechanics in this mod? Or maybe you're gunna start at the beginning of time controlling a group of amoeba in the ocean trying to evolve them to humans like in simearth... Lol this is awesome :)

When do you plan to have the initial stages of space colonization programmed? Early next year or do you think it's gunna be years away?
 
Actually there are 2 winning condations that are similar to that.

1. Spaceship Victory has been changed to a Dimensional ship that leaves our universe.

2. The Science Victory you build an Ascension Gate that allows you to ascend to another plane of existence.

And yes time travel is a tech in this mod. We also plan to have events related to time travel such as X unit visited from the future and later in the game you loose X unit because it went into the past.

There is a modmod in the mod section Called "Cambrian to Cosmos". They wanted to tackle the whole evolution scale stuff. Who knows if they will make it. We shall see.

As for when. It all depends on when they get done with multi-maps. Terrains and stuff are already in and units can easily be converted from other space mods or making our own. So really all we are waiting on is the multi-maps.

For more on the Space stuff please go to this thread.

C2C - Galactic Era
http://forums.civfanatics.com/showthread.php?t=435974
 
What do you mean waiting? I thought it was already released...

No - a demo of screen switching was released (from which we developed viewports). Actual (workable in a game setting) multimaps requires quite a lot more (time synchronization between maps as turns pass, ability for units to move between maps mostly)
 
We could, but it is an inferior option to actual Multi-Maps, and about the same amount of work.

It's inferior for several reasons:

1) Because individual 'maps' (like the original earth one say) couldn't wrap (at least all maps would have to wrap in the same dimension would be the constraint)

2) The 'dead space' between 'map' regions still takes up memory (could be reduced, but it's inconvenient)

3) It would make displaying the 'whole map' view that you get with the military commander in a viewport-enabled game much harder to do
 
@Dancing Hoskuld
attachment.php


Any luck with the Nebula, Sun and Planet Terrain features?

Sun
Appears On: Space
Graphic: Sol from Gods of Warfare
Food: 0
Production: 0
Commerce: 0
Movement: Impassable
Defense: 0%
River Commerce: 0
Freshwater: No
Health: 0
Improvements: No
Cities: No
Terrain Damage: No

Planet (Gas Giant)
Appears On: Space
Graphic: Gas from Gods of Warfare
Food: 0
Production: 0
Commerce: 0
Movement: 5
Defense: 0%
River Commerce: 0
Freshwater: No
Health: 0
Improvements: No
Cities: No
Terrain Damage: Yes

Notes: There are 5 types (Jupiter, Saturn, Uranus, Neptune and Super).

Planet (Terrestrial)
Appears On: Space
Graphic: Terrestrial from Gods of Warfare
Food: 0
Production: 0
Commerce: 0
Movement: 4
Defense: 0%
River Commerce: 0
Freshwater: No
Health: 0
Improvements: No
Cities: No
Terrain Damage: No

Notes: There are 3 types (Venus, Earth, Mars).

Planet (Dwarf)
Appears On: Space
Graphic: Dwarf from Gods of Warfare
Food: 0
Production: 0
Commerce: 0
Movement: 3
Defense: 0%
River Commerce: 0
Freshwater: No
Health: 0
Improvements: No
Cities: No
Terrain Damage: No

Super Nova
Appears On: Deep Space
Graphic: Super Nova from Final Frontier
Food: 0
Production: 0
Commerce: 0
Movement: 2
Defense: 0%
River Commerce: 0
Freshwater: No
Health: 0
Improvements: No
Cities: No
Terrain Damage: Yes

Nebula
Appears On: Deep Space
Graphic: Nebula from Final Frontier
Food: 0
Production: 0
Commerce: 0
Movement: Impassable
Defense: 0%
River Commerce: 0
Freshwater: No
Health: 0
Improvements: No
Cities: No
Terrain Damage: No

Wormhole
Appears On: Deep Space
Graphic: Wormhole from MOO2
Food: 0
Production: 0
Commerce: 0
Movement: 5
Defense: 0%
River Commerce: 0
Freshwater: No
Health: 0
Improvements: No
Cities: No
Terrain Damage: No
Special: Can Teleport Units to Other Wormholes of the Same Color.

Notes: Comes in 3 types (Red, Blue and Purple)

Solar System
Appears On: Deep Space
Graphic: Solar from Final Frontier
Food: 0
Production: 0
Commerce: 0
Movement: 2
Defense: 0
River Commerce: 0
Freshwater: No
Health: 0
Improvements: No
Cities: Yes
Terrain Damage: No

Notes: This has many types.

-----
 
All are still on my to do list - plus the sounds, I must remember to do the sounds. ;) I am going back over my list, none of which are what i want to get done this version, and seeing what is stopping me from compleateing some of them. the work on the pedia is my highest priority then the extra specialists in the city screen.
 
@Dancing Hoskuld, ls612 Thunderbrd and Vokarya

I need your help. Between you guys there must be enough creativity, talent and problem solving skills to do what I am bout to ask. First I must say it is independent upon multi-maps and should not matter if they are in or not. What I would like to do is have the new Lunar Lander (posted here) to have the ability to go to and from the moon.

Impossible without multi-maps you say! But it might not! You see we have 5 types of Lunar terrains. None of those are generated on Earth maps. So if you had custom maps such as this. Then you can have lunar maps on the same map as your Earth map.

I would like a new button on that unit that when pressed will send you to a random Lunar tile which currently has no claim to it. Possibly even allow the user to specifically what of the 5 lunar terrain types it wants to land the unit on.

Once pressed the unit will appear on the lunar tile (with its cargo inside). Since the unit is immobile it will need to bring units with it if it wants to explore the moon. Note with this method it should not matter if multi-maps are made or not since it will send it to whatever lunar tile is available no matter what map its on. Thus we assume only one map will have Lunar type terrain.

The second button is to go back home. In which it will go to whatever city has your National Aerospace Agency in it. This is important since the unit requires that city to be built in anyways. Its also a national unit with a limit of 1. So you can only have one in use at a time.

The 3rd button would be to a Spaceport. In which it would list all cities with Spaceports. Thus if you made a Moon base with a Spaceport then you could go directly there instead of a random lunar terrain location.

This method could be also done for Mars terrains and even Space terrains. But my main focus is getting the first major step of getting Lunar Units to Lunar terrain.

So what do you say? Can it be done?
 
@Dancing Hoskuld, ls612 Thunderbrd and Vokarya

I need your help. Between you guys there must be enough creativity, talent and problem solving skills to do what I am bout to ask. First I must say it is independent upon multi-maps and should not matter if they are in or not. What I would like to do is have the new Lunar Lander (posted here) to have the ability to go to and from the moon.

Impossible without multi-maps you say! But it might not! You see we have 5 types of Lunar terrains. None of those are generated on Earth maps. So if you had custom maps such as this. Then you can have lunar maps on the same map as your Earth map.

I would like a new button on that unit that when pressed will send you to a random Lunar tile which currently has no claim to it. Possibly even allow the user to specifically what of the 5 lunar terrain types it wants to land the unit on.

Once pressed the unit will appear on the lunar tile (with its cargo inside). Since the unit is immobile it will need to bring units with it if it wants to explore the moon. Note with this method it should not matter if multi-maps are made or not since it will send it to whatever lunar tile is available no matter what map its on. Thus we assume only one map will have Lunar type terrain.

The second button is to go back home. In which it will go to whatever city has your National Aerospace Agency in it. This is important since the unit requires that city to be built in anyways. Its also a national unit with a limit of 1. So you can only have one in use at a time.

The 3rd button would be to a Spaceport. In which it would list all cities with Spaceports. Thus if you made a Moon base with a Spaceport then you could go directly there instead of a random lunar terrain location.

This method could be also done for Mars terrains and even Space terrains. But my main focus is getting the first major step of getting Lunar Units to Lunar terrain.

So what do you say? Can it be done?

1-3) On moving from any one map to another map.

This can be done as an mission. A mission is just an action the unit can do. A mission can be restricted by tech and place requirements, eg space port feature or building in a city.

Problem: At the moment you would need one per landing place. Which is just fine for 1 & 2 but not 3.

Moving to a space port would need the list which means a pop up or screen of some kind. Thinking on that, I have flt that such a function "Go to City" is needed in Civ IV. I have not seen one, if one exists we could use that.

The place for landing would be defined by the code. Code could be Python or C++.
 
Said missions can be done but it'd be much better just to wait for multi-maps to be ready for inclusion since the same said missions would need to be programmed for that project. The map method you indicate comes with some issues of its own too, particularly where wrapping around is concerned - works great for flat maps nice and easy though.
 
Said missions can be done but it'd be much better just to wait for multi-maps to be ready for inclusion since the same said missions would need to be programmed for that project. The map method you indicate comes with some issues of its own too, particularly where wrapping around is concerned - works great for flat maps nice and easy though.

If the mission is to a random location on the target planet then there is no difference between multi-maps and multiple maps on one map. The location is done in the code.

If we have a target location then we would need to be able to pass parameters to the mission outcomes and from there to the events. Something I have begun to think would be very nice anyway. In this case the parameters or target object is where the map stuff is handled.
 
1-3) On moving from any one map to another map.

This can be done as an mission. A mission is just an action the unit can do. A mission can be restricted by tech and place requirements, eg space port feature or building in a city.

Problem: At the moment you would need one per landing place. Which is just fine for 1 & 2 but not 3.

Moving to a space port would need the list which means a pop up or screen of some kind. Thinking on that, I have flt that such a function "Go to City" is needed in Civ IV. I have not seen one, if one exists we could use that.

The place for landing would be defined by the code. Code could be Python or C++.

1&2. Well that's great!

On Button #3 - Yeah. I was wondering if it could be done like events where they have X choices, but I suspect that unlike the pre-made choices that events have you would not know.

So then what about a National Wonder for the Moon and Mars? Like a Lunar Spaceport. Thus you would have 3 buttons ...

- Button #1 = Launch to Random Lunar Terrain
- Button #2 = Launch to Back Home to National Aerospace Agency
- Button #3 = Launch to to National Lunar Spaceport

Thus making the #2 and #3 fix locations. And I suppose if say you pressed button #1 while on the moon it would send you to a new lunar location and if you pressed #2 or #3 while at those location then you would not go anywhere. Sicne your already at the location.

If those 3 are possible then how hard would it be to code? And I assume if there is no lunar terrain and/or no unclaimed lunar terrain then it would say like "No Landing Site Found" or some warning message.
 
1&2. Well that's great!

On Button #3 - Yeah. I was wondering if it could be done like events where they have X choices, but I suspect that unlike the pre-made choices that events have you would not know.

So then what about a National Wonder for the Moon and Mars? Like a Lunar Spaceport. Thus you would have 3 buttons ...

- Button #1 = Launch to Random Lunar Terrain
- Button #2 = Launch to Back Home to National Aerospace Agency
- Button #3 = Launch to to National Lunar Spaceport

Thus making the #2 and #3 fix locations. And I suppose if say you pressed button #1 while on the moon it would send you to a new lunar location and if you pressed #2 or #3 while at those location then you would not go anywhere. Sicne your already at the location.

If those 3 are possible then how hard would it be to code? And I assume if there is no lunar terrain and/or no unclaimed lunar terrain then it would say like "No Landing Site Found" or some warning message.

No. If we make a "Go To City..." function which pops up a list of cities you can go to and Spaceports count as cities then we will have one function to do the lot. The definition of the target will just need to be extended to include the map and in the case of between planets maybe a delay until we get an actual space maps.
 
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